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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
  • 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 (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 AbilitiesAwkward, 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 AbilitiesMounted, 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 AbilitiesCharge, 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 AbilitiesCharge, 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 AbilitiesCharge, 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 AbilitiesCharge, 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 WeaponsHorned 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 WeaponsBardiche, 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 WeaponsBardiche, 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 WeaponsBardiche, 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 WeaponsLance

Weapon Ability – Reach – This weapon can reach targets in the listed distance when you attack with it.
Associated WeaponsBardiche, 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 WeaponsLance

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 WeaponsBardiche, 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 WeaponLance

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 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: Heavy, Horned, Knife, Light, Medium, Sword, Tower, Tusked

Magical Implement: Hat, Holy Symbol, Orb, Ring, Rod, Staff, Tome, Wand

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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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