Mystara of the Five Spheres RPG - Weapons Mastery - Martial Two-Handed - Greatsword Page

Mystara Pages Page Content GM Section Updates

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 - Greatsword

Overview Weapon Mastery Weapon Abilities Weapon Options

Mystara of the Five Spheres - Greatsword


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

A greatsword is any generally straight bladed double edged sword large enough that it required the use of two hands to wield it effectively.

  • 5E Stats Two-Handed Martial Weapon, Cost 50 gp and a weight of 6 lb
  • Weapon Options (Available to learn) - Arcing Slash, Crushing Blow, Disarming Parry, Hurling Impact, Lock Blades, Sundering Strike.

Weapons Mastery Rank Details

    (Non-Proficient) Greatsword
  • Greatsword Attack +Str to hit target
  • Basic Hit - Half- Standard Damage
  • Weapon Abilities – Heavy, Two Handed
    (Proficient) Greatsword
  • Greatsword Attack +Prof +Str to hit target, Reach (10 ft)
  • Basic Hit - Standard Damage (2d6+Mod Bludgeoning)
  • Weapon Abilities – Heavy, Two Handed
    (Skilled) Greatsword
  • Greatsword Attack +Prof +Str to hit target, Reach (10 ft)
  • Basic Hit - Standard Damage (+2 Dice)
  • Weapon Abilities – Defensive, Deflect, Heavy, Stun, Two Handed
    (Expert) Greatsword
  • Greatsword Attack +Prof +Prof +Str to hit target, Crit (19-20), Thrown range (-/15 ft)
  • Basic Hit - Standard Damage (+4 Dice)
  • Weapon Abilities – Defensive, Deflect, Heavy, Range, Stun, Thrown, Two Handed
  • Weapon Options – Arcing Slash, Crushing Blow, Disarming Parry, Hurling Impact, Lock Blades, Sundering Strike
    (Master) Greatsword
  • Greatsword Attack +Prof +Prof +Str to hit target, Crit (19-20), Thrown range (5/20 ft)
  • Basic Hit - Standard Damage (+6 Dice)
  • Weapon Abilities – Defensive, Deflect, Heavy, Range, Stun, Thrown, Two Handed
  • Weapon Options – Arcing Slash, Crushing Blow, Disarming Parry, Hurling Impact, Lock Blades, Sundering Strike
    (Grand Master) Greatsword
  • Greatsword Attack +Prof +Prof +Str to hit target, Crit (1-2 and 19-20), Thrown range (10/25 ft)
  • Basic Hit - Standard Damage (+8 Dice)
  • Weapon Abilities – Defensive, Deflect, Heavy, Range, Stun, Thrown, Two Handed
  • Weapon Options – Arcing Slash, Crushing Blow, Disarming Parry, Hurling Impact, Lock Blades, Sundering Strike
    (Beyond Grand Master) Greatsword
  • Greatsword Attack Thrown range (+5 ft/+5 ft)
  • Basic Hit - Add an exta two dice of damage

Weapons Mastery Design Details

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

Greatsword Attack: (Non-Proficient) + to hit, Heavy, Reach, Two-Handed, one target,
Hit: 1d6+mod piercing damage.

Greatsword Attack: (Proficient) + to hit, Charge, Heavy, Reach, Set, Two-Handed, one target,
Hit: 2d6+mod piercing damage + Charge.

Greatsword Attack: (Skilled) + to hit, Charge, Heavy, Reach, Set, Two-Handed, one target,
Hit: 3d6+mod piercing damage + Charge.
Crit: Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
(B) AC Defence (+1/2) – 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.

Greatsword Attack: (Expert) + to hit, Charge, Crit (19-20), Heavy, Reach, Set, Two-Handed, one target,
Hit: 2d8+mod piercing damage + Charge.
Crit: Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
(B) AC Defence (+1/3) – 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.

Greatsword Attack: (Master) + to hit, Charge, Crit (18-20), Heavy, Reach, Set, Two-Handed, one target,
Hit: 2d10+mod piercing damage + Charge.
Crit: Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
(B) AC Defence (+2/4) – You gain an armour class bonus, for a set number of attacks each round.
(B) Deflect (3) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.

Greatsword Attack: (Grand Master) + to hit, Charge, Crit (17-20), Heavy, Reach, Set, Two-Handed, one target,
Hit: 2d12+mod piercing damage + Charge.
Crit: Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
(B) AC Defence (+2/5) – You gain an armour class bonus, for a set number of attacks each round.
(B) Deflect (4) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.

Content Updates

  • 2023-08-31 - Updated to the improved layout with dynamic linking.
  • 2023-04-10 - Page created on Site.
  • 2022-05-04 – Converted over to version 2.0 of my weapon mastery rules.
  • 2021-08-26 – Update to the layout and menu.
  • 2020-09-29 - Published on WordPress.