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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Lance

Dungeons and Dragons – Mystara

Weapons Mastery – Lance

0e-rb-rc D&D BECMI Rules Cyclopedia
0e-rb-rc – D&D BECMI Rules Cyclopedia
Lance
Lance

A lance is a pole weapon designed to be used by a mounted warrior or cavalry soldier (lancer). Though best known as a military and sporting weapon carried by European knights, the use of lances was widespread throughout Asia, the Middle East, and North Africa wherever suitable mounts were available.

  • 5E Stats – One Handed or Versatile Martial Weapon, Costs 10 gp and has a weight of 6 lb.
  • Weapon Options: Charge, Phalanx, Repel Charge

Weapons Mastery – Lance

  • Lance Attack: (Non-Proficient) + to hit, Awkward (5 ft), Mounted, Reach (5 ft), one target
    • Hit (mounted 1 Hand: 1d6+mod piercing.
  • Lance Attack: (Proficient) + to hit, Awkward (5 ft), Mounted, Reach (10 ft), one target
    • Hit (mounted 1 Hand, or unmounted 2 Hand): 2d6+mod piercing
  • Lance Attack: (Skilled) + to hit, Awkward (5 ft), Charge, Mounted, Reach (5 ft), one target
    • Hit (mounted 1 Hand, or unmounted 2 Hand): 2d6+mod piercing + Charge.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
  • Lance Attack: (Expert) + to hit, Awkward (5 ft), Charge, Mounted, Reach (5 ft), one target
    • Hit (mounted 1 Hand, or unmounted 2 Hand): 2d8+mod piercing + Charge.
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
  • Lance Attack: (Master) + to hit, Awkward (5 ft), Charge, Mounted, Reach (5 ft), one target
    • Hit (mounted 1 Hand, or unmounted 2 Hand): 2d10+mod piercing + Charge.
    • (B) AC Defence (+2/4) – You gain an armour class bonus, for a set number of attacks each round.
  • Lance Attack: (Grand Master) + to hit, Awkward (5 ft), Charge, Mounted, Reach (5 ft), one target
    • Hit (mounted 1 Hand, or unmounted 2 Hand): 2d12+mod piercing + Charge.
    • (B) AC Defence (+2/5) – You gain an armour class bonus, for a set number of attacks each round.

Weapon Qualities – Lance

  • AC Defence (+ AC bonus/number of attacks): If you spend your bonus action this round on this quality you gain a bonus for your armour class for the next indicated number of attacks.
  • Awkward. You have disadvantage within this range when attacking with the weapon.
  • Base DC (+number): 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. This is sometimes increased as you gain skill with the weapon, gain the Weapon Mastery feat or the fighter archetype.
  • Charge: If the attacker can move twenty or more feet in a straight line before attacking, then a hit is treated as a critical hit.
  • Mounted: Designed to be used while mounted with one hand without the awkward condition, and when on foot requires two hands and gains the awkward condition.
  • Reach: This weapon adds the listed distance to your reach when you attack with it.

Weapon Options – Lance

  • Charge – If you move at least 20 feet straight toward a creature before hitting it with this weapons attack, the target takes an extra 1d12 piercing damage and must make a Strength saving throw. On a failure, the target falls prone.
  • Phalanx: If you are adjacent to at least two other phalanx trained and equipped allies, your attacks attacks have advantage.
  • Repel Charge – As an action, you can set your weapon against a charge. If a creature moves at least 20 feet straight toward you and attacks you, you may use your reaction to make an attack with your lance. If this attack hits, it is an automatic critical hit and the target must make a Strength saving throw. On a failure, it falls prone and falls off its mount if it is mounted.

Design Details on building Weapons Mastery

I have managed to even out most of the damage, but also increased it in this case as it is working better with my magical weapon enhancment changes.

Content Updates

  • 2021-11-25 – Due to morning arguments, Skilled use of the lance has been dropped from 3d6 to 2d6 to avoid further arguments as well as moving the Charge ability to skilled instead of proficient.
  • 2021-08-25 – Update to layout and menu. Replaced weapon options with the appropriate ones for the weapon. Included Charge and Repel Charge.
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 2H: Greatclub, Scythe

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: Horned Shield, Knife Shield, Sword Shield, Throwing Shield, Tusked Shield

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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