Lance
D&D 5e · 2014·Weapons·No attunement
Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.
Damage calculator
Hit chance
55%
Expected damage / attack
5.55
Attack bonus
+5
Average normal hit: 9.5 · Average critical hit: 16 · Critical chance: 5%.
- Category
- Martial weapon
- Damage type
- Piercing
- Reach
- 10 ft.
- Magic attack bonus
- +0
- Weight
- 6 lb
- Attunement
- Not required
- Rarity
- Nonmagical
- Price
- 10 GP
Calculator assumptions & rules
One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.
Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.
Changing calculator inputs does not change the item’s rules or create a new page URL.
Using Lance
- Strength can drive this martial weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
- The base 1d12 weapon damage averages 6.5 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
- 10-foot reach gives you more positioning options, including a larger reach for Opportunity Attacks.
Martial melee weapon. Damage: 1d12 piercing, before the applicable ability modifier. Properties: Reach, special. Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
Full item details & properties
Rules for this edition
- Proficiency
- A martial melee weapon; proficiency allows adding your Proficiency Bonus to its attack rolls.
- Lance
- Disadvantage against a target within 5 ft.; requires two hands unless mounted.
Weapon details
- Damage
- 1d12 piercing
- Weapon class
- Martial Melee
- Additional reach
- 5 ft.
- Handling
- Two hands, unless mounted
Properties
Reach
This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Special
A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see “Special Weapons” later in this section). You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
Tags & related references
Compare alternatives
Same edition, using your calculator inputs above. Special properties and character features can change the choice.
Same base weapon; compare its bonuses and rarity
Lance (+2)7.8 expected damage / attack65% hit chance1d12 +2 piercing · +2 magic attack · 10 ft. reachNot specified · 6 lbSame base weapon; compare its bonuses and rarity
Battleaxe4.35 expected damage / attack55% hit chance1d8 slashing · +0 magic attack · 5 ft. reach10 GP · 4 lbUses the same attack ability; compare handling and damage
Club3.15 expected damage / attack55% hit chance1d4 bludgeoning · +0 magic attack · 5 ft. reach1 SP · 2 lbUses the same attack ability; compare handling and damage
Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.
Lance FAQ
Does Lance require attunement?
No. This entry does not require attunement; follow its activation and use rules.
Is the listed price a guaranteed purchase price?
The listed price is a reference from this catalogue entry. Availability and the final price depend on your game and GM.