For Player Characters. Along with being intended to be used by player characters, dungeon masters are encouraged to use this section to design and run playing sessions and to take improving, reviewing, or removing templates into consideration in their campaigns. Character Options. Dungeon Master's Guide v.3.5 Errata 3/10/04 Version 032004 Dungeon Master's Guide v.3.5 Errata Errata Rule: Primary Sources When you find a disagreement between two D&D rules sources, unless an official errata file says otherwise, the primary source is correct. One example of a primary/secondary source is text taking precedence over a table entry.
Bard Spells SPELLS PER DAY3.5
RANGES
BONUS SPELLS
CLOSE
MEDIUM
LONG
25 ft + 5 ft / 2 LVLS
100 ft + 10 ft / LVL
400 ft + 40 ft / LVL
SPELLS KNOWN LEVEL
0
1
2
3
4
5
6
SPELL SAVE DC
LEVEL 0 £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £
Spell Dancing Lights Daze Detect Magic Flare Ghost Sound Know Direction Light Lullaby Mage Hand Mending Message Open/Close Prestidigitation Read Magic Resistance Summon Instrument
Description Figment torches or other lights Humanoid loses next action Detects spells and magic items Dazzles 1 creature (-1 attack) Figment sounds You discern North Item shines like a torch 20-ft glow Become drowsy -5 listen and spot Telekinesis of 5-lb item Makes minor repairs of item Whispered conversation at distance Opens/closes small or light things Performs minor tricks Read scrolls and spellbooks Target gains +1 on saves Calls a handheld instrument for you
Schl Evoc Ench Div Evoc Illus Div Evoc Ench Trans Trans Trans Trans Univ Div Abjur Conj
Comp V,S V,S,M V,S V V,S,M V,S V,M/DF V,S V,S V,S V,S,F V,S,F V,S V,S,F V,S,M/DF V,S
Time 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a Round
Range Medium Close 60-ft Close Close Self Touch Medium Close 10-ft Medium Close 10-ft Self Touch 0-ft
Target, Effect, Area 10-ft radius 1 humanoid to 4 HD Cone Burst of light Noise of 4humans/lvl Caster One item Living in 10-ft radius Nonmagical Item Item, 1 lb One creature/lvl Item to 30 lbs 1 lb, 1 cu. Ft 250 words/min One creature One instrument
Duration 1 min (D) 1 rnd Conc, 1 min/lvl (D) Inst (1 min) 1 rnd/lvl (D) Instantaneous 10 min/lvl (D) Conc +1 rnd/lvl (D) Concentrate Instantaneous 10 min/lvl Instantaneous 1 hr 10 min/lvl 1 min 1 min/lvl (D)
Save Will negs Fort negs Will dsblf Will negs Will negs Will negs Will negs -
SR Yes Yes Yes Yes Yes Yes -
PHB 216 217 219 232 235 246 248 249 249 253 253 258 264 269 272 285
Duration 2 hr/lvl (D) 1 rnd/lvl 1d4 rnds 1 hr/lvl 10 min/lvl 1 round Instantaneous Conc, 1min/lvl (D) 10 min/lvl Instantaneous 1 min/lvl (D) Land or 1 rnd/lvl 1 rnd/lvl (D) 2d4 rnds (D) Instantaneous Till used 1 day/lvl (D) 8 hours 10 min Concentrate
Save Will part Will negs Will negs Will half Special Will negs Special Will negs Will negs Will negs Will negs Will dsblf
SR Yes Yes Yes Yes Yes Yes Yes Yes Yes -
PHB 197 199 208 209 212 212 215 220 222 227 228 229 237 242 243 251 257 258 271 279
1 min/lvl 1 rnd/lvl (D) 1 rnd/lvl 24 hours 1 hr/lvl 1 min/lvl (D)
Will negs Will negs Will negs Will dsblf
Yes Yes Yes -
280 285 292 297 297 298
Duration 10 min/lvl (D) 1 day/lvl Conc Permanent (D) 1 min/lvl (D) Conc, 1 rnd/lvl (D) 1 min/lvl Instantaneous 10 min/lvl (D) 1 rnd 1 hr/lvl Conc, 1 min/lvl (D) 1 min/lvl Up to 1 hour 1 min/lvl 1 rnd/lvl 10 min/lvl 1 rnd/lvl (D)
Save Will negs Fort negs Will negs Will negs Will negs Will half Will negs Fort negs Will negs Will negs Will negs Will negs Will negs Will negs Will negs
SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
PHB 197 198 198 206 206 207 208 216 216 217 217 220 225 227 233 236 240 241
LEVEL 1 £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £
Spell Alarm Animate Rope Cause Fear Charm Person Comprehend Languages Confusion, Lesser Cure Light Wounds Detect Secret Doors Disguise Self Erase Expeditious Retreat Feather Fall Grease Hypnotism Identify Magic Mouth Nystul's Magic Aura Obscure Object Remove Fear Silent Image
Description Wards an area for 2 hr/lvl Rope moves at your command Creature frightened or shaken 1 rnd Makes one person your friend Understands all languages Target becomes confused, 1 rnd/lvl Cures 1d8+1/lvl (+5) Reveals hidden doors within 60-ft Change appearance, +10 Disguise Mundane or magical writing vanishes Increase speed by 30-ft/rnd Items or creatures fall slowly Makes 10-ft square or item slippery Fascinates 2d4 HD of creatures in 30-ft Determines all features of magic item Speaks once when triggered Grants false magical aura Masks item to scrying and divination +4 on fear saves Creates minor illusion of item
Schl Abjur Trans Necro Ench Div Ench Conj Div Illus Trans Trans Trans Conj Ench Div Illus Illus Abjur Abjur Illus
Comp V,S,F/DF V,S V,S V,S V,S,M/DF V,S,DF V,S V,S V,S V,S V,S V V,S,M V,S V,S,M/DF V,S,M V,S,F V,S,M/DF V,S V,S,F
Time 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a Free 1a Round 1 hr 1a 1a 1a 1a 1a
Range Close Medium Close Close Self Close Touch 60-ft Self Close Self Close Close Close Touch Close Touch Touch Close Long
£ £ £ £ £ £
Sleep Summon Monster I Tasha's Hideous Laughter Undetectable Alignment Unseen Servant Ventriloquism
Puts 4 HD of creatures into slumber Calls outsider to fight for you Target loses actions and falls prone Conceals alignment for 24 hours Str 2, 15-ft move Throw voice
Ench Conj Ench Abjur Conj Illus
V,S,M V,S,F/DF V,S,M V,S, V,S,M V,F
Round Round 1a 1a 1a 1a
Medium Close Close Close Close Close
Target, Effect, Area 20-ft radius 1 ropelike item One living creature 1 person 250 words/min One living creature One creature Cone Caster 1 scroll or 2 pages Caster Creature/lvl in 20-ft Obj or 10ft x 10ft sq Living creatures One item Creature or item Item to 5 lb/lvl Item to 100 lb/lvl One creature +1/4lvls 4 10-ft cubes+1 10-ft cube/lvl Living in 10-ft radius One creature One creature One creat or item Invisible servant Usually speech
Time 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a 1a Round 1a 1a 1a 1a
Range Self Close Close Medium Touch Medium Touch Touch Touch Medium Touch 60-ft Touch Medium Touch Medium Touch Medium
Target, Effect, Area Caster, +10 disguise One tiny animal Animals, Int 1 or 2 One living creature Concealment 20-ft radius One creature One creature Item 20-ft radius One creature to 6 HD One creature Cone One creature Creatures in range One creature Creatures in 10-ft One creature One humaniod
LEVEL 2 £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £
Spell Alter Self Animal Messenger Animal Trance Blindness/Deafness Blur Calm Emotions Cat's Grace Cure Moderate Wounds Darkness Daze Monster Delay Poison Detect Thoughts Eagle's Splendor Enthrall Fox's Cunning Glitterdust Heroism Hold Person
Description Changes appearance Send a tiny animal to specific place Fascinates 2d6 HD of animals Makes target blind or deaf Attacks miss target 20% of time Calms 1d6/lvl targets +4 Dex Cures 2d8+1/lvl (+10) Supernatural darkness Creature loses next action Stops poison from harming target Detect surface thoughts +4 Cha Captivates all within medium range +4 Int Blinds creatures, outlines invisible +2 Attack, Save and skill checks Target becomes paralyzed
Schl Trans Ench Ench Trans Illus Ench Trans Conj Evoc Ench Conj Div Trans Ench Trans Conj Ench Ench
Comp V,S V,S,M V,S V,S V V,S,DF V,S,M V,S V,M/DF V,S,M V,S,DF V,S,F/DF V,S,M/DF V,S V,S,M/DF V,S,M V,S V,S,F/DF
£ £ £ £ £ £ £ £
Hypnotic Pattern Invisibility Locate Object Minor Image Mirror Image Misdirection Pyrotechnics Rage
Fascinates 2d4+1 HD/lvl creatures Invisible until attacks Senses direction of item Minor illusion with some sound 1d4 + 1/3 lvls caster images (8) Misdirect information from divinations Fire into blinding light or smoke +2 Str, Con, +1 Will, -2 AC
£ Scare
Panics creatures up to 5 HD
£ £ £ £ £ £ £ £
Sonic vibration damages items All sound is stopped 1d8 sonic damage, may stun 1 round Influences targets actions Calls outsider to fight for you Swarm of small creatures Speak and understand any language Sends a spoken message
Shatter Silence Sound Burst Suggestion Summon Monster II Summon Swarm Tongues Whispering Wind
Illus Illus Div Illus Illus Illus Trans Ench
V or S,M V,S,M/DF V,S,F/DF V,S,F V,S V,S V,S,M V,S
1 1 1 1 1 1 1 1
a a a a a a a a
Medium Prsl,touch Long Long Self Close Long Medium
10-ft radius Touch 400-ft+40-ft/lvl rad 4 10-ft cubes + 1/lvl Caster Item, 10-ft cube Up to 20-ft cube One living creature/3lvls Necro V,S,M 1a Medium One living creature/3lvls in 30-ft Evoc V,S,M/DF 1 a Close 5-ft radius, 1 lb/lvl Illus V,S 1a Long 20-ft radius Evoc V,S,F/DF 1 a Close 10-ft radius Ench V,M 1a Close One living creature Conj V,S,F/DF Round Close 2:1 1:1d3 Conj V,S,M/DF Round Close See MM for effect Div V,M/DF 1a Touch One creature Trans V,S 1a 1 mile/lvl 10-ft radius
Conc +2 rnds 1 min/lvl (D) 1 min/lvl Conc +2 rounds 1 min/lvl (D) 1 hr/lvl 1d4+1 rnds Conc +1 rnd/lvl (D)
Will negs Will negs Will dsblf Will negs Special -
Yes Yes Sp Yes
242 245 248 254 254 254 267 268
1 rnd/lvl
Will part
Yes 274
Instantaneous 1 min/lvl (D) Instantaneous 1 hr/lvl 1 rnd/lvl (D) Conc + 2 rnds 10 min/lvl 1 hr/lvl or till used
Special Will negs Fort part Will negs Will negs -
Yes Yes Yes Yes -
278 279 281 285 286 289 294 301
Duration 1 rnd/lvl (D) 1 day/lvl 1 min/lvl (D)
Save Will negs -
SR Yes -
PHB 206 209 209
Will negs Will negs Will half Will negs Will negs Will part Will negs
Yes Yes Yes Yes Yes Yes Yes
212 215 216 216 217 223 223 229 234 235
Will negs Fort negs Will negs Will negs Will dsblf Will negs Will negs Will negs Ref negs Will negs
Yes Yes Yes Yes Yes Yes Yes Yes
235 237 239 243 245 247 252 260 270 274 275 275 275 276 280
-
-
281 286
SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
PHB 207 215 219 221 224 233 238 241 245 246 247 248 255 257 268 271 276 279
-
282 286 303
LEVEL 3 Spell £ Blink £ Charm Monster £ Clairaudience / Clairvoyance £ Confusion £ Crushing Despair £ Cure Serious Wounds £ Daylight £ Deep Slumber £ Dispel Magic £ Displacement £ Fear £ Gaseous Form £ Geas, Lesser £ £ £ £ £ £ £ £ £ £ £ £ £ £ £
Glibness Good Hope Haste Illusory Script Invisibility Sphere Leomund's Tiny Hut Major Image Phantom Steed Remove Curse Scrying Sculpt Sound Secret Page See Invisibility Sepia Snake Sigil Slow
£ Speak with Animals £ Summon Monster III
Description Randomly vanish and reappear Monster believes you are allied Hear or see at a distance, 1 min/lvl
Schl Trans Ench Div
Comp V,S V,S V,S,F/DF
Time 1a 1a 10 min
Range Self Close Long
Target, Effect, Area Caster One living creature Magical sensor
Targets become confused, 1 rnd/lvl -2 Att, save, abilities, skills, damage Cures 3d8+1/lvl (+15) 60-ft radius of bright light Put 10 HD of creatures into slumber Cancels magical effects (+10) Attacks miss target 50% of time Targets panic for 1 rnd/lvl Become insubstantial, 10 dmg reduct Command up to 7HD creature
Ench Ench Conj Evoc Ench Abjur Illus Necro Trans Ench
V,S,M/DF V,S,M V,S V,S V,S,M V,S V,M V,S,M S,M/DF V
1a 1a 1a 1a Round 1a 1a 1a 1a 1a
Medium 30-ft Touch Touch Close Medium Touch 30-ft Touch Close
Creatures in 15-ft Cone One creature Item 60-ft radius 10-ft radius Special One creature Cone Touch One living creature
1 rnd/lvl 1 min/lvl Instantaneous 10 min/lvl (D) 1 min/lvl Instantaneous 1 rnd/lvl (D) 1 rnd/lvl 2 min/lvl (D) 1 day/lvl or till used (D) Fluent and believable +30 Bluff Trans S 1a Self Caster 10 min/lvl (D) Morale bonus, +2 save bonus Ench V,S 1a Medium One living creature/lvl 1 min/lvl Extra att, +1 AC, +1 ref save, +30-ft m Trans V,S,M 1a Close One creature/lvl 1 rnd/lvl Only designated can decipher Illus V,S,M Special Touch Weight 10 lb 1 day/level (D) Invisibility to all within 10-ft Illus V,S,M 1a Prsl,touch 10-ft radius 1 min/lvl (D) Creates shelter for 10 creatures Evoc V,S,M 1a 20-ft 20-ft radius 2 hr/lvl (D) Illusion with sound, smell, heat Illus V,S,F 1a Long 4 10-ft cubes+1/lvl Concentrate +3 rnd Horselike creature, AC18, HP 7+1/lvl Conj V,S 10 min 0-ft One creature 1 hr/lvl (D) Frees item or person from curse Abjur V,S 1a Touch Creature or item Instantaneous V,S,M/DF,F 1 hr Spies on target from a distance Div Special Magical sensor 1 min/lvl Creates new or masking sounds Trans V,S 1a Close One creat or obj/lvl 1 hr/lvl (D) Changes page to hide real content Trans V,S,M 10 min Touch Up to 3 sq ft Permanent See invisible creatures or items Div V,S,M 1a Self Caster 10 min/lvl (D) Immobilizes reader for 1d4+1day/lvl Conj V,S,M 10 min Touch Book or written work Till used Make only single move or standard Trans V,S,M 1a Close One creature/lvl in 1 rnd/lvl action 30-ft Communicate with animals Div V,S 1a Self Caster 1 min/lvl Calls outsider to fight for you Conj V,S,F/DF Round Close 3:1 2:1d3 1:1d4+1 1 rnd/lvl (D)
LEVEL 4 £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £ £
Spell Break Enchantment Cure Critical Wounds Detect Scrying Dimension Door Dominate Person Freedom of Movement Hallucinatory Terrain Hold Monster Invisibility, Greater Legend Lore Leomund's Secure Shelter Locate Creature Modify Memory Neutralize Poison Rainbow Pattern Repel Vermin Shadow Conjuration Shout
£ Speak with Plants £ Summon Monster IV £ Zone of Silence
Description Frees target from enchantments Cures 4d8+1/lvl (+20) Alerts of magical eavesdropping Teleports you and up to max load Control humanoid telepathically Target moves and attacks normally Changes natural terrain's appearance Target becomes paralyzed Invisible (even if attacks) Learn tales about person or place Creates a sturdy cottage Senses direction of familiar creature Changes 5 minutes of memories Detoxifies venom in or on target Prevent 24 HD creatures attacking Insects with HD
Schl Abjur Conj Div Conj Ench Abjur Illus Ench Illus Div Conj Div Ench Conj Illus Abjur Illus Evoc
Comp V,S V,S V,S,M V V,S V,S,M,DF V,S,M V,S,M/DF V,S,M/DF V,S,M,F V,S,M,F V,S,M V,S V,S,M/DF V or S,M,F V,S,DF V,S V
Time 1 min 1a 1a 1a Round 1a 10 min 1a 1a Special 10 min 1a Round 1a 1a 1a 1a 1a
Range Close Touch 40-ft Long Close Prsl,touch Long Medium Prsl,touch Self Close Long Close Touch Medium 10-ft Special 30-ft
Talk to plants and plant creatures Calls outsider to fight for you Silence isolates internal and external
Div Conj Illus
V,S V,S,F/DF V,S
1a Self Round Close Round Self
Target, Effect, Area Creature/lvl in 30-ft One creature 40-ft radius Caster and touched One humanoid One creature One 30-ft cube/lvl One living creature One creature Caster 20-ft sq structure 400-ft+40-ft/lvl rad One living creature Creat / obj 1 cu ft/lvl 20-ft radius 10-ft radius Special Cone
Duration Save Instantaneous Special Instantaneous Will half 24 hours Instantaneous Will negs 1 day/lvl Will negs 10 min/lvl Will negs 2 hr/lvl (D) Will dsblf 1 rnd/lvl (D) Will negs 1 min/lvl (D) Will negs Special 2 hr/lvl (D) 10 min/lvl Permanent Will negs 10 min/lvl Will negs Conc +1 rnd/lvl (D) Will negs 10 min/lvl (D) Will negs Special Special Instantaneous Fort part Ref negs Caster 1 min/lvl 4:1 3:1d3 2-1:1d4+1 1 rnd/lvl (D) 5-ft radius 1 hr/lvl (D) -
LEVEL 5 £ £ £ £ £ £ £ £
Spell Cure Light Wounds, Mass Dispel Magic, Greater Dream False Vision Heroism, Greater Mind Fog Mirage Arcana Mislead
Description Cures 1d8+1/lvl (+25) Cancels magical effects (+20) Sends message to anyone sleeping Fools scrying with an illusion +4 Attack, Save and skill checks Fog target's minds, –10 Wis/Will save Changes natural terrain's appearance Improved invisiblity and creates illusion
Schl Conj Abjur Illus Illus Ench Ench Illus Illus
Comp V,S V,S V,S V,S,M V,S V,S V,S S
£ £ £ £ £ £ £
Nightmare Persistent Image Seeming Shadow Evocation Shadow Walk Song of Discord Suggestion, Mass
Restless sleep dealing 1d10 damage Creates repeating illusionary scene Change appearance of creatures Mimics evocation up to 4th level Step into shadow to travel rapidly 50% chance of attacking nearest friend Influences targets actions
Illus Illus Illus Illus Illus Ench Ench
V,S V,S,F V,S V,S V,S V,S V,M
Calls outsider to fight for you
Conj
V,S,F/DF
£ Summon Monster V
Time 1a 1a 1 min 1a 1a 1a 1a 1a
Range Close Medium Unlimited Touch Touch Medium Long Close
Target, Effect, Area Creature/lvl in 30-ft Special One living creature 40-ft radius One creature 20-ft radius One 20-ft cube/lvl Caster / illusory double 10 min Unlimited One living creature 1a Long 4 10-ft cubes+1/lvl 1a Close One creature/2 lvls 1a Special Special 1a Touch One creature/level 1a Medium 20-ft radius 1a Medium One creature/lvl in 30-ft Round Close 5:1 4:1d3 1-3:1d4+1
Duration Instantaneous Instantaneous Special 1 hr/lvl (D) 1 min/lvl 30 min + 2d6 rnds Conc +1 hr/lvl (D) 1 rnd/lvl (D), Conc +3 rnds Instantaneous 1 min/lvl (D) 12 hr Special 1 hr/lvl (D) 1 rnd/lvl 1 hr/lvl
Save Will half Will negs Will negs Will dsblf Will dsblf
SR Yes Yes Yes Yes -
PHB 216 223 225 229 240 253 254 255
Will negs Will dsblf Special Special Will negs Will negs Will negs
Yes Sp Yes Yes Yes Yes
257 260 275 277 277 281 285
1 rnd/lvl (D)
-
-
286
Duration 1 rnd/lvl (D) 1 rnd/lvl 1 min/lvl Instantaneous
Save Will negs Will negs Will half
SR Yes Yes
PHB 197 199 208 216
Will negs Fort negs Will negs Will negs -
Yes Yes Yes Yes Yes
225 228 230 233 234
Will dsblf
240 Yes 259 260
Will dsblf
-
Will dsblf Will negs Fort part Ref negs Will negs
265 Yes 275 Yes 279
LEVEL 6 Description Reveals magical aspects of target Items attack your foes +4 Dex to 1 creature/lvl Cures 2d8+1/lvl (+30)
Schl Div Trans Trans Conj
Comp V,S,F V,S V,S,M V,S
Time 1a 1a 1a 1a
Range Close Medium Touch Close
Target, Effect, Area Item or creature/lvl One small item/lvl Creature/lvl in 30-ft Creature/lvl in 30-ft
+4 Cha to 1 creature/lvl Charm, fear, sicken or sleep target Shows most direct way to location +4 Int to 1 creature/lvl Command any creature
Trans Necro Div Trans Ench
V,S,M/DF V,S V,S,F V,S,M/DF V
1a 1a 3 rnds 1a 10 min
Close Close Touch Close Close
Creature/lvl in 30-ft One living creature One creature Creature/lvl in 30-ft One living creature
£ Heroes' Feast £ Otto's Irresistible Dance £ Permanent Image
Food for 1 creat/lvl cures & blesses Forces target to dance Creates static illusionary scene
Conj Ench Illus
V,S,DF V V,S,F
10 min Close 1a Touch 1a Long
£ Programmed Image
Event triggered illusionary scene
Illus
V,S,F
1a
Long
Dnd 3.5 Wiki
£ Project Image £ Scrying, Greater £ Shout, GreaterIllusory double can talk, cast spells Spies on target from a distance 10d6 sonic dmg, deaf 4d6 rounds, stunned 1 round Calls outsider to fight for you 2d10/rnd dmg to freestanding structure Change appearance of creatures
Illus Div Evoc
V,S,M V,S,F
1a 1a 1a
Medium Special 60-ft
Conj Evoc Illus
V,S,F/DF V,S,F V,S
Round Close 10 min Touch 1a Long
£ £ £ £ £ £ £ £ £
Spell Analyze Dweomer Animate Objects Cat's Grace, Mass Cure Moderate Wounds, Mass Eagle's Splendor, Mass Eyebite Find the Path Fox's Cunning, Mass Geas / Quest
£ Summon Monster VI £ Sympathetic Vibration £ Veil
http://www.militaryfocus.com/dnd/index.htm
V,S,M/DF,F
Dungeons and Dragons 3.5 Bard Spells
1 min/lvl 1 rnd/3 lvls 10 min/lvl 1 min/lvl 1 day/lvl or till used (D) One living creature/lvl 1 hr + 12 hr One living creature 1d4+1 rnds 20-ft cube+10-ft Permanent (D) cube/lvl 20-ft cube+1 10-ft Till used cube/lvl Shadow duplicate 1 rnd/lvl (D) Magical sensor 1 hr/lvl Cone Instantaneous 6:1 5:1d3 1-4:1d4+1 1 rnd/lvl (D) Structure 1 rnd/lvl Creatures in 30-ft Conc +1 hr/lvl (D)
265
286 Yes 291 Yes 298
October 10, 2003
Site Search
Home > Equipment & Special Materials > Weapons
Weapon Categories
Weapons are grouped into several interlocking sets of categories.
These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).
Simple, Martial, and Exotic Weapons
Anybody but a druid, monk, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Melee and Ranged Weapons
Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Reach Weapons
Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Note: Small and Medium creatures wielding reach weapons threaten all squares 10 feet (2 squares) away, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.)
Double Weapons
Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.
The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Thrown Weapons
Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
Projectile Weapons
Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.
Ammunition
Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons), and what happens to them after they are thrown.
Light, One-Handed, and Two-Handed Melee Weapons
This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.
Light
A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.
Dnd 3.5 Damage
An unarmed strike is always considered a light weapon.
One-Handed
A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or ½ his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1½ times the character’s Strength bonus to damage rolls.
Two-Handed
Two hands are required to use a two-handed melee weapon effectively. Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.
Weapon Size
Download flash player mac os x 10.4.11. Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.
Example Weapon | Fine | Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal |
---|---|---|---|---|---|---|---|---|---|
Shuriken | -- | -- | -- | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 |
Gauntlet | -- | -- | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 |
Dagger | -- | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 |
Shortspear | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 | 4d6 |
Falchion | 1d2 | 1d3 | 1d4 | 1d6 | 2d4 | 2d6 | 3d6 | 4d6 | 6d6 |
Longsword | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 | 4d6 | 6d6 |
Bastard Sword | 1d3 | 1d4 | 1d6 | 1d8 | 1d10 | 2d8 | 3d8 | 4d8 | 6d8 |
Greataxe | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 3d6 | 4d6 | 6d6 | 8d6 |
Greatsword | 1d4 | 1d6 | 1d8 | 1d10 | 2d6 | 3d6 | 4d6 | 6d6 | 8d6 |
A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Inappropriately Sized Weapons
A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a -4 nonproficiency penalty also applies.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.
Improvised Weapons
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
Weapon Qualities
Here is the format for weapon entries (given as column headings on Table: Weapons).
Cost
This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon.
This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
Damage
The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled 'Dmg (S)' is for Small weapons. The column labeled 'Dmg (M)' is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack. Table: Larger and Smaller Weapon Damage gives weapon damage values for weapons of various sizes.
Critical
The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.
Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.
×2
Should i download mac os high sierra. The weapon deals double damage on a critical hit.
×3
The weapon deals triple damage on a critical hit.
×3/×4
One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
×4
The weapon deals quadruple damage on a critical hit.
19-20/×2
The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19-20.)
18-20/×2
The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18-20.)
Range Increment
Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
Weight
This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons.
Type
Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
Special
Some weapons have special features. See the weapon descriptions for details.
Weapon Descriptions
Weapons found on Table: Weapons that have special options for the wielder ('you') are described below. Splash weapons are described under Special Substances and Items.
| |||||||
Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
---|---|---|---|---|---|---|---|
Unarmed Attacks | |||||||
Gauntlet | 2 gp | 1d2 | 1d3 | ×2 | -- | 1 lb. | Bludgeoning |
Unarmed strike | -- | 1d23 | 1d33 | ×2 | -- | -- | Bludgeoning |
Light Melee Weapons | |||||||
Dagger | 2 gp | 1d3 | 1d4 | 19-20/×2 | 10 ft. | 1 lb. | Piercing or slashing |
Dagger, punching | 2 gp | 1d3 | 1d4 | ×3 | -- | 1 lb. | Piercing |
Gauntlet, spiked | 5 gp | 1d3 | 1d4 | ×2 | -- | 1 lb. | Piercing |
Mace, light | 5 gp | 1d4 | 1d6 | ×2 | -- | 4 lb. | Bludgeoning |
Sickle | 6 gp | 1d4 | 1d6 | ×2 | -- | 2 lb. | Slashing |
One-Handed Melee Weapons | |||||||
Club | -- | 1d4 | 1d6 | ×2 | 10 ft. | 3 lb. | Bludgeoning |
Mace, heavy | 12 gp | 1d6 | 1d8 | ×2 | -- | 8 lb. | Bludgeoning |
Morningstar | 8 gp | 1d6 | 1d8 | ×2 | -- | 6 lb. | Bludgeoning and piercing |
Shortspear | 1 gp | 1d4 | 1d6 | ×2 | 20 ft. | 3 lb. | Piercing |
Two-Handed Melee Weapons | |||||||
Longspear4 | 5 gp | 1d6 | 1d8 | ×3 | -- | 9 lb. | Piercing |
Quarterstaff5 | -- | 1d4/1d4 | 1d6/1d6 | ×2 | -- | 4 lb. | Bludgeoning |
Spear | 2 gp | 1d6 | 1d8 | ×3 | 20 ft. | 6 lb. | Piercing |
Ranged Weapons | |||||||
Crossbow, heavy | 50 gp | 1d8 | 1d10 | 19-20/×2 | 120 ft. | 8 lb. | Piercing |
Bolts, crossbow (10) | 1 gp | -- | -- | -- | -- | 1 lb. | -- |
Crossbow, light | 35 gp | 1d6 | 1d8 | 19-20/×2 | 80 ft. | 4 lb. | Piercing |
Bolts, crossbow (10) | 1 gp | -- | -- | -- | -- | 1 lb. | -- |
Dart | 5 sp | 1d3 | 1d4 | ×2 | 20 ft. | ½ lb. | Piercing |
Javelin | 1 gp | 1d4 | 1d6 | ×2 | 30 ft. | 2 lb. | Piercing |
Sling | -- | 1d3 | 1d4 | ×2 | 50 ft. | 0 lb. | Bludgeoning |
Bullets, sling (10) | 1 sp | -- | -- | -- | -- | 5 lb. | -- |
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
Light Melee Weapons | |||||||
Axe, throwing | 8 gp | 1d4 | 1d6 | ×2 | 10 ft. | 2 lb. | Slashing |
Hammer, light | 1 gp | 1d3 | 1d4 | ×2 | 20 ft. | 2 lb. | Bludgeoning |
Handaxe | 6 gp | 1d4 | 1d6 | ×3 | -- | 3 lb. | Slashing |
Kukri | 8 gp | 1d3 | 1d4 | 18-20/×2 | -- | 2 lb. | Slashing |
Pick, light | 4 gp | 1d3 | 1d4 | ×4 | -- | 3 lb. | Piercing |
Sap | 1 gp | 1d43 | 1d63 | ×2 | -- | 2 lb. | Bludgeoning |
Shield, light | special | 1d2 | 1d3 | ×2 | -- | special | Bludgeoning |
Spiked armor | special | 1d4 | 1d6 | ×2 | -- | special | Piercing |
Spiked shield, light | special | 1d3 | 1d4 | ×2 | -- | special | Piercing |
Sword, short | 10 gp | 1d4 | 1d6 | 19-20/×2 | -- | 2 lb. | Piercing |
One-Handed Melee Weapons | |||||||
Battleaxe | 10 gp | 1d6 | 1d8 | ×3 | -- | 6 lb. | Slashing |
Flail | 8 gp | 1d6 | 1d8 | ×2 | -- | 5 lb. | Bludgeoning |
Longsword | 15 gp | 1d6 | 1d8 | 19-20/×2 | -- | 4 lb. | Slashing |
Pick, heavy | 8 gp | 1d4 | 1d6 | ×4 | -- | 6 lb. | Piercing |
Rapier | 20 gp | 1d4 | 1d6 | 18-20/×2 | -- | 2 lb. | Piercing |
Scimitar | 15 gp | 1d4 | 1d6 | 18-20/×2 | -- | 4 lb. | Slashing |
Shield, heavy | special | 1d3 | 1d4 | ×2 | -- | special | Bludgeoning |
Spiked shield, heavy | special | 1d4 | 1d6 | ×2 | -- | special | Piercing |
Trident | 15 gp | 1d6 | 1d8 | ×2 | 10 ft. | 4 lb. | Piercing |
Warhammer | 12 gp | 1d6 | 1d8 | ×3 | -- | 5 lb. | Bludgeoning |
Two-Handed Melee Weapons | |||||||
Falchion | 75 gp | 1d6 | 2d4 | 18-20/×2 | -- | 8 lb. | Slashing |
Glaive4 | 8 gp | 1d8 | 1d10 | ×3 | -- | 10 lb. | Slashing |
Greataxe | 20 gp | 1d10 | 1d12 | ×3 | -- | 12 lb. | Slashing |
Greatclub | 5 gp | 1d8 | 1d10 | ×2 | -- | 8 lb. | Bludgeoning |
Flail, heavy | 15 gp | 1d8 | 1d10 | 19-20/×2 | -- | 10 lb. | Bludgeoning |
Greatsword | 50 gp | 1d10 | 2d6 | 19-20/×2 | -- | 8 lb. | Slashing |
Guisarme4 | 9 gp | 1d6 | 2d4 | ×3 | -- | 12 lb. | Slashing |
Halberd | 10 gp | 1d8 | 1d10 | ×3 | -- | 12 lb. | Piercing or slashing |
Lance4 | 10 gp | 1d6 | 1d8 | ×3 | -- | 10 lb. | Piercing |
Ranseur4 | 10 gp | 1d6 | 2d4 | ×3 | -- | 12 lb. | Piercing |
Scythe | 18 gp | 1d6 | 2d4 | ×4 | -- | 10 lb. | Piercing or slashing |
Ranged Weapons | |||||||
Longbow | 75 gp | 1d6 | 1d8 | ×3 | 100 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | -- | -- | -- | -- | 3 lb. | -- |
Longbow, composite | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | -- | -- | -- | -- | 3 lb. | -- |
Shortbow | 30 gp | 1d4 | 1d6 | ×3 | 60 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | -- | -- | -- | -- | 3 lb. | -- |
Shortbow, composite | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | -- | -- | -- | -- | 3 lb. | -- |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
Light Melee Weapons | |||||||
Kama | 2 gp | 1d4 | 1d6 | ×2 | -- | 2 lb. | Slashing |
Nunchaku | 2 gp | 1d4 | 1d6 | ×2 | -- | 2 lb. | Bludgeoning |
Sai | 1 gp | 1d3 | 1d4 | ×2 | 10 ft. | 1 lb. | Bludgeoning |
Siangham | 3 gp | 1d4 | 1d6 | ×2 | -- | 1 lb. | Piercing |
One-Handed Melee Weapons | |||||||
Sword, bastard | 35 gp | 1d8 | 1d10 | 19-20/×2 | -- | 6 lb. | Slashing |
Waraxe, dwarven | 30 gp | 1d8 | 1d10 | ×3 | -- | 8 lb. | Slashing |
Whip4 | 1 gp | 1d23 | 1d33 | ×2 | -- | 2 lb. | Slashing |
Two-Handed Melee Weapons | |||||||
Axe, orc double5 | 60 gp | 1d6/1d6 | 1d8/1d8 | ×3 | -- | 15 lb. | Slashing |
Chain, spiked4 | 25 gp | 1d6 | 2d4 | ×2 | -- | 10 lb. | Piercing |
Flail, dire5 | 90 gp | 1d6/1d6 | 1d8/1d8 | ×2 | -- | 10 lb. | Bludgeoning |
Hammer, gnome hooked5 | 20 gp | 1d6/1d4 | 1d8/1d6 | ×3/×4 | -- | 6 lb. | Bludgeoning/Piercing |
Sword, two-bladed5 | 100 gp | 1d6/1d6 | 1d8/1d8 | 19-20/×2 | -- | 10 lb. | Slashing |
Urgrosh, dwarven5 | 50 gp | 1d6/1d4 | 1d8/1d6 | ×3 | -- | 12 lb. | Slashing or piercing |
Ranged Weapons | |||||||
Bolas | 5 gp | 1d33 | 1d43 | ×2 | 10 ft. | 2 lb. | Bludgeoning |
Crossbow, hand | 100 gp | 1d3 | 1d4 | 19-20/×2 | 30 ft. | 2 lb. | Piercing |
Bolts (10) | 1 gp | -- | -- | -- | -- | 1 lb. | -- |
Crossbow, repeating heavy | 400 gp | 1d8 | 1d10 | 19-20/×2 | 120 ft. | 12 lb. | Piercing |
Bolts (5) | 1 gp | -- | -- | -- | -- | 1 lb. | -- |
Crossbow, repeating light | 250 gp | 1d6 | 1d8 | 19-20/×2 | 80 ft. | 6 lb. | Piercing |
Bolts (5) | 1 gp | -- | -- | -- | -- | 1 lb. | -- |
Net | 20 gp | -- | -- | -- | 10 ft. | 6 lb. | -- |
Shuriken (5) | 1 gp | 1 | 1d2 | ×2 | 10 ft. | ½ lb. | Piercing |
Arrows
An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Axe, Orc Double
An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.
A creature wielding an orc double axe in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Bolas
You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.
Bolts
A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Bullets, Sling
Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Chain, Spiked
A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.
Crossbow, Hand
You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
Crossbow, Heavy
You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Light
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Repeating
The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.
Dagger
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You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).
Flail, Dire
A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can’t use it as a double weapon— only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
Flail or Heavy Flail
With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Gauntlet
This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.
Gauntlet, Spiked
Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.
Glaive
A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
Guisarme
A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
Halberd
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If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
Hammer, Gnome Hooked
A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
Javelin
Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.
Kama
The kama is a special monk weapon. This designation gives a monk wielding a kama special options.
You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.
Lance
A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
While mounted, you can wield a lance with one hand.
Longbow
You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.
Longbow, Composite
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.
Longspear
A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.
Net
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
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An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
Nunchaku
The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Quarterstaff
A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.
Ranseur
A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
Rapier
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1½ times your Strength bonus to damage.
Sai
With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
The sai is a special monk weapon. This designation gives a monk wielding a sai special options.
Scythe
A scythe can be used to make trip attacks. System engineering management blanchard pdf free download. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.
Shield, Heavy or Light
You can bash with a shield instead of using it for defense. Parallels for mac resize partition. See Armor for details.
Shortbow
You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.
Shortbow, Composite
You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.
Shortspear
A shortspear is small enough to wield one-handed. It may also be thrown.
Shuriken
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A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
Siangham
The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.
Sickle
A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.
Sling
Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls. https://exchangehigh-power227.weebly.com/mac-os-boot-camp-external-hard-drive.html.
Spear
A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.
Spiked Armor
You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.
Spiked Shield, Heavy or Light
You can bash with a spiked shield instead of using it for defense. See Armor for details.
Unarmed Strike
A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.
Sword, Bastard
A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.
Sword, Two-Bladed
A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Trident
This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.
Urgrosh, Dwarven
A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. Mac cleaner scam.
If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.
Dwarves treat dwarven urgroshes as martial weapons.
Waraxe, Dwarven
A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.
Whip
A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.
Masterwork Weapons
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.
You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).
Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.
All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.
Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.
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and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.