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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Voulge

Dungeons and Dragons – Mystara

Weapons Mastery – Voulge

Voulge Polearm
Voulge (polearme)

A voulge (occasionally called a pole cleaver; also spelled vouge) is a type of polearm that existed alongside the similar glaive in medieval Europe. Superficially, a voulge might strongly resemble a glaive, but there are some notable differences in construction. First, the attachment of the voulge blade to the shaft was usually done by binding the lower two thirds of the blade to the side of the pole; the glaive would often have a socket built into the blade itself and was mounted on top of the pole. In addition, while both had curved blades, that of the voulge was broad and meant for hacking, while that of the glaive was narrow and meant more for cutting. A voulge thus looks something like a squashed bardiche, or just a meat cleaver attached to a long pole. Troops that used the weapon are called voulgiers.

There is a big discrepancy regarding the modern and historical uses of the word voulge. The weapon commonly associated in the modern day with the word voulge is actually a halberd style, common in Germany and the surrounding areas both in period illustrations and extant finds.[citation needed] Depictions of the weapon are very rare in France itself, where the word originates.

It is theorized that when the halberd above was introduced to France from Switzerland and Germany, it was also given the name “volgue” besides the already-existing voulges as the word by that point in time had become an unspecific term for all polearms.

  • 5E Stats – Two Handed Martial Weapon, Costs 45 gp and has a weight of 16 lb.
  • Weapon Options: Armour-Piercing Thrust, Arching Slash, Grinding Halt, Phalanx, Rebuff, Unmount, Vault

Weapons Mastery – Voulge (polearm)

  • Voulge Attack: (Non-Proficient) + to hit, Heavy, Two Handed, one target
    • Hit: 1d6+mod slashing.
  • Voulge Attack: (Proficient) + to hit, Charge, Heavy, Reach (5 ft), Set, Two Handed, one target
    • Hit: 2d6+mod piercing + Charge
    • (F) Charge – If you move 20 ft in a straight line before attacking all hits are treated as a Crit
    • (R) Set – Get a free attack against a charging foe, if it hits, score double damage
  • Voulge Attack: (Skilled) + to hit, Charge, Heavy, Reach (5 ft), Set, Two Handed, one target
    • Hit: 3d6+mod piercing + Charge
    • (F) Charge – If you move 20 ft in a straight line before attacking all hits are treated as a Crit
    • (R) Set – Get a free attack against a charging foe, if it hits, score double damage
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
  • Voulge Attack: (Expert) + to hit, Charge, Crit (19-20), Heavy, Reach (5 ft), Set, Two Handed, one target
    • Hit: 2d8+mod piercing + Charge
    • (F) Charge – If you move 20 ft in a straight line before attacking all hits are treated as a Crit
    • (R) Set – Get a free attack against a charging foe, if it hits, score double damage
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
  • Voulge Attack: (Master) + to hit, Charge, Crit (18-20), Heavy, Reach (5 ft), Set, Two Handed, one target
    • Hit: 2d10+mod piercing + Charge
    • (F) Charge – If you move 20 ft in a straight line before attacking all hits are treated as a Crit
    • (R) Set – Get a free attack against a charging foe, if it hits, score double damage
    • (B) AC Defence (+2/4) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
  • Voulge Attack: (Grand Master) + to hit, Charge, Crit (17-20), Heavy, Reach (5 ft), Set, Two Handed, one target
    • Hit: 2d12+mod piercing + Charge
    • (F) Charge – If you move 20 ft in a straight line before attacking all hits are treated as a Crit
    • (R) Set – Get a free attack against a charging foe, if it hits, score double damage
    • (B) AC Defence (+2/5) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (2) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.

Weapon Qualities – Voulge (polearm)

  • 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.
  • 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.
  • Crit (range): This represents the weapon scoring a critical hit if the roll other than a 20 is still a hit. A 20 is always considered a hit and a critical hit.
  • Deflect (number of attacks): If you spend your bonus action this round on this quality, you can attempt to deflect several attacks per round. This can be used to deflect melee or ranged attacks with a base of ability mod for weapon using the attack roll as DC. Failure to deflect an attack still uses the ability. On a successful deflect you weapon takes half the damage you deflected.
  • Heavy: Attacks are at disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a non-proficient creature to use effectively.
  • Heavy (additional effects with proficiency): Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
  • Reach: This weapon adds the listed distance to your reach when you attack with it.
  • Set: As a reaction, a wilder can set this weapon against a charging foe, receiving a free attack which if it hits, is treated as a Crit. The target must make a Strength saving throw vs Base DC or be knocked prone (also dismounted if mounted).
  • Two-Handed: This weapon requires two hands to use.

Weapon Options – Voulge (polearm)

  • Armour-Piercing Thrust: As an action, you may pinpoint a weak point of an opponent’s armour and make a single attack with your weapon against it. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage.
  • Arching Slash: When you attack with this bladed weapon, you may choose to target two creatures within your reach with a single attack. This attack uses the same attack roll for both targets and deals slashing damage equal to half your normal damage to each target.
  • Grinding Halt: Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the weapon into the ground as a reaction. Roll your weapons damage and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer.
  • Phalanx: If you are adjacent to at least two other phalanx trained and equipped allies, your attacks attacks have advantage.
  • Rebuff: As an attack while you are wielding a polearm, you may use the haft of your weapon to rebuff up to two adjacent creatures. Make a single attack roll against one or two adjacent creatures within 5 feet of you. If the attack hits a target, you push it up to 10 feet away from you.
  • Unmount: As an action while wielding this polearm, you may make a single attack against a mounted creature. If the attack hits, the target must make a Strength saving throw. On a failure, the target is dismounted and falls prone.
  • Vault: You can use your weapon as an action to double the length of your long jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single attack with your weapon as part of this action.

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

  • 2021-08-25 – Update to the layout and menu.
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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