Dungeons and Dragons – Mystara
Weapons Mastery – Rod
A skilled practitioner with a orb or gemstone use it as an implement for helping cast a spell.
- 5E Stats – cost varies.
- Weapon Options (Available to learn) –
Weapons Mastery – Orb
Weapon Mastery Non-Proficient – Attacks are with disadvantage, and damage is halved rounded down. Non-Proficient use does not grant access to most of the weapon special properties.
(Non-Proficient)
Orb Attack +Attribute to hit target
Requirement – attuned to any Orb
Cantrip Hit: change energy damage to affinity (Halved)
Weapon Abilities – Cantrip, Extend
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Orb Attack +Attribute + Prof to hit target
Requirement – attuned to at least a Common Magical Orb
Cantrip Hit: change energy damage to affinity
Weapon Abilities – Cantrip, Magical Battery
Weapon Mastery Skilled – Weapons do an extra dice of damage. Gain abilities to activate as a bonus action on your round, or a reaction.
(Skilled)
Orb Attack +Attribute +Prof to hit target
Requirement – attuned to at least a Uncommon Magical Orb
Cantrip Hit: +1 dice and change energy damage to affinity
Weapon Abilities – Base DC, Cantrip, Magical Battery, Sustain
Weapon Mastery Expert – You gain an expertise on your attack, and weapons do an extra dice of damage. Abilities with weapons improve. Can use weapon options with this weapon.
(Expert)
Orb Attack +Attribute +Prof +Prof to hit target
Requirement – attuned to at least a Rare Magical Orb
Cantrip Hit: +2 dice and change energy damage to affinity
Weapon Abilities – Base DC, Cantrip, Magical Battery, Sustain
Weapon Options (Available to learn) –
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Orb Attack +Attribute +Prof +Prof to hit target
Requirement – attuned to at least a Very Rare Magical Orb
Cantrip Hit: +3 dice and change energy damage to affinity
Weapon Abilities – Base DC, Cantrip, Magical Battery, Sustain
Weapon Options (Available to learn) –
Weapon Mastery Grand Master – A natural 1 counts counts as a critical hit, and if both dice deal a critical hit, then all dice in the attack are maximised. Weapons do an extra dice of damage. Abilities and Options improve.
(Grand Master)
Orb Attack +Attribute +Prof +Prof to hit one target, Crit (1 or 20)
Requirement – attuned to at least a Legendary Magical Orb
Cantrip Hit: +4 dice and change energy damage to affinity
Weapon Abilities – Base DC, Cantrip, Magical Battery, Sustain
Weapon Options (Available to learn) –
Beyond Grand Master in Weapon Mastery – While not possible to learn at this level, some abilities and magical items might push skill above grand master, and if it does it adds an extra dice of damage and improves abilities and options as per the weapon progression.
Weapon Abilities – Orb
Weapon Ability – Base DC – Some of the effects produced by weapons masters has a saving throw to resist. This saving throw is calculated as 8 plus the ability modifier used in the attack roll, your weapon mastery bonus, your Weaponologist bonus, your weapons mastery feats and Archetypes.
Base DC = 8 +Ability Mod +Prof +WM Bonus +Circle Bonus +Feat Bonus +Arch Type Bonus (Martial +2)
Associated Weapons – Bardiche, Bastard Sword, Battleaxe, Bill, Blackjack, Blowgun 1H, Blowgun 2H, Bola, Cestus, Club, Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hand Crossbow, Handaxe, Hat, Heavy Crossbow, Heavy Shield, Holy Symbol, Horned Shield, Javelin, Knife Shield, Lance, Lasso, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Maul, Medium Shield, Morningstar, Net, Orb, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Ring, Rod, Scimitar, Scythe, Shortbow, Shortsword, Sickle, Sling, Spear, Spetum, Spontoon, Staff, Sword Shield, Tome, Tower Shield, Trident, Tusked Shield, Unarmed or Natural, Vaulge, Wand, Warhammer, Warpick,
Weapon Ability – Cantrip – You prepare an additional cantrip that can only be cast through the attuned magic item.
Associated Weapons – Hat, Holy Symbol, Orb, Ring, Rod, Staff, Tome, Wand
Weapon Ability – Magical Battery – Casting spells through this item charges the battery, each spell of 1st level or higher adds a single charge. The item can hold one charge, and gains +1 charge capacity at Skilled and each level afterwards. You can use the charges as if they were spell slots draining one charge per level of spell. Casting in this way does not add more charges. Battery is always empty at the end of a long rest.
(Expert Secret Craft Reduction) A member of the secret crafts can spend charges to reduce their soul burn, spending a charge to reduce the cost by one. They can spend as many charges to reduce the cost as they have available.
Associated Weapons – Hat, Holy Symbol, Orb, Ring, Rod, Staff, Tome, Wand
Weapon Ability – Sustain – You can spend charges of your Magical Battery to sustain additional spells. Each spell requires a number of charges equal to its points and spells cast in this way do not add batteries charges. You can sustain one spell this way at skilled, and an additional one for each level of proficiency after than.
Associated Weapons – Orb
Weapon Options – Orb
Design Details
I have still to add in weapon options for magical implements.
Weapons Mastery Version 1.0
No version 1.0 of this weapon was created.
Content Updates
- 2022-05-24 – Created at version 2.0 of my weapon mastery rules.
Weapons Mastery
Overview, Downtime for Weapons Mastery, Secret Craft: Weaponologist
Simple 1H or Versatile: Blackjack (or Sap), Cestus, Club (or torch), Dagger, Handaxe (or Tomahawk), Javelin, Lasso, Light Hammer, Mace, Quarterstaff, Sickle, Spear, Unarmed
Simple Ranged: Bola, Dart, Light Crossbow, Shortbow, Sling
Martial 1H or Versatile: Bastard Sword, Battleaxe, Flail, Lance, Longsword, Morningstar, Rapier, Scimitar, Shortsword, Spontoon, Trident, Warhammer, Warpick, Whip
Martial 2H: Bardiche, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Lochaber Axe, Maul, Partisan, Pike, Poleaxe, Ranseur, Spectum, Voulge
Martial Ranged: Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Longbow, Net
Martial Shield: Heavy, Horned, Knife, Light, Medium, Sword, Tower, Tusked
Magical Implement: Hat, Holy Symbol, Orb, Ring, Rod, Staff, Tome, Wand
D&D 5E in Mystara
D&D Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery
Game Management – Annotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience
Class Builds –
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)
Floorplans – Thyatian
Session Recordings – Campaign Journals
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