Mystara of the Five Spheres RPG - Weapons Mastery - Martial Two-Handed - Ranseur Page
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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 - Ranseur
Mystara of the Five Spheres - Ranseur
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
Mystara of the Five Spheres - GM Section
Mystara of the Five Spheres - References
References still to come
Mystara of the Five Spheres - Notes

A ranseur, also called roncone, was a pole weapon similar to the partisan used in Europe up to the 15th century. It was still seen in court as a ceremonial weapon through the 17th century.
Often thought to be a derivation of the earlier spetum, the head of a ranseur consists of a spear-tip affixed with a cross hilt at its base. Often this hilt is crescent-shaped, giving it an appearance similar to that of a trident. Generally, the hilts do not have a cutting edge, unlike the double-edged partisan. Ranseurs are generally six feet or longer.
The spearing function of the weapon is apparent but not always effective against armor of great protection. The deflection includes the trapping of opponents’ weapons in the space below the main blade, where a twist of the shaft can apply pressure from that moment on at long range, and of pulling mounted opponents from the saddle.
- 5E Stats Two-Handed Martial Weapon, Cost 20 gp and a weight of 6 lb
- Weapon Options (Available to learn) - Armour-Piercing Thrust, Disarming Parry, Grinding Halt, Phalanx, Rebuff, Unmount, Vault.
Weapons Mastery Rank Details
- (Non-Proficient) Ranseur
- Ranseur Attack +Str to hit target
- Basic Hit - Half- Standard Damage
- Weapon Abilities – Heavy, Two Handed
- (Proficient) Ranseur
- Ranseur Attack +Prof +Str to hit target, Reach (10 ft)
- Basic Hit - Standard Damage (1d10+Mod Piercing)
- Weapon Abilities – Charge, Heavy, Reach, Set, Two Handed
- (Skilled) Ranseur
- Ranseur Attack +Prof +Str to hit target, Reach (10 ft)
- Basic Hit - Standard Damage (+1 Dice)
- Weapon Abilities – Charge, Defensive, Deflect, Disarm, Heavy, Reach, Set, Two Handed
- (Expert) Ranseur
- Ranseur Attack +Prof +Prof +Str to hit target, Reach (10 ft), Crit (19-20)
- Basic Hit - Standard Damage (+2 Dice)
- Weapon Abilities – Charge, Defensive, Deflect, Disarm, Heavy, Reach, Set, Two Handed
- Weapon Options – Armour-Piercing Thrust, Disarming Parry, Grinding Halt, Phalanx, Rebuff, Unmount, Vault
- (Master) Ranseur
- Ranseur Attack +Prof +Prof +Str to hit target, Reach (10 ft), Crit (19-20)
- Basic Hit - Standard Damage (+3 Dice)
- Weapon Abilities – Charge, Defensive, Deflect, Disarm, Heavy, Reach, Set, Two Handed
- Weapon Options – Armour-Piercing Thrust, Disarming Parry, Grinding Halt, Phalanx, Rebuff, Unmount, Vault
- (Grand Master) Ranseur
- Ranseur Attack +Prof +Prof +Str to hit target, Reach (10 ft), Crit (1-2 and 19-20)
- Basic Hit - Standard Damage (+4 Dice)
- Weapon Abilities – Charge, Defensive, Deflect, Disarm, Heavy, Reach, Set, Two Handed
- Weapon Options – Armour-Piercing Thrust, Disarming Parry, Grinding Halt, Phalanx, Rebuff, Unmount, Vault
- (Beyond Grand Master) Ranseur
- Basic Hit - Add an exta 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
Ranseur Attack: (Non-Proficient) + to hit, Heavy, Reach, Two-Handed, one target,
Hit: 1d6+mod piercing damage.
Ranseur Attack: (Proficient) + to hit, Charge, Heavy, Reach,
Set, Two-Handed, one target,
Hit: 2d6+mod piercing damage + 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
Ranseur Attack: (Skilled) + to hit, Charge, Heavy, Reach,
Set, Two-Handed, one target,
Hit: 3d6+mod piercing damage + 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.
(B) Deflect (1) – Before an attack is made you can choose to deflect several
attacks instead using your attack roll instead of your AC
(B) Disarm (Base DC) Dex save or opponent you have struck this round is forced
to drop their weapon. If they roll a natural 20 you drop yours instead.
Ranseur Attack: (Expert) + to hit, Charge, Crit (19-20), Heavy, Reach,
Set, Two-Handed, one target,
Hit: 2d8+mod piercing damage + 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
(B) Disarm (Base DC) Dex save or opponent you have struck this round is forced
to drop their weapon. If they roll a natural 20 you drop yours instead.
Ranseur Attack: (Master) + to hit, Charge, Crit (18-20), Heavy, Reach,
Set, Two-Handed, one target,
Hit: 2d10+mod piercing damage + 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
(B) Disarm (Base DC) Dex save or opponent you have struck this round is forced
to drop their weapon. If they roll a natural 20 you drop yours instead.
Ranseur Attack: (Grand Master) + to hit, Charge, Crit (17-20), Heavy, Reach,
Set, Two-Handed, one target,
Hit: 2d12+mod piercing damage + 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.
(B) Disarm (Base DC) Dex save or opponent you have struck this round is forced
to drop their weapon. If they roll a natural 20 you drop yours instead.
Content Updates
- 2023-08-31 - Updated to the improved layout with dynamic linking.
- 2023-04-10 - Fixed Defelct spelling mistake, changed to Deflect.
- 2023-04-09 - Page created on Site.
- 2022-05-05 – Converted over to version 2.0 of my weapon mastery rules.
- 2021-08-25 – Update to the layout and menu.
- 2020-09-30 - Published on WordPress.