Mystara of the Five Spheres RPG - Weapons Mastery - Simple Ranged - Shortbow Page
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This is the section of my website dedicated to the Mystara setting weapons. Weapons Mastery - These are rules for improving how a character interacts with weapons and attacks over the course of their careers. |
Mystara of the Five Spheres - Weapons Mastery - Shortbow
Overview
Weapon Mastery
Weapon Abilities
Weapon Options
Mystara of the Five Spheres - Shortbow
Mystara of the Five Spheres - Weapons Mastery Weapon Mastery Overview
Mystara of the Five Spheres - Weapons Mastery Weapon Abilities
Mystara of the Five Spheres - Weapons Mastery Weapon Options
Games Master Section of Mystara of the Five Spheres
Overview
References
Notes
Mystara of the Five Spheres - GM Section
Mystara of the Five Spheres - References
References still to come
Mystara of the Five Spheres - Notes
- Shortbows are two-handed ranged weapons, capable of doing only modest damage but able to be fired rapidly even at low skill levels.
- 5E Stats – Ranged Simple Weapon, Costs 25 gp and has a weight of 2 lb.
- Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Power Shot, Shrapnel Shot, Staggering Shot, Trick Shot
- Weapons Mastery – Shortbow
- 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)
Shortbow +Dex to hit one target, Ammunition Range (-/300 ft)
Basic Hit: 1d6 piercing (Halved)
Weapon Abilities – Ammunition, Range, Two-Handed - Weapon Mastery Proficient – This is the standard weapon stats from
sourcebooks. (Proficient)
Shortbow +Dex +Prof to hit one target, Ammunition Range (80/320 ft)
Basic Hit: 1d6+Dex piercing
Weapon Abilities – Ammunition, Range, Two-Handed - 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)
Shortbow +Dex +Prof to hit one target, Ammunition Range (90/340 ft)
Basic Hit: 2d6+Dex piercing + Delay
Weapon Abilities – Ammunition, Defensive, Delay, Extra Missile, Range, Two-Handed - 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)
Shortbow + to hit one target (Two-Handed) Ammunition Range (100/360 ft)
Basic Hit: 3d6+Dex piercing + Delay
Weapon Abilities – Ammunition, Defensive, Delay, Extra Missile, Range, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Power Shot, Shrapnel Shot, Staggering Shot, Trick Shot - Weapon Mastery Master – Your gain advantage on your attack, weapons
do an extra dice of damage. Abilities and Options improve. (Master)
Shortbow + to hit one target, Ammunition Range (110/380 ft)
Basic Hit: 4d6+Dex piercing + Delay
Weapon Abilities – Ammunition, Defensive, Delay, Extra Missile, Range, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Power Shot, Shrapnel Shot, Staggering Shot, Trick Shot - 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)
Shortbow + to hit one target, Ammunition Range (120/400 ft)
Basic Hit: 5d6+Dex piercing + Delay
Weapon Abilities – Ammunition, Defensive, Delay, Extra Missile, Range, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Power Shot, Shrapnel Shot, Staggering Shot, Trick Shot - 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.
Designing the Weapons Mastery - Taking some inspiration from the Dart I have included a few surprises for people in here. Options here are designed to stack with the magical item rules so will be interesting to see them interacting in game.
- Weapons Mastery Version 1.0
- Shortbow (Non-Proficient) + to hit one target (Two-Handed)
Ammunition range (-/300 ft)
Hit: 1d4+mod piercing. - Shortbow (Proficient) + to hit one target (Two-Handed) Ammunition
range (80/320 ft)
Hit: 1d6+mod piercing. - Shortbow (Skilled) + to hit one target (Two-Handed) Ammunition range
(90/340 ft)
Hit: 2d4+mod piercing.
Crit (within 90): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
(B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round. - Shortbow (Expert) + to hit one target (Two-Handed) Ammunition range
(100/360 ft)
Hit: 3d4+mod piercing.
Crit (within 100): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
(B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
(F) Extra Missile (+1) – When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction. - Shortbow (Master) + to hit one target (Two-Handed) Ammunition range
(110/380 ft)
Hit: 2d6+mod piercing.
Crit (within 110): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
(B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
(F) Extra Missile (+2) – When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction. - Shortbow (Grand Master) + to hit one target (Two-Handed) Ammunition
range (120/400 ft)
Hit: 3d6+mod piercing.
Crit (within 120): Delay (Base DC) Con save or stunned until start of their next turn, with a critical fumble lasting until the end of their next turn.
(B) AC Defence (+1/4) – You gain an armour class bonus, for a set number of attacks each round.
(F) Extra Missile (+3) – When attacking you can add a number of extra missiles to the attack at -1 per extra missile. Each extra missile that hits adds +1 dice to the total damage but counts as one attack for damage reduction.
Content Updates
- 2023-09-22 - Cleaned up the migration and updated to the latest version.
- 2023-09-16 - Migrated content to new site.
- 2023-09-01 - Page created on Site.
- 2022-05-03 - Converted over to version 2.0 of my weapon mastery rules.
- 2021-08-11 - Update to layout and menu.
- 2021-03-31 - Cleaning up for quick copy.
- 2020-06-25 - Published on WordPress.