Dungeons and Dragons – Mystara
Weapons Mastery – Lance
- Source: D&D BECMI Rules Cyclopedia (0e-rb-rc)
- Weapons Mastery
- Weapon Abilities
- Weapon Options
- Design Details
- Content Updates
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 (Available to learn) – Charge, Phalanx, Repel Charge
Weapons Mastery – Lance
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)
Lance Attack +Str to hit one target, Reach (10 ft)
Basic Hit: 1d12 +Str mod piercing (Halved)
Weapon Abilities – Awkward, Mounted, Reach
Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.
(Proficient)
Lance Attack +Str +Prof to hit one target, Reach (10 ft)
Basic Hit: 1d12 +Str mod piercing
Weapon Abilities – Mounted, Reach
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)
Lance Attack +Str +Prof to hit one target, Reach (10 ft)
Basic Hit: 2d12 +Str mod piercing
Weapon Abilities – Charge, Defensive, Mounted, Reach
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)
Lance Attack +Str +Prof +Prof to hit one target, Reach (10 ft)
Basic Hit: 3d12 +Str mod piercing
Weapon Abilities – Charge, Defensive, Mounted, Reach
Weapon Options (Available to learn) – Charge, Phalanx, Repel Charge
Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.
(Master)
Lance Attack +Str +Prof +Prof to hit one target, Reach (10 ft)
Basic Hit: 4d12 +Str mod piercing
Weapon Abilities – Charge, Defensive, Mounted, Reach
Weapon Options (Available to learn) – Charge, Phalanx, Repel Charge
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)
Lance Attack +Str +Prof +Prof to hit one target, Reach (10 ft), Crit (1 and 20)
Basic Hit: 5d12 +Str mod piercing
Weapon Abilities – Charge, Defensive, Mounted, Reach
Weapon Options (Available to learn) – Charge, Phalanx, Repel Charge
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 – Lance
Weapon Ability – Awkward – You have disadvantage within this range when attacking with the weapon.
(Skilled Proficiency) At this level of proficiency the weapon no longer has the awkward disadvantage.
Associated Weapons – Horned Shield, Knife Shield, Lance, Sword Shield, Tusked Shield,
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 – Charge – If the attacker can move twenty or more feet in a straight line before attacking, then a hit deals an additional dice of damage.
Associated Weapons – Bardiche, Bill, Glaive, Guisarme, Halberd, Lance, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spetum, Spontoon, Voulge,
Weapon Ability – Defensive – If you spend your bonus action this round on this quality you gain a bonus for your armour class until the start of your next round as long as you still have your reaction. Each level above skilled adds +1 WM Bonus to the Shield bonus provided.
Defensive (Skilled Bonus Action) – This weapon provides a +1 Shield bonus to your armour class as long as your still have your reaction. If an attack would have hit you, but misses because of using defensive, you deflect the attack and expend your reaction. (Martial weapons add +1 to the shield bonus, A shield weapon does not use up reactions but can trigger retaliate instead)
Associated Weapons – Bardiche, Bastard Sword, Battleaxe, Bill, Bola, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Handaxe, Heavy Crossbow, Heavy Shield, Horned Shield, Lance, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Medium Shield, Morningstar, Net, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortbow, Shortsword, Sling, Spetum, Tower Shield, Tusked Shield, Voulge, Warhammer,
Weapon Ability – Mounted – Designed to be used while mounted with one hand, and when on foot requires two hands and gains the awkward condition.
(Proficiency) No longer has the awkward condition when mounted.
Associated Weapons – Lance
Weapon Ability – Reach – This weapon can reach targets in the listed distance when you attack with it.
Associated Weapons – Bardiche, Bill, Glaive, Guisarme, Halberd, Lance, Lasso, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spetum, Voulge,
Weapon Options – Lance
Charge (Attack Option) – If you move at least 20 feet straight toward a creature before hitting it with this weapons attack, the target takes an extra dice of damage and must make a Strength saving throw. On a failure, the target falls prone.
Note – This applies ontop of the weapon ability charge.
Associated Weapons – Lance
Weapon Option – Phalanx (Attack Stance) If you are adjacent to at least two other phalanx trained and equipped allies, your attacks attacks have advantage, you deal an extra dice of damage and your have a +1 teamwork bonus to your Armour Class.
Associated Weapons – Bardiche, Bill, Glaive, Guisarme, Halberd, Lance, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon, Trident
Repel Charge (Bonus Action – Reaction Option) – As a bonus 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 weapon. If this attack hits, it deals an extra dice of damage and the target must make a Strength saving throw. On a failure, it falls prone and falls off its mount if it is mounted.
Associated Weapon – Lance
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 enhancement changes.
Weapons Mastery Version 1.0
- 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.
Content Updates
- 2022-05-05 – Converted over to version 2.0 of my weapon mastery rules.
- 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 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
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