0% found this document useful (0 votes)
34 views34 pages

DnD3 5Index-Equipment

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
34 views34 pages

DnD3 5Index-Equipment

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 34

Dungeons & Dragons 3.

5 Edition Index – Equipment


http://www.crystalkeep.com/d20
Collected by Chet Erez (cerez@crystalkeep.com)
Report Suggestions or Errors at http://www.crystalkeep.com/forum/index.php
April 14, 2006

Table of Contents
Armors & Shields.....................................................................2 Weapons Errata......................................................................20
Light Armor ........................................................................2 Weapon Features...............................................................20
Medium Armor....................................................................3 Resizing Weapons.............................................................21
Heavy Armor.......................................................................4 Weapon Equivalencies ......................................................21
Shields.................................................................................5 Superior Equipment ...............................................................22
Options ................................................................................6 Alchemy Items ..................................................................22
Melee Weapons........................................................................7 Superior Materials.............................................................26
Unarmed Melee Weapons ...................................................7 Other Items........................................................................26
Simple Melee Weapons.......................................................7 Poisons ..............................................................................27
Martial Melee Weapons ......................................................8 Unusual Materials & Construction Techniques .....................29
Exotic Melee Weapons......................................................10 Armor & Shields ...............................................................29
Unusual Melee Weapons...................................................13 Weapons............................................................................31
Ranged Weapons ...................................................................14 Hardness of Materials .......................................................32
Simple Ranged Weapons ..................................................14 Other Equipment....................................................................33
Martial Ranged Weapons ..................................................14 Storage Capacity ...............................................................33
Exotic Ranged Weapons ...................................................15 Appendix................................................................................34
Ammunition ......................................................................17 Revision History ...............................................................34
Options ..............................................................................18 Key to Sourcebooks ..........................................................34
Improvised Weapons..............................................................19
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Armors & Shields


Light Armor
Armor Armor Arcane Time to
Max Dex Time to Time to
Light Armor bonus to
Mod
Check Spell
put On
Don
Remove
Cost Weight Hardness HP
AC Penalty1 Failure Hastily2
Dueling Cloak 3 +1 — –1 10% Standard n/a Standard 15 gp 3 lbs 2 5
(DR335 p77)
D
Padded +1 +8 0 5% 10 rnd.† 5 rnd. 10 rnd.† 5 gp 10 lbs 2 5
(PH p123)
D
Leafweave Padded +1 +9 0 5% 10 rnd.† 5 rnd. 10 rnd.† 745 gp 8 lbs 2 5
(RotW p168)
D
Thistledown Padded +1 +10 0 0% 10 rnd.† 5 rnd. 10 rnd.† 405 gp 5 lbs 2 5
(RotW p168)
E4
Twist Cloth, Gnome +1 — 0 5% 10 rnd.† 5 rnd. 10 rnd.† 150 gp 5 lbs 2 5
(RoS p158)
D
Leather +2 +6 0 10% 10 rnd.† 5 rnd. 10 rnd.† 10 gp 15 lbs 2 10
(PH p123)
Chitin +2 +7 –1 5% 10 rnd.† 5 rnd. 10 rnd.† 20 gp 10 lbs TBD TBD
(RoE p171)
D
Leafweave Leather +2 +7 0 5% 10 rnd.†
5 rnd. 10 rnd.†
750 gp 15 lbs 2 10
(Eb p120) (RotW p168)
Nightscale +2 +10 0 5% 10 rnd.† 5 rnd. 10 rnd.† 1,000 gp 3 lbs TBD TBD
(Und p66)

Studded Leather +3 +5 –1 15% 10 rnd.† 5 rnd. 10 rnd.† 25 gp 20 lbs 2 15


(PH p123)
5
Chitine Web +3 +6 –1 10% 10 rnd.† 5 rnd. 10 rnd.† 75 gp 10 lbs TBD TBD
(Und p66)
Leafweave Leather
with Darkwood StudsD +3 +6 0 10% 10 rnd.† 5 rnd. 10 rnd.† 765 gp 15 lbs 2 10
(RotW p168)
Spidersilk E +3 +8 –1 10% 10 rnd.† 5 rnd. 10 rnd.† 750 gp 5 lbs TBD TBD
(Und p66)
Wildwood Chain
Shirt D +3 +5 –1 15% 10 rnd.† 5 rnd. 10 rnd.† 500 gp 19 lbs 10 20
(RotW p168)

Chain Shirt +4 +4 –2 20% 10 rnd.† 5 rnd. 10 rnd.† 100 gp 25 lbs 10 20


(PH p123)
E D
Mammoth Leather +4 +4 –4 20% 10 rnd.† 5 rnd. 10 rnd.† 5 gp 30 lbs 2 10
(RoS p155)
Mithral Chain Shirt +4 +6 0M 10% 10 rnd.† 5 rnd. 10 rnd.† 1,100 gp 12 ½ lbs 15 20
(DMG p220) (RotW p168)
Mithral Scale Mail +4 +5 –2 M
15% 40 rnd.†
10 rnd. 10 rnd.†
4,050 gp 15 lbs 15 25
(RotW p168)
Resin Suit +4 +3 –4 25% 40 rnd.† 10 rnd. 10 rnd.† 250 gp 20 lbs TBD TBD
(DU118 p42)
D
Darkleaf Breastplate +5 +4 –2 20% 40 rnd.† 5 rnd. 10 rnd.† 2,450 gp 30 lbs TBD 25
(Eb p120)
Elven Chain (aka
Mithral Chainmail) +5 +4 –2 M 20% 40 rnd.† 5 rnd. 10 rnd.† 4,150 gp 20 lbs 15 25
(DMG p220) (RotW p168)
Mithral Breastplate +5 +5 –2 M 15% 40 rnd.† 10 rnd. 10 rnd.† 4,200 gp 15 lbs 15 25
(RotW p168)

1
Reduce by 1 if armor/shield is of Masterwork quality.
2
Hastily put on armor has an AC Bonus 1 less & an Armor Check Penalty 1 more (e.g., hastily put on Scale Mail has AC +3 & a check penalty of –5).
3
Grants a Shield bonus to AC, even though it requires Light Armor Proficiency. Can be used as a Light Weapon to make Disarm attempts with a +2 bonus.

Cut time in half if being helped. One character can help up to 2 others (but 2 cannot help each other).
E
Requires an Exotic Armor Proficiency Feat to use properly.
4
AC bonus applies to your Touch AC too, even if the Gnome Twistcloth is enchanted.
D
Usable by Druids.
5
Deteriorates after 3 months if not maintained by a member of the Chitine race.
M
Bonus for Masterwork quality already factored in.

Armor & Shields Page 2


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Medium Armor
Max Movement – base 30’ becomes 20’ & base 20’ becomes 15’

Armor Armor Arcane Time to


Max Dex Time to Time to
Medium Armor bonus to
Mod
Check Spell
put On
Don
Remove
Cost Weight Hardness HP
AC Penalty1 Failure Hastily2
Hide D +3 +4 –3 20% 10 rnd.† 5 rnd. 10 rnd.† 15 gp 25 lbs 2 15
(PH p123)
D
Leafwave Hide +3 +5 –1 15% 10 rnd.†
5 rnd. 10 rnd.†
755 gp 20 lbs 2 15
(RotW p168)
6
Tentacle Hide +3 +5 –3 20% 10 rnd.† 5 rnd. 10 rnd.† 315 gp 30 lbs TBD TBD
(Und p66)
Wildwood Scale
Mail D +3 +4 –3 20% 40 rnd.† 10 rnd. 10 rnd.† 400 gp 22 ½ lbs 10 20
(RotW p168)

Scale Mail +4 +3 –4 25% 40 rnd.† 10 rnd. 10 rnd.† 50 gp 30 lbs 10 20


(PH p123)
Scorpion Breastplate +4 +4 –3 20% 40 rnd.† 10 rnd. 10 rnd.† 300 gp 20 lbs TBD 25
(RoE p171)
Wildwood
Breastplate D +4 +4 –3 20% 40 rnd.† 10 rnd. 10 rnd.† 700 gp 22 ½ lbs 10 25
(RotW p168)
Wildwood Chain
Mail D +4 +3 –4 25% 40 rnd.† 10 rnd. 10 rnd.† 600 gp 30 lbs 10 25
(RotW p168)

Interlocking Scale E 7 +4 (+6) +2 –6 30% 40 rnd.† 10 rnd. 10 rnd.† 250 gp 30 lbs 10 20


(RoS p158)

Chainmail +5 +2 –5 30% 40 rnd.† 10 rnd. 10 rnd.† 150 gp 40 lbs 10 25


(PH p123)
Breastplate +5 +3 –4 25% 40 rnd.†
10 rnd. 10 rnd.†
200 gp 30 lbs 10 25
(PH p123)
Adamantine
Breastplate8 +5 +3 –3M 25% 40 rnd.† 10 rnd. 10 rnd.† 10,200 gp 30 lbs 20 25
(DMG p219)
Tumbler’s
Breastplate E 9 +5 +4 –4 25% 40 rnd.† 10 rnd. 10 rnd.† 450 gp 30 lbs 10 20
(RoS p158)

Darkleaf Banded
Mail D +6 +2 –4 30% 40 rnd.† 10 rnd. 10 rnd.† 3,250 gp 35 lbs TBD 30
(Eb p120)
Mithral Banded Mail +6 +3 –4 M 25% 40 rnd.† 10 rnd. 10 rnd.† 9,250 gp 17 ½ lbs 15 30
(RotW p168)
Mithral Splint Mail +6 +2 –5 M 30% 40 rnd.† 10 rnd. 10 rnd.† 9,200 gp 22 ½ lbs 15 30
(RotW p168)

Mithral Half-Plate 1d4+1


+7 +2 –5 M 30% 40 rnd.‡ 40 rnd. 9,600 gp 25 lbs 15 35
(RotW p168) min†
Mithral Full Plate 1d4+1
+8 +3 –4 M 25% 40 rnd.‡ 40 rnd. 10,500 gp 25 lbs 15 40
(RotW p168) min†

6
+2 bonus on Strength checks to avoid being Tripped.
7
If the wearer moves no more than 5’ in a round, the Armor Bonus to AC increases by +2 until the start of the next round.
8
Wearer gains Damage Reduction 2 / —.
9
Wearer receives a +2 Circumstance bonus on Tumble checks, though the normal Armor Check penalty still applies.

Without help, this armor can only be put on Hastily.

Armor & Shields Page 3


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Heavy Armor
Max Movement – base 30’ becomes 20’ & base 20’ becomes 15’, plus running speed is 3x (not 4x).

Armor Armor Arcane Time to


Max Dex Time to Time to
Heavy Armor bonus to
Mod
Check Spell
put On
Don
Remove
Cost Weight Hardness HP
AC Penalty1 Failure Hastily2
Stonemail D +5 +2 –5 30% 40 rnd.† 10 rnd. 10 rnd.† 180 gp 35 lbs 8 30
(Und p66)
Wildwood Banded
Mail D +5 +2 –5 30% 40 rnd.† 10 rnd. 10 rnd.† 800 gp 27 lbs 10 30
(RotW p168)
Wildwood Splint
Mail D +5 +1 –6 35% 40 rnd.† 10 rnd. 10 rnd.† 700 gp 31 lbs 10 30
(RotW p168)

Banded Mail +6 +1 –6 35% 40 rnd.† 10 rnd. 10 rnd.† 250 gp 35 lbs 10 30


(PH p123)
Splint Mail +6 +0 –7 40% 40 rnd.†
10 rnd. 10 rnd.†
200 gp 45 lbs 10 30
(PH p123)
D
Stone Plate +6 +1 –7 30% 40 rnd.† 40 rnd. 10 rnd.† 750 gp 35 lbs 8 30
(RoS p158)

Wildwood Half-Plate D 1d4+1


+6 +1 –6 35% 40 rnd.‡ 40 rnd. 1,500 gp 37 ½ lbs 10 35
(RotW p168) min†
Half-Plate 1d4+1
+7 +0 –7 40% 40 rnd.‡ 40 rnd. 600 gp 50 lbs 10 35
(PH p123) min†
Wildwood Full Plate D 1d4+1
+7 +2 –5 30% 40 rnd.‡ 40 rnd. 3,300 gp 37 ½ lbs 10 40
(RotW p168) min†
Full Plate 1d4+1
+8 +1 –6 35% 40 rnd.‡ 40 rnd. 1,500 gp 50 lbs 10 40
(PH p123) min†
Dragonhide Plate D 1d4+1
+8 +1 –5 M 35% 40 rnd.‡ 40 rnd. 3,300 gp 50 lbs 10 40
(DMG p220) min†
Dwarven Plate 10 1d4+1
+8 +1 –5 M 35% 40 rnd.‡ 40 rnd. 16,500 gp 50 lbs 20 40
(DMG p220) min†
Feeler Plate 11 2d4+1
+8 +1 –6 35% 80 rnd.‡ 80 rnd. 2,500 gp 65 lbs TBD 40
(Und p66) min†
Interlocking Plate E 7 1d4+1
+8 (+10) +0 –8 40% 40 rnd.‡ 40 rnd. 1,750 gp 50 lbs 10 40
(RoS p158) min†
Battle Plate E 1d4+1
+9 +1 –7 50% 40 rnd.‡ 40 rnd. 2,500 gp 125 lbs 10 40
(RoS p158) min†
Heavy Plate 2d4+1
+9 +0 –8 45% 80 rnd.‡ 80 rnd. 2,000 gp 100 lbs 10 40
(RoS p158) (Und p66) min†
Mountain Plate E 12 1d6+1
+10 +0 –9 60% 60 rnd.‡ 60 rnd. 3,250 gp 225 lbs 10 40
(RoS p158) min†

10
Wearer gains Damage Reduction 3 / —.
11
When fighting in this armor, your Miss Chance due to not being able to see your melee foe (i.e., Concealment, Blur, Invisibility, etc.) is reduced by 10%.
12
Movement – base 30’ becomes 15’ & base 20’ becomes 10’, plus cannot Run. Reduction in movement even applies to Dwarves.

Armor & Shields Page 4


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Shields
Time to Put On –or– Take Off a Shield is a Move Action.

Shield Armor Arcane


Max Dex Hard-
Shields Bonus to
Mod
Check Spell Cost Weight
ness
HP Notes
AC Penalty1 Failure
Cannot be used to Bash.
E Although worn, when used as a shield, the
Battle Cloak, Gnome +1 — 0 0% 5 gp 1 lbs 2 5 wearer holds the Cloak in his/her off-hand
(RoS p158)
as with a Light Shield.
Grants a +4 bonus on Disarm checks.
Cannot be used to Bash.
–1 penalty to attacks with any weapon that
Buckler +1 — –1 5% 15 gp 5 lbs 10 5
(PH p123)
uses the arm wearing the Buckler & the
wearer looses the Shield Bonus to AC for
that round.
Cannot be used to Bash.
–1 penalty to attacks with any weapon that
Buckler, Darkwood +1 — 0 M
5% 205 gp 2 ½ lbs 5 7
(DMG p221)
uses the arm wearing the Buckler & the
wearer looses the Shield Bonus to AC for
that round.
Cannot be used to Bash.
–1 penalty to attacks with any weapon that
Buckler, Mithral +1 — 0 M
5% 1,015 gp 2 ½ lbs 15 5
(RotW p168)
uses the arm wearing the Buckler & the
wearer looses the Shield Bonus to AC for
that round.
Despite granting a Shield bonus to AC,
using a Dueling Cloak requires
Dueling Cloak +1 — –1 10% 15 gp 3 lbs 2 5 proficiency with Light Armor.
(DR335 p77)
Can be used to make Disarm attempts with
a +2 bonus. Counts as a Light weapon
Can be used to make a Shield Bash
Light Shield, Wood +1 — –1 5% 3 gp 5 lbs 5 7 (1d3 Bludgeoning damage 20/x2 critical,
(PH p123)
Light Martial Weapon)
Can be used to make a Shield Bash
Light Shield, Steel +1 — –1 5% 9 gp 6 lbs 10 10 (1d3 Bludgeoning damage 20/x2 critical,
(PH p123)
Light Martial Weapon)
Can be used to make a Shield Bash
Light Shield, Mithral +1 — 0M 0% 1,015 gp 2 ½ lbs 15 10 (1d3 Bludgeoning damage 20/x2 critical,
(RotW p168)
Light Martial Weapon)
Can be used to make a Shield Bash
Heavy Shield, Wood +2 — –2 15% 7 gp 10 lbs 5 15 (1d4 Bludgeoning damage 20/x2 critical,
(PH p123)
1-Handed Martial Weapon)
Heavy Shield, Can be used to make a Shield Bash
Darkwood +2 — 0M 15% 257 gp 5 lbs 5 15 (1d4 Bludgeoning damage 20/x2 critical,
(DMG p221) 1-Handed Martial Weapon)
Can be used to make a Shield Bash
Heavy Shield, Steel +2 — –2 15% 20 gp 15 lbs 10 15 (1d4 Bludgeoning damage 20/x2 critical,
(PH p123)
1-Handed Martial Weapon)
Heavy Shield, Can be used to make a Shield Bash
Mithral +2 — 0M 5% 1,020 gp 7 ½ lbs 15 15 (1d4 Bludgeoning damage 20/x2 critical,
(DMG p221) (RotW p168) 1-Handed Martial Weapon)
May hold objects in the shield hand, cast
E Somatic spells, etc.
Shield, Gauntlet +2 — –2 35% 50 gp 20 lbs 5 15
(RoS p158)
Can be used to make a Shield Bash
(1d4 Bludgeoning damage 20/x2 critical,
1-Handed Martial Weapon)
Both Rider and Mount gain Shield bonus to
AC
Shield, Rider’s E +2 — –2 15% 75 gp 15 lbs 5 15
(RoS p158)
Can be used to make a Shield Bash
(1d4 Bludgeoning damage 20/x2 critical,
1-Handed Martial Weapon)
Extreme Shield, Cannot be used to Bash.
Steel E +3 — –4 15% 30 gp 25 lbs 10 15
Extreme Shields share one proficiency
(RoS p158)
Extreme Shield, Cannot be used to Bash.
Wood E +3 — –4 15% 10 gp 15 lbs 5 15
Extreme Shields share one proficiency
(RoS p158)

Armor & Shields Page 5


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Shield Armor Arcane


Max Dex Hard-
Shields Bonus to
Mod
Check Spell Cost Weight
ness
HP Notes
AC Penalty1 Failure
Cannot be used to Bash.
If the wielder does not attack, a Tower
Tower Shield, Wood +4 — –10 50% 30 gp 45 lbs 5 20
Shield provides Total Cover against
(PH p123) attacks, but not spells.
Using a Tower Shield gives a –2 penalty on
attacks.
Cannot be used to Bash.
If the wielder does not attack, a Tower
Tower Shield, Steel +4 +2 –10 50% 75 gp 100 lbs 10 20
Shield provides Total Cover against
(RoS p158) attacks, but not spells.
Using a Tower Shield gives a –2 penalty on
attacks.
Cannot be used to Bash.
If the wielder does not attack, a Tower
Tower Shield, Mithral +4 +4 –7 M 40% 1,030 gp 50 lbs 15 20
Shield provides Total Cover against
(RotW p168) attacks, but not spells.
Using a Tower Shield gives a –2 penalty on
attacks.

Options

Extras Applies To Cost Notes


Fast-Donning Straps When you ‘Hastily Don’ armor with these straps, the Armor Check penalty is not increased, though the Armor bonus
(RoS p158)
Armor only +250 gp to AC is still reduced by 1).
Riding Straps Armor only +200 gp +1 Circumstance bonus on Ride checks.
(RoS p158)
Shield Sheath A scabbard for a Light weapon is added to the inside of a Shield (but not a Buckler). If the shield has be Readied, the
(RoS p158)
Shield only +25 gp weapon may be drawn as a Free Action.
Signature Crest The armor has a family crest built into its design. Can be identified on a Knowledge (nobility and royalty) check vs.
(RoS p158)
Armor only +50 gp DC 20.
Buoyancy Armor only +50 gp Armor Check penalty +1, but not doubled for Swim checks.
(Und p65)
Camouflage +2 Circumstance bonus on Hide checks in one of the following terrains: Aquatic, Desert, Forest Hill, Marsh,
(Und p65)
Armor only +300 gp Mountain, Plain, or Underground.
Muffling Armor only +300 gp +2 Circumstance bonus on Move Silently checks.
(Und p66)
+2 Circumstance bonus on Balance checks and checks to resist being Bull Rushed or Tripped.
+30 pounds
Stability Weights Armor only +160 +10% Arcane Failure
(Und p66)
–1 max Dexterity bonus
Light Armor is treated as Medium Armor. Medium Armor is treated as Heavy Armor.

Armor & Shields Page 6


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Melee Weapons
All weapons are sized for a Medium-sized user. For rules on resizing weapons, see on page 21 of this Index.

Unarmed Melee Weapons

Unarmed Melee Hard-


Size Dam. Critical Range Type Cost Weight HP Misc.
Weapons ness
Gauntlet Part of most Medium &
— 1d3 20 / x2 — B 2 gp 1 lb 5 2
(PH p116) Heavy Armors.
Unarmed — 1d3§ 20 / x2 — B — — — — Finesse
(PH p116)

Simple Melee Weapons

Simple Melee Hard-


Size Dam. Critical Range Type Cost Weight HP Misc.
Weapons ness
Dagger +2 bonus on Sleight of Hand
Light 1d4 19-20 / x2 10’ P or S 2 gp 1 lb 10 2
(PH p116) check to Conceal
0

Dagger, Punching Light 1d4 20 / x3 — P 2 gp 1 lb 10 2


(PH p116)
0

Gauntlet, Spiked Light 1d4 20 / x2 — P 5 gp 1 lb 10 2 Can’t be disarmed


(PH p116)
0

Mace, Light Light 1d6 20 / x2 — B 5 gp 4 lbs 10 10


(PH p116)
0

Sickle Light 1d6 20 / x2 — S 6 gp 2 lbs 10 2 Druid, Trip


(PH p116)
0

Club 1Hand 1d6 20 / x2 10’ B Free 3 lbs 5 5 Druid, Monk


(PH p116)
Mace, Heavy 1Hand 1d8 20 / x2 — B 12 gp 8 lbs 10 20
(PH p116)
Morningstar 1Hand 1d8 20 / x2 — B&P 8 gp 6 lbs 5 5
(PH p116)
Shortspear 1Hand 1d6 20 / x2 20’ P 1 gp 3 lbs 5 5 Vs. Charge, Druid
(PH p116)

Fauchard 2Hand 1d8 20 / x3 — S 7 gp 10 lbs 5 10 Reach 10’, Pole Arm


(DR331 p24)

Longspear Vs. Charge, Druid


2Hand 1d8 20 / x3 — P 5 gp 9 lbs 5 10
(PH p116) Reach 10’, Pole Arm
Quarterstaff Double, Druid, Monk, Kata,
2Hand 1d6/1d6 20 / x2 — B Free 4 lbs 5 10
(PH p116) Pole Arm
Spear 2Hand 1d8 20 / x3 20’ P 2 gp 6 lbs 5 10 Vs. Charge, Druid, Pole Arm
(PH p116)

§ Damage is ‘subdual’.

Weapons Page 7
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Martial Melee Weapons


Martial Melee Hard-
Size Dam. Critical Range Type Cost Weight HP Misc.
Weapons ness
Axe, Throwing Light 1d6 20 / x2 10’ S 8 gp 2 lbs 5 2
(PH p116)
0

Cutlass Light 1d6 19-20 / x2 — S&P 15 gp 3 lbs 5 2 +2 to resist being Disarmed


(DU111 p24)
0

Hammer, Light Light 1d4 20 / x2 20’ B 1 gp 2 lbs 5 2


(PH p116)
0

Handaxe Light 1d6 20 / x3 — S 6 gp 3 lbs 5 2 Monk


(PH p116)
0

Kukri Light 1d4 18-20 / x2 — S 8 gp 2 lbs 10 2


(PH p116)
0

Pick, Light Light 1d4 20 / x4 — P 4 gp 3 lbs 5 2


(PH p116)
0

Razored Armor Damage is done by grappling


Light 1d6 20 / x2 — S +50 gp +10 lbs 10 2
(Und p65) or with a melee attack.
0

Sap Light 1d6§ 20 / x2 — B 1 gp 2 lbs 2 2 Bard, Rogue, Subdual


(PH p116)(PH3.5e)+
0

Shield, Light Metal Light 1d3 20 / x2 — B 9 gp 6 lbs 10 10


(PH p116)
0

Shield, Light Metal


Razored 0 Light 1d4 20 / x2 — S 59 gp 16 lbs 10 10
(Und p64)
Shield, Light Metal
Spiked 0 Light 1d4 20 / x2 — P 19 gp 11 lbs 10 10
(PH p116)
Shield, Light Wood Light 1d3 20 / x2 — B 3 gp 5 lbs 5 7
(PH p116)
0

Shield, Light Wood


Razored 0 Light 1d4 20 / x2 — S 53 gp 15 lbs 5 7
(Und p64)
Shield, Light Wood
Spiked 0 Light 1d4 20 / x2 — P 13 gp 10 lbs 5 7
(PH p116)

Spiked Armor Damage is done by grappling


Light 1d6 20 / x2 — P +50 gp +10 lbs 10 2
(PH p116) or with a melee attack.
0

Sword, Short Light 1d6 19-20 / x2 — P 10 gp 2 lbs 10 2 Bard, Rogue


(PH p116)
0

Battleaxe 1Hand 1d8 20 / x3 — S 10 gp 6 lbs 5 5


(PH p116)
Flail, Light 1Hand 1d8 20 / x2 — B 8 gp 5 lbs 5 5 Trip, Disarm +2
(PH p116)
Longsword 1Hand 1d8 19-20 / x2 — S 15 gp 4 lbs 10 5 Bard, Elf Racial Proficiency
(PH p116)
Pick, Heavy 1Hand 1d6 20 / x4 — P 8 gp 6 lbs 5 5
(PH p116)
Finesse, Bard, Rogue, Elf
Racial Proficiency
Rapier 1Hand 1d6 18-20 / x2 — P 20 gp 2 lbs 10 5
(PH p116) When wielded with 2 hands,
only add Strength modifier
to damage (instead of 150%)
Scimitar 1Hand 1d6 18-20 / x2 — S 15 gp 4 lbs 10 5 Druid
(PH p116)
Shield, Heavy Metal 1Hand 1d4 20 / x2 — B 20 gp 15 lbs 10 20
(PH p116)
Shield, Heavy Metal
Spiked 1Hand 1d6 20 / x2 — P 30 gp 20 lbs 10 20
(PH p116)
Shield, Heavy Wood 1Hand 1d4 20 / x2 — B 7 gp 10 lbs 5 15
(PH p116)
Shield, Heavy Wood
Spiked 1Hand 1d6 20 / x2 — P 17 gp 15 lbs 5 15
(PH p116)
Trident 1Hand 1d8 20 / x2 10’ P 15 gp 4 lbs 5 5 Vs. Charge
(PH p116)
Truncheon 1Hand 1d8§ 20 / x2 — B 2 gp 12 lbs 5 5 Subdual
(BoED p34)
Warhammer 1Hand 1d8 20 / x3 — B 12 gp 5 lbs 5 5
(PH p116)

Weapons Page 8
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Martial Melee Hard-


Size Dam. Critical Range Type Cost Weight HP Misc.
Weapons ness
Bardiche 2Hand 1d10 20 / x3 — S 9 gp 12 lbs 5 10 Pole Arm
(DR331 p24)

Duom Reach 10’ and Threaten


2Hand 1d8 20 / x3 — P 20 gp 8 lbs 5 10
(DR331 p24) Adjacent, Pole Arm
Falcion 2Hand 2d4 18-20 / x2 — S 75 gp 8 lbs 10 10
(PH p117)
Flail, Heavy 2Hand 1d10 19-20 / x2 — B 15 gp 10 lbs 5 10 Trip, Disarm +2
(PH p117)
Glaive 2Hand 1d10 20 / x3 — S 8 gp 10 lbs 5 10 Reach 10’, Pole Arm
(PH p117)
Greataxe 2Hand 1d12 20 / x3 — S 20 gp 12 lbs 5 10
(PH p117)
Greatclub 2Hand 1d10 20 / x2 — B 5 gp 8 lbs 5 10
(PH p117)
Greatsword 2Hand 2d6 19-20 / x2 — S 50 gp 8 lbs 10 10
(PH p117)
Guisarme 2Hand 2d4 20 / x3 — S 9 gp 12 lbs 5 10 Reach 10’, Trip, Pole Arm
(PH p117)
Halberd 2Hand 1d10 20 / x3 — S or P 10 gp 12 lbs 5 10 Vs. Charge, Trip, Pole Arm
(PH p117)
Reach 10’, x2 damage when
Lance, Heavy used from the back of a
2Hand 1d8 20 / x3 — P 10 gp 10 lbs 5 10
(PH p117) charging mount, usable with
1 hand while mounted
Lucerne Hammer 2Hand 2d4 20 / x4 — B or P 12 gp 10 lbs 5 10 Reach 10’, Pole Arm
(DR331 p24)
Maul 2Hand 1d10 20 / x3 — B 15 gp 20 lbs 5 10 Hand-and-a-Half
(CWar p157)
Naginata 2Hand 1d10 20 / x3 — S 10 gp 15 lbs 5 10 Reach 10’, Pole Arm
(DR331 p24)
Partisan 2Hand 2d4 20 / x3 — P or S 12 gp 12 lbs 5 10 Reach 10’, Pole Arm
(DR331 p24)
Pick, Dire Hand-and-a-Half
(CWar p157) 2Hand 1d8 20 / x4 — P 30 gp 12 lbs 5 10
(CAdv p116)+ Shared Focus (Pick, Heavy)
Reach 10’, Pole Arm
May be used to make a
Sunder on a shield (if
successful, the shield takes
Pilum 2Hand 1d8 20 / x3 20’ P 5 gp 6 lbs 5 10
(DR331 p24) 1hp & the pilum is stuck in
the shield, causing a –2
penalty to AC, attack, &
Reflex saves of the wielder.
Takes 2d4 rnds to remove)
Ranseur Reach 10’, Disarm +2,
2Hand 2d4 20 / x3 — P 10 gp 12 lbs 5 10
(PH p117) Pole Arm
Scythe 2Hand 2d4 20 / x4 — S or P 18 gp 10 lbs 5 10 Trip
(PH p117)
Spetum 2Hand 2d4 20 / x3 — P 10 gp 8 lbs 5 10 Disarm +2, Pole Arm
(DR331 p24)
Sword, Bastard 2Hand 1d10 19-20 / x2 — S 35 gp 6 lbs 10 10 Hand-and-a-Half
(PH p117)

Waraxe, Dwarven Hand-and-a-Half


2Hand 1d10 20 / x3 — S 30 gp 8 lbs 5 10
(PH p117) Dwarf Weapon Familiarly
Hand-and-a-Half
Warmace
(CWar p157) 2Hand 1d12 20 / x2 — B 25 gp 10 lbs 10 20 –1 penalty to AC
(CAdv p116)+
Shared Focus (Mace, Heavy)
Voulge 2Hand 1d10 20 / x3 — S 10 gp 14 lbs 5 10 Reach 10’, Pole Arm
(DR331 p24)

Weapons Page 9
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Exotic Melee Weapons


Exotic Melee Hard-
Size Dam. Critical Range Type Cost Weight HP Misc.
Weapons ness
Buckler-Axe, Dwarf Light 1d6 20 / x3 — S 20 gp 4 lbs 10 20 Buckler
(CWar p156) (RoS p153)
0

Blade attached at the end of a


long hair braid
Feint +2
Braid Blade Light 1d3 18-20 / x3 — S 10 gp ½ lb 5 2 As a Full Round Attack, you
(DU120 p35)
0

can make a bonus attack


with the Braid Blade at –5
(or –2 if you have 5+ ranks
of Tumble)
A proficient user with 5+ ranks
Dagger, Barbed of Sleight of Hand does +2
(CAdv p115)
0 Light 1d4 19-20 / x2 — P 35 gp 1 lb 5 2 dmg on a Sneak Attack
Shared Focus (Dagger)
Hammer, Throwing Light 1d6 20 / x2 20’ B 30 gp 2 lbs 5 2
(RoS p155)
0

Spikes can be folded into boot


(for walking) or extended
(for fighting) with the same
effort it takes to draw a
Foot Spike weapon.
Light 1d6 18-20 / x2 — P 8 gp 1 lbs 5 2
(RotW p165) If on the ground, attacker has
0

a –4 penalty & land speed is


reduced to 5’.
Can attack with one on each
foot.
Handaxe, Stone Light 1d6 20 / x2 — S ½ gp 2 lbs 5 2
(DR331 p84)
0

Kama Light 1d6 20 / x2 — S 2 gp 2 lbs 5 2 Kata, Monk, Trip


(PH p117)
0

Lightblade, Elven Shared Focus (Short Sword)


Light 1d6 18-20 / x2 — P 50 gp 1 lbs 10 2
(CWar p157) (RotW p165) Shared Focus (Rapier)
0

Long Knife, Drow Light 1d6 19-20 / x2 10’ P 15 gp 2 lbs 10 2


(RoE p171)
0

Kata, Can’t be disarmed


Nekode Light 1d4 20 / x2 — P 5 gp 2 lbs 5 2
(Und p64)
0
+1 Circumstance bonus on
Climb checks
Nunchaku Light 1d6 20 / x2 — B 2 gp 2 lbs 5 2 Kata, Monk, Disarm +2
(PH p117)
0

Feint +2
Normally drawn from wrist
sheath (as a Free Action) at
Quickrazor, Gnome the start of a round and stored
Light 1d4 19-20 / x2 — S 45 gp 1 lb 10 2
(RoS p155) (also as a Free Action) at the
0

end of the round. If simply


held, it has a –2 penalty.
+4 bonus to conceal on body
Ribbon Dagger Light 1d4 20 / x4 — S 50 gp 1 lb TBD 2 Disarm +2
(DU118 p42)
0

Sai Light 1d4 20 / x2 — B 1 gp 2 lbs 10 2 Kata, Monk, Disarm +4


(PH p117)
0

A proficient user who uses


Defensive Fighting, Total
Sword, Short Defense, or Combat Expertise
Broadblade 0 Light 1d6 19-20 / x2 — P 75 gp 3 lbs 10 2 with at least 2 points on AC
(CArc p117) gains a +2 Dodge bonus to
AC for the rest of the round
Shared Focus (Short Sword)
Siangham Light 1d6 20 / x2 — P 3 gp 1 lb 5 2 Kata, Monk
(PH p117)
0

Steel Fins Light 1d4 20 / x2 — S 10 gp 2 lbs 5 2 Kata, Can’t be disarmed


(Und p64)
0

Tortoise Blade,
Gnome 0 Light 1d6 19-20 / x2 — P 10 gp 3 lb 5 7 Buckler
(CWar p158) (RoS p155)

Weapons Page 10
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Exotic Melee Hard-


Size Dam. Critical Range Type Cost Weight HP Misc.
Weapons ness
Celt, Stone 1Hand 1d8 19-20 / x2 — B ½ gp 10 lbs 5 5
(DR331 p84)
+2 Disarm
A proficient user may make a
Flindbar 1Hand 2d4 19-20 / x2 — B 30 gp 2 lbs 10 5 free Disarm attempt when a
(MM3 p62) Critical is Threatened, which
does not provoke an Attack
of Opportunity
Flutter Blade Can switch between Slashing
1Hand 1d4 19-20 / x2 — P or S 15 gp 2 lbs 10 5
(Und p64) & Piercing as a Move Action
Maul 1Hand 1d10 20 / x3 — B 15 gp 20 lbs 5 10 Hand-and-a-Half
(CWar p157)
Pick, Dire Hand-and-a-Half
(CWar p157) 1Hand 1d8 20 / x4 — P 30 gp 12 lbs 5 10
(CAdv p116)+ Shared Focus (Pick, Heavy)
Finesse, Disarm +2, Feint +2
When wielded with 2 hands,
Rapier, Quickblade 1Hand 1d6 18-20 / x2 — P 75 gp 3 lbs 10 5 only add Strength modifier to
(CAdv p116)
damage (instead of 150%)
Shared Focus (Rapier)
Finesse
When wielded with 2 hands,
only add Strength modifier to
Ribbonweave 1Hand 1d8 19-20 / x2 — S 70 gp 3 lbs 5 5 damage (instead of 150%)
(RoE p172)
Treated as a Club until the
blade is released (Search vs.
DC18 to find the latch)
Scourge 1Hand 1d8 20 / x2 — S 20 gp 2 lbs 2 5 Disarm +2
(CWar p157)
Sword, Bastard 1Hand 1d10 19-20 / x2 — S 35 gp 6 lbs 10 10 Hand-and-a-Half
(PH p117)
Swordcatcher, Gnome 1Hand 1d6 19-20 / x2 — S 35 gp 5 lbs 10 5 Disarm +4
(RoS p155)
Finesse
Thinblade, Elven 1Hand 1d8 18-20 / x2 — P 100 gp 3 lbs 10 5 Shared Focus (Longsword)
(CWar p158) (RotW p165)
Shared Focus (Rapier)
Waraxe, Dwarven Hand-and-a-Half
1Hand 1d10 20 / x3 — S 30 gp 8 lbs 5 10
(PH p117) Dwarf Weapon Familiarly
Warmace Hand-and-a-Half
(CWar p157) 1Hand 1d12 20 / x2 — B 25 gp 10 lbs 10 20 –1 penalty to AC
(CAdv p116)+ Shared Focus (Mace, Heavy)
Bard, Trip, Disarm +2,
Subdual, Finesse
Reach 15’ & Threaten Adjacent
Attacking generates an Attack
Whip 1Hand 1d3§ 20 / x2 — S 1 gp 2 lbs 2 5
(PH p117) of Opportunity
Cannot damage an opponent
with an Armor bonus of +1 or
higher –or– a Natural Armor
bonus of +3 or greater
Bard, Trip, Disarm +2, Finesse
Shared Proficiency (Whip)
Whip-Dagger 1Hand 1d6 19-20 / x2 — S ? 2 lbs 2 5
(DU134 p50) Reach 15’ & Threaten Adjacent
Attacking generates an Attack
of Opportunity
Ankus 2Hand 2d4 20 / x2 — B 15 gp 15 lbs 5 10 Reach 10’, Trip, Pole Arm
(DR331 p24)

Awl Pike Reach 15’, Vs. Charge,


2Hand 1d8 20 / x3 — P 10 gp 10 lbs 5 10
(DR331 p24) Pole Arm
Axe, Orc Double 2Hand 1d8/1d8 20 / x3 — S 60 gp 15 lbs 5 10 Double, Pole Arm
(PH p117)

Bec de Corbin Reach 10’, Vs. Charge,


2Hand 2d4 20 / x4 — P 28 gp 14 lbs 5 10
(DR331 p24) Pole Arm

Weapons Page 11
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Exotic Melee Hard-


Size Dam. Critical Range Type Cost Weight HP Misc.
Weapons ness
Reach 10’ & Threaten
Chain, Spiked 2Hand 2d4 20 / x2 — P 25 gp 10 lbs 10 10 Adjacent, Finesse, Trip,
(PH p117)
Disarm +2
Courtblade, Elven Finesse
2Hand 1d10 18-20 / x2 — P or S 150 gp 6 lbs 10 10
(RotW p165) Shared Focus (Greatsword)
Entangling Pole 1d4 or
2Hand 20 / x2 — P 4 gp 5 lbs 5 10 Reach 10’, Grapple (clothing)
(BoED p34) Grapple
Flail, Dire 2Hand 1d8/1d8 20 / x2 — B 90 gp 10 lbs 5 10 Double, Trip, Disarm +2
(PH p117)
Pole Arm
Bludgeon damage is subdual,
Goad 2d4 or P or
2Hand 20 / x2 — 8 gp 10 lbs 5 10 Piercing damage is lethal
(DR331 p24) 2d4§ B
+2 bonus on Handle Animal
checks for Huge+ animals
Grasping Pole 2Hand 1d4§ 20 / x2 — B 8 gp 8 lbs 5 10 Reach 10’, Grapple
(BoED p34)
Greathammer, Goliath 2Hand 1d12 20 / x4 — B 30 gp 30 lbs 5 10 Sunder +2
(RoS p155)
Greatspear Reach 10’, Pole Arm
(CWar p156) 2Hand 2d6 20 / x3 10’ P 25 gp 9 lbs 5 10
(CAdv p116)+ Shared Focus (Longspear)
Gyrspike 1d8 & S&
2Hand 19-20 / x2 — 90 gp 15 lbs 10 10 Double, Trip, Disarm +2
(DU126 p95) 1d8 B
Hammer, Gnome 1d8 & 20 / x3 & B& Double, Trip
Hooked 2Hand — 20 gp 6 lbs 5 10
(PH p117)
1d6 20 / x4 P Gnome Weapon Familiarly
Hammer, Double 2Hand 1d8/1d8 20 / x3 — B 70 gp 18 lbs 5 10 Double
(CWar p156)
Lajatang 2Hand 1d8/1d8 20 / x2 — S 90 gp 7 lbs 5 10 Kata, Double
(CWar p157)
Lochaber Axe 2Hand 1d10 20 / x3 — S 18 gp 15 lbs 5 10 Reach 10’, Trip, Pole Arm
(DR331 p24)
A proficient user with Power
Attack that shifts at least 3
Longaxe points to damage can use the
(CAdv p115)
2Hand 1d12 20 / x3 — S 35 gp 15 lbs 5 10 Longaxe as Reach 10’ for
the whole round
Shared Focus (Greataxe)
Longspear, Microlith
Barbed 2Hand 1d10 20 / x3 — P 5 gp 9 lbs 5 10 Reach 10’
(DR331 p84)
A proficient user who uses
Defensive Fighting, Total
Defense, or Combat Expertise
Longstaff with at least 2 points on AC
(CAdv p116)
2Hand 1d6/1d6 20 / x2 — B 15 gp 6 lbs 5 10 cannot be Flanked for the rest
of the round
Kata, Pole Arm
Shared Focus (Quarterstaff)
Lynxpaw 1d6 & 18-20 / x2 S& Disarm +2, Double, Trip,
2Hand — 30 gp 4 lbs 5 10
(RotW p165) 1d4 & 20 / x3 P Finesse
Mancatcher 2Hand 1d4§ 20 / x2 — B 20 gp 8 lbs 5 10 Reach 10’, Grapple, Subdual
(CWar p157)
Pincer Staff 2Hand 1d10 20 / x2 — B 20 gp 15 lbs 5 10 Reach 10’, Grapple
(Und p64)

Poleaxe, Heavy Reach 10’, Vs. Charge,


(CWar p156) 2Hand 2d6 20 / x3 — P or S 20 gp 15 lbs 5 10 Pole Arm
(CAdv p116)+ Shared Focus (Halberd)

Weapons Page 12
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Exotic Melee Hard-


Size Dam. Critical Range Type Cost Weight HP Misc.
Weapons ness
Pole Arm
Opponent makes a Reflex
save (DC = 10 + dmg) to
avoid getting the Ritiik
embedded in his/her flesh.
Ritiik If embedded, the wielder can
2Hand 1d8 20 / x3 — P 5 gp 6 lbs 5 10
(DR331 p24) make a Trip attempt.
Removing the Ritiik is a Full
Round action that takes two
hands and causes the
original damage again unless
a Heal check vs. DC 15
Sasumata Reach 10’, Grapple, Subdual,
2Hand 1d4§ 20 / x2 — B 8 gp 8 lbs 5 10
(DR331 p24) Pole Arm
Scimitar, Valenar
Double 2Hand 1d6/1d6 18-20 / x2 — S 125 gp 15 lbs 10 10 Double
(Eb p120)
Reach 10’ & Threaten
Scorpion Chain, Drow 2Hand 1d6 19-20 / x2 — S 25 gp 12 lbs 10 10 Adjacent, Finesse, Trip,
(RoE p172)
Disarm +2
Sharrash, Talenta 2Hand 1d10 19-20 / x2 — S 18 gp 10 lbs 5 10 Reach 10’, Trip, Pole Arm
(Eb p120)(EbEratta)+

Sodegarami Reach 10’, Grapple (clothing),


2Hand 1d4 20 / x2 — P 4 gp 5 lbs 5 10
(DR331 p24) Pole Arm
Spear, Dwarven
Double 2Hand 1d8/1d8 20 / x3 — P or S 115 gp 15 lbs 5 10 Double, Vs. Charge
(RoS p155)
Sword, Two-Bladed 2Hand 1d8/1d8 19-20 / x2 — S 100 gp 10 lbs 10 10 Double
(PH p117)
Tangat, Talenta 2Hand 1d10 18-20 / x2 — S 40 gp 8 lbs 10 10 —
(Eb p120)

Urgrosh, Dwarven 1d8 & 20 / x3 & S& Double; vs. Charge, Pole Arm
2Hand — 50 gp 12 lbs 5 10
(PH p117) 1d6 20 / x3 P Dwarf Weapon Familiarly
Warpike, Dwarven Reach 10’, vs. Charge, Trip,
2Hand 2d6 20 / x3 — P or S 45 gp 15 lbs 5 10
(RoS p155)(DR331 p24) Pole Arm

Unusual Melee Weapons

Unusual Melee Hard-


Size Dam. Critical Range Type Cost Weight HP Misc.
Weapons ness
Disarm +2
Light Armor Proficiency is
needed. Grants a +1 Shield
Dueling Cloak Light — — — — 15 gp 3 lbs 2 5
(DR335 p77)
0
bonus to AC, but has an
Armor Check penalty of –1
and an Arcane Spell Failure
chance of 10%.

Weapons Page 13
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Ranged Weapons
Simple Ranged Weapons

Simple Ranged
Size Dam. Critical Range Type Cost Weight Misc.
Weapons
Crossbow, Heavy Full Round Action to reload, Monk
— 1d10 19-20 / x2 120’ P 50 gp 8 lbs
(PH p116) Can be fired with 1 hand at a –4 penalty
Crossbow, Light Move Action to reload, Monk
— 1d8 19-20 / x2 80’ P 35 gp 4 lbs
(PH p116) Can be fired with 1 hand at a –2 penalty
Dart — 1d4 20 / x2 20’ P ½ gp ½ lb Strength modifier applies to damage, Druid
(PH p116)
Strength modifier applies to damage.
Javelin — 1d6 20 / x2 30’ P 1 gp 2 lbs
(PH p116) Monk, can be used as a Melee weapon but has a –4
penalty on attacks
Sling Strength modifier applies to damage.
— 1d4 20 / x2 50’ B Free —
(PH p116) Move Action to reload, Druid, Monk

Martial Ranged Weapons

Martial Ranged
Size Dam. Critical Range Type Cost Weight Misc.
Weapons
Dart Thurster — 1d4 19-20 / x2 40’ P 40 gp 1 lbs Uses standard Darts
(Und p64)

Longbow — 1d8 20 / x3 100’ P 75 gp 3 lbs Elf Racial Proficiency


(PH p117)
A wielder with less than a +0 Strength modifier
Longbow, Composite receives a –2 penalty on attacks.
Mighty +0 — 1d8 20 / x3 110’ P 100 gp 3 lbs
(PH p117)
Elf Racial Proficiency
Shared Proficiency (Longbow)
A wielder with less than a +1 Strength modifier
receives a –2 penalty on attacks.
Longbow, Composite
Mighty +1 — 1d8 20 / x3 110’ P 200 gp 3 lbs Up to +1 Strength modifier applies to damage.
(PH p117) Elf Racial Proficiency
Shared Proficiency (Longbow)
A wielder with less than a +2 Strength modifier
receives a –2 penalty on attacks.
Longbow, Composite
Mighty +2 — 1d8 20 / x3 110’ P 300 gp 3 lbs Up to +2 Strength modifier applies to damage.
(PH p117) Elf Racial Proficiency
Shared Proficiency (Longbow)
A wielder with less than a +3 Strength modifier
receives a –2 penalty on attacks.
Longbow, Composite
Mighty +3 — 1d8 20 / x3 110’ P 400 gp 3 lbs Up to +3 Strength modifier applies to damage.
(PH p117) Elf Racial Proficiency
Shared Proficiency (Longbow)
A wielder with less than a +4 Strength modifier
receives a –2 penalty on attacks.
Longbow, Composite
Mighty +4 — 1d8 20 / x3 110’ P 500 gp 3 lbs Up to +4 Strength modifier applies to damage.
(PH p117) Elf Racial Proficiency
Shared Proficiency (Longbow)
Shortbow — 1d6 20 / x3 60’ P 30 gp 2 lbs Bard, Rogue, Elf Racial Proficiency
(PH p117)
A wielder with less than a +0 Strength modifier
Shortbow, Composite receives a –2 penalty on attacks.
Mighty +0 — 1d6 20 / x3 70’ P 75 gp 2 lbs
(PH p117)
Bard, Rogue, Elf Racial Proficiency
Shared Proficiency (Shortbow)

Weapons Page 14
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Martial Ranged
Size Dam. Critical Range Type Cost Weight Misc.
Weapons
A wielder with less than a +1 Strength modifier
receives a –2 penalty on attacks.
Shortbow, Composite
Mighty +1 — 1d6 20 / x3 70’ P 150 gp 2 lbs Up to +1 Strength modifier applies to damage.
(PH p117) Bard, Rogue, Elf Racial Proficiency
Shared Proficiency (Shortbow)
A wielder with less than a +2 Strength modifier
receives a –2 penalty on attacks.
Shortbow, Composite
Mighty +2 — 1d6 20 / x3 70’ P 225 gp 2 lbs Up to +2 Strength modifier applies to damage.
(PH p117) Bard, Elf Racial Proficiency
Shared Proficiency (Shortbow)

Exotic Ranged Weapons

Exotic Ranged
Size Dam. Critical Range Type Cost Weight Misc.
Weapon
Atlatl, Fires Atlatl Darts and Atlatl Javelins
firing Atlatl Dart 1d6 19-20 / x2 80’
— P 4 gp 2 lb Non proficient users receive a –6 penalty (instead of
firing Atlatl Javelin 1d8 20 / x3 120’
(DR331 p84) –4)
Blowgun — 1 20 / x2 10’ P 1 gp 2 lb Fires Blowgun Needles
(DR312 p44)
Requires two hands to fire and/or reload.
Blowgun, Greater Move Action to reload.
(CWar p155) — 1d3 20 / x2 10’ P 15 gp 2 lb
(CAdv p116)+ Maximum range of 5 increments.
Shared Focus (Blowgun)
Bolo — 1d4§ 20 / x2 10’ B 5 gp 3 lbs Subdual, Trip
(PH p117)
Bolo, Barbed Trip
(CWar p155) — 1d4 20 / x2 10’ P 10 gp 3 lbs
(CAdv p116)+ Shared Proficiency (Bolo)
Boomerang
(CWar p155) — 1d4§ 20 / x2 20’ B 10 gp 2 lbs Subdual, Returns after a miss (AC 10 to catch).
(DR328 p81)+
Boomerang, Hunting — 1d6 20 / x2 25’ B 15 gp 2 lbs Does not return to thrower
(DR331 p84)
Boomerang, Talenta — 1d4 20 / x2 30’ B 15 gp 1 lbs Returns after a miss (AC 10 to catch).
(Eb p120)
Boomerang,
Xen’drik — 1d6 20 / x2 20’ S 20 gp 2 lbs Returns after a miss (AC 10 to catch).
(Eb p120)
Crossbow, Great — 2d8 18-20 / x2 120’ P 150 gp 14 lbs Full Round to reload
(RoS p154)
Crossbow, Hand — 1d4 19-20 / x2 30’ P 100 gp 2 lbs Move Action to reload, Rogue
(PH p117)
Crossbow, Repeating
Heavy — 1d10 19-20 / x2 120’ P 400 gp 12 lbs Magazine holds 5 bolts
(PH p117)
Crossbow, Repeating
Light — 1d8 19-20 / x2 80’ P 250 gp 6 lbs Magazine holds 5 bolts
(PH p117)
A wielder with less than a +0 Strength modifier
receives a –2 penalty on attacks.
Footbow, Mighty +0 — 1d8 20 / x3 110’ P 150 gp 3 lbs If fired while on the ground, the shooter must be
(RotW p165)
prone and receives a –4 penalty on the attack.
Raptoran Racial Familiarity
Greatbow Cannot be used while mounted.
(CWar p156) — 1d10 20 / x3 120’ P 150 gp 6 lbs
(CAdv p116)+ Shared Focus (Longbow)
Cannot be used while mounted.
Greatbow, Composite,
Mighty +0 A wielder with less than a +0 Strength modifier
— 1d10 20 / x3 130’ P 200 gp 6 lbs
(CWar p156) receives a –2 penalty on attacks.
(CAdv p116)+
Shared Focus (Longbow)

Weapons Page 15
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Exotic Ranged
Size Dam. Critical Range Type Cost Weight Misc.
Weapon
Cannot be used while mounted.
Greatbow, Composite, A wielder with less than a +1 Strength modifier
Mighty +1 — 1d10 20 / x3 130’ P 400 gp 6 lbs receives a –2 penalty on attacks.
(CWar p156)
(CAdv p116)+ Up to +1 Strength modifier applies to damage.
Shared Focus (Longbow)
Cannot be used while mounted.
Greatbow, Composite, A wielder with less than a +2 Strength modifier
Mighty +2 — 1d10 20 / x3 130’ P 600 gp 6 lbs receives a –2 penalty on attacks.
(CWar p156)
(CAdv p116)+ Up to +2 Strength modifier applies to damage.
Shared Focus (Longbow)
Cannot be used while mounted.
Greatbow, Composite, A wielder with less than a +3 Strength modifier
Mighty +3 — 1d10 20 / x3 130’ P 800 gp 6 lbs receives a –2 penalty on attacks.
(CWar p156)
(CAdv p116)+ Up to +3 Strength modifier applies to damage.
Shared Focus (Longbow)
Cannot be used while mounted.
Greatbow, Composite, A wielder with less than a +4 Strength modifier
Mighty +4 — 1d10 20 / x3 130’ P 800 gp 6 lbs receives a –2 penalty on attacks.
(CWar p156)
(CAdv p116)+ Up to +4 Strength modifier applies to damage.
Shared Focus (Longbow)
30’ max, Trip
Ranged Touch to Partially Entangle (–2 on attacks,
–4 penalty to Dexterity).
Lasso — — — 10’ – 1 gp 3 lbs
(BoED p34) By holding the attached rope, the thrower can keep
the opponent within 30’ (opposed Strength checks)
To remove, Escape Artist vs. DC 20 –or– Strength
check vs. DC 23.
Ranged Touch to Entangle (–2 on attacks, –4 to
Dexterity, ½ move, can’t run or charge).
By holding the attached rope, the thrower can keep
Net 10’ the opponent within 10’ (opposed Strength checks)
— — — – 20 gp 6 lbs
(PH p117) max To remove, Escape Artist vs. DC 20 –or– a Strength
check vs. DC 25.
Throwing an unfolded net has a –4 attack penalty.
Folding a net takes 2 rounds (or 4 if not proficient)
Creates a 10’ Cone of sand that does 1d6 damage
(Ref½) and target receives a –4 penalty to AC &
Sand Blaster 10’ –2 penalty to attack rolls for 3 rounds (RefNeg).
— 1d6 — – 30 gp ? DC is Constitution-based.
(MM3 p58) max
It takes a Full Round to reload a Sand Blaster tube
with 5 pounds of sand.
Monk, Kata, Strength modifier applies to the
Shuriken — 1d2 20 / x2 10’ P 1 gp 1
/10 lb damage, treat as Ammunition for prices of making
(PH p117)
them Masterwork & drawing them
Strength modifier applies to the damage, treat as
Ammunition for prices of making them
Skiprock Masterwork & drawing them
— 1d6 20 / x2 15’ B 3 gp ¼ lbs
(RotW p165) If the initial hit was successful, the Skiprock can
ricochet and attack a second target within 5’ of the
first, though the 2nd attack roll is at –2.
Damage listed is when the War Sling is used with
Skiprocks. A use proficient with both can ricochet
War Sling — 1d8 20 / x4 50’ B 5 gp 1 lb. the Skiprock when launched from the War Sling.
(RotW p165)
When using normal Sling Stones / Sling Bullets, use
the normal damage.

Weapons Page 16
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Ammunition

Ammunition Used with… Description Cost Weight


Standard arrow
Arrow Longbow, Shortbow 1
/20 gp 1
/6 lb
(PH p117) May be used as an melee weapon with a –4 attack penalty & does Dagger
damage (1d4 for Medium) with a 20/x2 critical.
Arrow with a blunt, leather wrapped head.
Arrow, Blunt Longbow, Shortbow 1
/20 gp 1
/6 lb
(RotW p165) Does Subdual Bludgeoning damage, has x2 critical multiplier, & has half the
range increment.
Arrow with a hollow head containing Alchemist’s Fire and a pitch-soaked shaft.
Arrow, Dragonbreath Does 1 category less damage (1d8 -> 1d6, etc.) 1
Longbow, Shortbow 2 ½ gp /6 lb
(RotW p165) Whistles and ignites during flight, doing 1 hp Fire damage and setting the target
on Fire (RefNeg, DC15). Cannot be reused.
Arrow, Hardwood Arrow with a hardwood shaft 1
Longbow, Shortbow ½ gp /4 lb
(DR330 p92) If it misses, there is only a 25% chance a Hardwood Arrow is destroyed.
Arrow with a smelly sticks substance at the end.
Does no damage, but anyone hit with a Pungent Arrow gives off a distinctive
Arrow, Pungent Longbow, Shortbow ¼ gp 3
/20 lb
(DR330 p92) smell for 1 hour, which grants a +1 Circumstance bonus on Survival checks to
track the target (+4 Circumstance bonus if the tracker has the Scent ability).
The substance can be washed off in 5 minutes with ample water.
Arrow, Arrow whose arrow head has a wide cutting area.
3 1
Serpentstongue Longbow, Shortbow Does Slashing & Piercing damage and does full damage to objects with a /20 gp /6 lb
(RotW p165) Hardness of 5 or less (instead of ½ damage). Used for cutting rope at range.
Arrow with special notches in the shaft.
Arrow, Singing Longbow, Shortbow 1 gp 1
/4 lb
(DR330 p92) While in flight, the arrow makes a distinctive sound. Different notches make
different sounds.
Arrow coated with glowing phosphorous.
Arrow, Star Longbow, Shortbow ½ gp 1
/4 lb
(DR330 p92) The arrow gives off Bright Illumination in a 5’ radius and Shadowy Illumination
in a 15’ radius.
Arrow with a smaller, more aerodynamic head and longer fletchings.
Arrow, Swiftwing Longbow, Shortbow 1 gp 1
/6 lb
(RotW p165) Receives –1 penalty per range increment (instead of –2), but does 1 category
less damage (1d8 -> 1d6, etc.).
Arrow with a forked arrowhead.
Arrow, Zigzag Longbow, Shortbow ½ gp 1
/4 lb
(DR330 p92) Has a –4 penalty on its attack roll, but does Slashing / Piercing damage, and
does double damage to objects with Hardness 0 (typically rope).
Blowgun Dart Blowgun, Greater Often poisoned 1
/10 gp 1
/20 lb
(CWar p154)
Blowgun Needle Blowguns Often poisoned 1
/20 gp —
(DR312 p44)

Standard bolt
Bolt Crossbows – Hand, Light 1 1
May be used as an melee weapon with a –4 attack penalty & does Dagger /10 gp /10 lb
(PH p116) & Heavy, & Repeating
damage (1d4 for Medium) with a 20/x2 critical.
Repeating Crossbow
Magazine Crossbows – Repeating Holds 5 standard bolts ½ gp ½ lb
(PH p117)

Sling Bullet Slings, War Slings Standard lead sling bullet 1


/100 gp ¼ lb
(PH p116)

Priest’s Bullet (Holy) Hollow oversized glass sling bullet filled with Holy Water. 5
Slings, War Slings 20 gp /8 lb
(LM p73) –2 penalty to hit. Does normal damage + 1d4 to Undead & Evil Outsiders.
Priest’s Bullet Hollow oversized glass sling bullet filled with Unholy Water. 5
(Unholy) Slings, War Slings 20 gp /8 lb
(LM p73)
–2 penalty to hit. Does normal damage + 1d4 to Deathless & Good Outsiders.

Sling Stone Rocks about the right size for a sling


Slings, War Slings — ¼ lb
(PH p116) –1 penalty to hit & does one size-category less damage (1d3 for Medium)
Skiprock Specially polished rocks that can be ricochet into another target by a proficient
War Slings 3 gp ¼ lb
(RotW p165) user. May also be thrown.
Atlatl Dart Atlatl Stone-tipped dart whose end is formed to fit into an Atlatl ½ gp ½ lb
(DR331 p84)
Atlatl Javelin Atlatl Stone-tipped javelin whose end is formed to fit into an Atlatl 1 ½ gp ½ lb
(DR331 p84)

Weapons Page 17
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Options

Options Used with… Description Cost


A blade equivalent to a Dagger is release from the hilt, haft, or pommel when a hidden
any One-Handed or Two- catch is pressed. It can be extended as a Free Action and retracted as a Move Action.
Blade, Close Fighting Handed Melee weapon When extended, the Close Fighting Blade –and– the original weapon both have a –2
+100 gp
(RotW p166) that has a hilt, haft, or penalty on attacks. Even if the blade is extended, the weapon does not count as a
pommel. Double Weapon.
Typically used when the wielder is being Grappled or has been Swallowed.
May be used as a Longbow –or– a Quarterstaff. The wielder threatens the squares
Longbow, Elvencraft any Longbow (including around himself/herself even if the last use was as a ranged weapon.
+300 gp
(RotW p166) Composite, Mighty, etc.) The bow is not damaged when used as a melee weapon and the wielder may shift
between ranged and melee as part of a Full Round Attack (if desired)..
May be used as a Shortbow –or– a Club. The wielder threatens the squares around
Shortbow, Elvencraft any Shortbow (including himself/herself even if the last use was as a ranged weapon.
+300 gp
(RotW p166) Composite, Mighty, etc.) The bow is not damaged when used as a melee weapon and the wielder may shift
between ranged and melee as part of a Full Round Attack (if desired)..

Weapons Page 18
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Improvised Weapons
(CWar p159)

Fighting with any of the following results in a –4 penalty on all attack rolls. Each has a Critical Range of 20 / x2. Range increment is 10’.

Weight (in Pounds) Dam. Example


up to 2 1d3 Mug, Torch
2–5 1d4 Lantern, Manacles
6 – 10 1d6 Chair, Shovel
11 – 25 1d8 Ladder, Small Table
26 – 50 2d6 Barrel (empty)
51 – 100 3d6 Chest (full), Big Table
101 – 200 4d6 Cart
201 – 400 5d6 Wagon

A Sharp object does damage as if twice its weight.


A Soft object does damage as if half its weight and the damage is Nonlethal.

Weapons Page 19
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Weapons Errata
Weapon Features
Buckler – This weapon can be used as an off-hand weapon -or- as a shield each round (to do both in the same round requires Feat: Shield Expert). Bucklers are
+1 AC, –1 Armor Check Penalty, 5% Arcane Spell Failure.
Buckler – Tortoise Blade, Gnome; Buckler-Axe, Dwarf.

Class Proficiency – The listed classes gain proficiency in the listed weapons.
Bard – All Simple plus all of the following: Longsword; Rapier; Sap; Shortsword; Shortbow; Whip.
Druid – Club; Dagger; Dart; Quarterstaff; Scimitar; Sickle; Shortspear; Sling; Spear.
Monk – Club; Crossbow, Light; Crossbow, Heavy; Dagger; Handaxe; Javelin; Kama; Nunchaku; Quarterstaff; Sai; Shuriken; Siangham; Sling.
Rogue – All Simple, plus all of the following: Crossbow, Hand; Rapier; Shortbow; Shortsword; Sap.

Disarm +N – This weapon gets a +N bonus on disarm attempts, and rolls to resist being counter-disarmed.
Disarm +2 – Chain, Spiked; Flail, Dire; Flail, Heavy; Flail, Light; Flindbar; Gyrspike; Lynxpaw; Nunchaku; Ranseur; Rapier, Quickblade; Ribbon
Dagger; Scorpion Chain, Drow; Scourge; Spetum; Whip.
Disarm +4 – Sai; Swordcatcher, Gnome.

Double – A weapon with 2 attack surfaces. Either surface can be used as a single weapon, or both can be used via a Two-Weapon fighting style. In the later case,
the “off-hand” surface is considered ‘light’.
Double – Axe, Orc Double; Flail, Dire; Hammer, Double; Hammer, Gnome Hooked; Gyrspike; Lajatang; Lynxpaw; Quarterstaff;
Scimitar, Valenar Double; Spear, Dwarven Double; Sword, Two-Bladed; Urgrosh, Dwarven.

Feint +N – A proficient weilder who does a ‘Feint in Combat’ check receives +N on the Bluff check:
Feint +2 – Braid Blade; Quickrazor, Gnome; Rapier, Quickblade.

Finesse – All Light weapons can be used with Feat: Weapon Finesse. In addition, the weapons listed below can also be used:
Finesse – Chain, Spiked; Courtblade, Elven; Lynxpaw; Rapier; Rapier, Quickblade; Ribbonweave; Scorpion Chain, Drow; Thinblade, Elven; Whip.

Grapple – These weapons can be used to initiate a Grapple:


Grapple – Grasping Pole; Mancatcher; Pincer Staff; Sasumata.
Grapple (clothes) – Entangling Pole; Sodegarami.

Hand-and-a-Half – This weapon can be used two-handed with basic Martial Proficiency -or- one-handed with an Exotic Proficiency.
Hand-and-a-Half – Maul; Pick, Dire; Sword, Bastard; Waraxe, Dwarven; Warmace.

Kata – A Monk may use this weapon in conjunction with the Flurry of Blows class ability.
Kata – Kama; Lajatang; Longstaff; Nekode; Nunchaku; Quarterstaff; Sai; Shuriken; Siangham; Steel Fins.

Pole Arm – The following are considered Pole Arms for purposes of Pole Arm-specific Feats.
Pole Arm – Ankus; Awl Pike; Axe, Lochaber; Axe, Orc Double; Bardiche; Bec de Corbin; Duom; Fauchard; Glaive; Goad; Greatspear; Halberd;
Hammer, Lucerne; Longspear; Longstaff; Naginata; Partisan; Pilum; Poleaxe, Heavy; Quarterstaff; Ranseur; Ritiik; Sasumata; Sharrash, Talenta;
Sodegarami; Spear; Septum; Urgrosh, Dwarven; Voulge; Warpike, Dwarven.

Racial Proficiency – The listed race gains automatic proficiency in the listed weapon.
Elf Racial Proficiency – Longbow; Longsword; Rapier; Shortbow.

Racial Familiarity – The listed race adds the listed weapon to their Martial Weapons list
Dwarf Racial Familiarity – Urgrosh, Dwarven; Waraxe, Dwarven.
Gnome Racial Familiarity – Hammer, Gnome Hooked.
Raptoran Racial Familiarity – Footbow.

Reach 10’ – This weapon threatens at 10’. It does not threaten the adjacent hex unless otherwise indicated.
Reach 10’ – Ankus; Bec de Corbin; Entangling Pole; Fauchard; Glaive; Greatspear; Guisarme; Lance, Heavy; Lochaber Axe; Longspear;
Longspear, Microlith Barbed; Lucerne Hammer; Mancatcher; Naginata; Partisan; Pilum; Pincer Staff; Poleaxe, Heavy; Ranseur; Sasumata; Sharrash,
Talenta; Sodegarami; Voulge; Warpike, Dwarven.
Reach 10’ and Threaten Adjacent – Chain, Spiked; Duom.
Reach 15’ – Awl Pike.
Reach 15’ and Threaten Adjacent – Whip.

Shared Focus (CAdv p116) (RotW p166) – If any of the following feats are taken with the weapon on the left, they apply to the weapon(s) on the right: Weapon Focus,
Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Improved Critical.
Blowgun – Blowgun, Greater. Longspear – Greatspear.
Dagger – Dagger, Barbed. Longsword – Thinblade, Elven.
Greataxe – Longaxe. Mace, Heavy – Warmace.
Greatsword – Courtblade, Elven. Pick, Heavy – Pick, Dire.
Halberd – Poleaxe, Heavy. Rapier – Lightblade, Elven; Rapier, Quickblade; Thinblade, Elven.
Longbow – Greatbow. Sword, Short – Lightblade, Elven; Sword, Short Broadblade.

Weapon Errata Page 20


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Shared Proficiency – A single Weapon Proficiency applies to all of the weapons in a row, as do any of the following feats: Weapon Focus, Greater Weapon
Focus, Weapon Specialization, Greater Weapon Specialization, Improved Critical (i.e., Shared Proficiency is a superset of Shared Focus).
Bolo; Bolo, Barbed.
Longbow; Composite Longbow.
Shortbow; Composite Shortbow.
Whip; Whip-Dagger

Subdual – This weapon does subdual (i.e., non-lethal) damage.


Subdual – Bolo; Boomerang; Grasping Pole; Mancatcher; Sap; Sasumata; Truncheon; Unarmed; Whip.
Optionally Subdual – Goad.

Trip – This weapon can be used to make trip attacks. If a counter-trip occurs, then the user can drop the weapon instead of being tripped.
Trip – Ankus; Bolo; Chain, Spiked; Flail, Dire; Flail, Heavy; Flail, Light; Guisarme; Gyrspike; Halberd; Hammer, Gnome Hooked; Kama; Lasso;
Lochaber Axe; Lynxpaw; Scorpion Chain, Drow; Scythe; Sharrash, Talenta; Sickle; Warpike, Dwarven; Whip.

Vs. Charge – If you ready a “set vs. charge” action, then you do 2x damage if you hit a charging opponent.
Vs. Charge – Awl Pike; Bec de Corbin; Halberd; Longspear; Poleaxe, Heavy; Shortspear; Spear; Spear, Dwarven Double; Trident; Urgrosh, Dwarven;
Warpike, Dwarven.

Resizing Weapons Tiny-sized Small-sized Medium-sized Large-sized


When a weapon is resized, apply the following: — 1 1d2 1d3
a) Critical Threat range is unchanged. 1 1d2 1d3 1d4
b) Damage Type (i.e., Bludgeoning, Piercing, or Slashing) is unchanged.
c) The weapon’s weight doubles for each category it enlarges, or is 1d2 1d3 1d4 1d6
halved for each category it shrinks. 1d3 1d4 1d6 1d8
d) The weapon’s damage is changed according to the table on the right. 1d4 1d6 1d8 2d6
Look up the current damage at its current size and the move to the
1d6 1d8 1d10 2d8
left (if shrinking) or right (if enlarging) to determine the new
damage(PH p114). 1d8 1d10 1d12 3d6
For example, if a Medium-sized creature with a Spiked Chain (which does 1d4 1d6 2d4 2d6
2d4 damage) was targeted with Enlarge Person, the resulting Large- 1d8 1d10 2d6 3d6
sized creature would be wielding a Spiked Chain that does 2d6 damage.
As another example, a Tiny-sized Grig decides it wants to wield a Spiked 1d10 2d6 2d8 3d8
Chain and has one constructed. The new weapon would do 1d4 damage. 2d6 2d8 2d10 4d8

Weapon Equivalencies
The following weapons are the equivalent(DMG p27). For example, a Medium-sized creature’s Longsword would be considered a Short Sword in the hands of a
Large-sized creature, or a Greatsword in the hands of a Small-sized creature. This does not take into account the cumulative –2 penalty on attack when using a
weapon made for a creature of a different size.(PH p113)
Note: Some weapons do not match the weapon resizing rules exactly (i.e., not keeping the same Critical Threat range, not doubling in weight with each size
increase, etc.). These discrepancies are indicated by an underline.

Weapon Tiny-sized Small-sized Medium-sized Large-sized


Damage Critical Type Weight
Family Wielder Wielder Wielder Wielder
Axe 1d6 20 / x3 Slashing 3 Greataxe Battleaxe Handaxe —
Axe 1d8 20 / x3 Slashing 6 — Greataxe Battleaxe Handaxe
Axe 1d12 20 / x3 Slashing 12 — — Greataxe Battleaxe
Sword 1d4 19-20 / x2 Slashing 1 Longsword Short Sword Dagger —
Sword 1d6 19-20 / x2 Slashing 2 Greatsword Longsword Short Sword Dagger
Sword 1d8 19-20 / x2 Slashing 4 — Greatsword Longsword Short Sword
Sword 1d12 19-20 / x2 Slashing 8 — — Greatsword Longsword
Pick 1d4 20 / x4 Piercing 3 — Pick, Heavy Pick, Light —
Pick 1d6 20 / x4 Piercing 6 — — Pick, Heavy Pick, Light
Spear 1d4 20 / x2 Piercing ½ Spear Shortspear Dart —
Spear 1d6 20 / x2 Piercing 3 — Spear Shortspear Dart
Spear 1d8 20 / x3 Piercing 6 — — Spear Shortspear
Club 1d6 20 / x2 Bludgeoning 3 — Greatclub Club Sap
Club 1d10 20 / x2 Bludgeoning 8 — — Greatclub Club
Flail 1d8 20 / x2 Bludgeoning 5 — Flail, Heavy Flail, Light —
Flail 1d10 19-20 / x2 Bludgeoning 10 — — Flail, Heavy Flail, Light
Mace 1d6 20 / x2 Bludgeoning 4 — Mace, Heavy Mace, Light —
Mace 1d8 20 / x2 Bludgeoning 8 — — Mace, Heavy Mace, Light

Weapon Errata Page 21


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Superior Equipment
Alchemy Items

Alchemy Items DC Description Weight Cost


Grenade-like weapon with a 10’ range increment.
Acidic Fire does 1d4 Fire damage & 1d4 Acid damage on a direct hit. On a direct hit, the target takes
Acidic Fire TBD an additional 1d4 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex 1 lb. 30 gp
(Eb p121)
save vs. DC 15 (+2 if he rolls on the ground).
On a splash, the target takes 1hp Fire damage & 1hp Acid damage.
Alchemist’s Frost Grenade-like weapon with a 10’ range increment.
TBD 1 lb. 25 gp
(Eb p121) Alchemist’s Frost does 1d8 Cold damage on a direct hit and 1 hp on a splash.
Alchemist’s Spark Grenade-like weapon with a 10’ range increment.
TBD 1 lb. 25 gp
(Eb p121) Alchemist’s Spark does 1d8 Electrical damage on a direct hit and 1 hp on a splash.
Chemically treated stick.
Noxious Smokestick When lit, the Smokestick creates 10’x10’x10’ of opaque smoke in one round. Anyone in the smoke is
TBD ½ lb. 80 gp
(Eb p121) Nauseated for 1 round (FortNeg DC15).
The smoke dissipates normally.
Pint of thick, muddy-looking ale.
Diamond Water Ale 14 The drinker must make a Fortitude save vs. DC 12 to avoid becoming Sickened. If already Sickened, 1 lb. 8
/10 gp
(DR334 p68) save to avoid becoming Nauseated. If already Nauseated, save to avoid becoming Unconscious for
1d6 hours.
Acid Grenade-like weapon with a 10’ range increment.
15 1 lb. 10 gp
(PH p128)(PH p71)+ Acid does 1d6 Acid damage on a direct hit and 1 hp on a splash.
Made from Garlic and Holy Water.
Charm, Garlic When used as a touch attack against a creature that is repulsed by garlic (such as a Vampire), the
15 1 lb. 5 gp
(DR331 p32) creature takes 1d6 hp damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14).
Single use.
A 15 pound roll of oil-soaked logs and Tindertwigs.
Portable Pyre 15 As a Standard Action, the Portable Pyre is unrolled rapidly into a flat, empty 5’ square. The 15 lbs. 10 gp
(DR324 p57) Tindertwigs ignite the logs and the 5’ square is filled with fire for 10 minutes. Any creature that
enters the square with the pyre takes 1d6 Fire damage each round.
Small glass-sphere filled with Alchemist’s Fire. Launched like a sling bullet with a –2 penalty on the
Alchemist’s Fire attack.
Bullet 20 Alchemist’s Fire Bullet does 1d4 Fire damage plus the normal sling bullet damage on a hit. On a ½ lb. 20 gp
(DR334 p49) direct hit, the target takes an additional 1d4 Fire damage if he doesn’t take a Full Round Action to put
himself out with a Reflex save vs. DC 15 (+2 if he rolls on the ground).
Grenade-like weapon with a 10’ range increment.
Alchemist’s Fire 20 Alchemist’s Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash. On a direct hit, the target 1 lb. 20 gp
(PH p128)(PH p71)+ takes an additional 1d6 Fire damage if he doesn’t take a Full Round Action to put himself out with a
Reflex save vs. DC 15 (+2 if he rolls on the ground).
Flask of unguent.
If a flask is applied to bones before they are animated, the resulting Skeleton has the following changes:
Brittlebone a) –2 Natural Armor bonus to AC (min 0);
(LM p73)
20 ½ lb. 30 gp
b) when destroyed, the Skeleton explodes into a bone shards, dealing 1 hp per HD of Piercing
damage (Ref½, DC 15).
It takes 1 flask for a Medium Skeleton, 2 for a Large, 4 for a Huge, etc.
Burrfoot’s Nut Brown Halfling Recipe Ale
Ale 20 Anyone who drinks a pint of this full-bodied ale receives a +2 Alchemical bonus on Diplomacy checks 1 lb. 20 gp
(DR334 p55) and a –2 penalty on Sense Motive checks for 30 minutes.
Swirling mass of ribbons died to a leather cord.
Charm, Anarchic13 When used as a touch attack to a creature whose DR is bypassed by ‘chaos’, the creature takes 1d6 hp
20 1 lb. 30 gp
(DR331 p32) damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14).
Single use.
Geometric shapes attached to a fine steel chain.
Charm, Axiomatic13 When used as a touch attack to a creature whose DR is bypassed by ‘law’, the creature takes 1d6 hp
20 1 lb. 30 gp
(DR331 p32) damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14).
Single use.

13
Requires an incantation (which does not consume a spell) by a Divine Spellcaster of the appropriate alignment.

Alchemy Items Page 22


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Alchemy Items DC Description Weight Cost


Made from Cold Iron and often shaped like a horse shoe.
Charm, Cold Iron When used as a touch attack to a creature whose DR is bypassed by ‘cold iron’, the creature takes 1d6
20 1 lb. 30 gp
(DR331 p32) hp damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14).
Single use.
Holy symbol.
Charm, Holy13 When used as a touch attack to a creature whose DR is bypassed by ‘good’, the creature takes 1d6 hp
20 1 lb. 30 gp
(DR331 p32) damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14).
Single use. Can be used as a Divine Focus before it is destroyed.
Made from Silver.
Charm, Silver When used as a touch attack to a creature whose DR is bypassed by ‘silver’, the creature takes 1d6 hp
20 1 lb. 30 gp
(DR331 p32) damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14).
Single use.
Unholy symbol or disturbing image (such as a skull)
Charm, Unholy13 When used as a touch attack to a creature whose DR is bypassed by ‘evil’, the creature takes 1d6 hp
20 1 lb. 30 gp
(DR331 p32) damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14).
Single use. Can be used as a Divine Focus before it is destroyed.
Vial of mineral oil.
Darkoil 20 — 25 gp
(Und p67) Protects Drowcraft items from sunlight. One vial has enough oil to protect a Drowcraft weapon for
three days –or– Drowcraft armor for 1 day.
Flask of unguent.
If a flask is applied to a corpse before it is animated, the resulting Zombie has the following changes:
Embalming Fire 20 ½ lb. 20 gp
(LM p73) a) when it takes any damage, the Zombie catches fire (blue flames). For 1 minute, it does +1d6
Fire damage with its attacks. The fire does not damage the Zombie.
It takes 1 flask for a Medium Zombie, 2 for a Large, 4 for a Huge, etc.
Harsh liquor brewed in the cold climates.
Firebelly 20 ¼ lb. 2 gp
(DR334 p56) Anyone who drinks a shot grants a +4 Alchemical bonus on Fortitude saves vs. nonlethal damage dealt
by non-magical cold over the next hour.
Refreshing ale brewed in Good-aligned monasteries.
Goodale 20 Anyone who drinks a pint has all penalties associated with normal Fatigue removed –and– receives a 1 lb. 10 gp
(DR334 p58) +2 Alchemical bonus on Constitution check made to avoid nonlethal damage from a forced march.
Has no effect on magically-induced Fatigue or Exhaustion.
Twelve 2 inch cubes of blue-green gel.
Hearthfire 20 When water is poured on a cube, it “burns” with blue-green flame that gives off no heat, but 20’ radius 2 lbs. 10 gp
(RoS p159) of light (and another 20’ of shadowy illumination) for 24 hours. The burning can be ended early by
drying the cube off and relighting it later.
Shot of syrupy whiskey.
Miner’s Milk 20 ¼ lb. 5 gp
(DR334 p68) If the drinker makes a Fortitude save vs. DC 14, he/she gains a +2 Alchemical bonus on saves vs.
Poison for 1 hour. If the drinker fails the save, he/she becomes Unconscious for 1d6 hours.
Smelly purple paste made from Shriekers.
Shriek Paste 20 1 lb. 50 gp
(Und p67) When exposed to torch-light or brighter, it ‘shrieks’ for 1 round & then goes inert. The base Listen DC
to hear the shriek is –10, modified by distance, barriers, etc.
Chemically treated stick.
Smokestick 20 ½ lb. 20 gp
(PH p128)(PH p71)+ When lit, the Smokestick creates 10’x10’x10’ of opaque smoke in one round. The smoke dissipates
normally.
Tindertwig Small wooden stick with chemicals on one end.
20 — 1 gp
(PH p129)(PH p71)+ When scraped on its chemical-enhanced end, the Tindertwig immediately catches fire.
Grenade-like weapon with a 10’ range increment. The weapon has two compartments, one with “wet
fire” and the other with water.
Wet Fire 20 Wet Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash. On a direct hit, the target takes an 1 lb. 25 gp
(DR334 p49) additional 1d6 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex
save vs. DC 15 (+2 if he rolls on the ground). Submersion in water does not automatically put out
Wet Fire, but does grant a +2 bonus on the Reflex save.
Grenade-like flask of sticky liquid with a 10’ range increment.
Alchemist’s Mineral Does 1d6 per round for 3 rounds (ignoring Hardness) to inert rock or stone.
Acid 22 1 lb. 20 gp
(Und p67) Does 1d6 damage to creatures with the (earth) subtype, plus 1d6 the next round. Any earth creature
within 5’ of the target takes 1 hp of splash damage.
Anti-Disease Tonic 25 Grants a +5 Alchemical bonus on the drinker’s saves vs. Disease for 1 day. — 100 gp
(DR331 p32)
Antitoxin 25 Antitoxin gives +5 Alchemical bonus on all Fortitude saves vs. poison for 1 hour. — 50 gp
(PH p128)(PH p71)+

Alchemy Items Page 23


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Alchemy Items DC Description Weight Cost


A flask of brackish liquid.
One vial renders a 10’ cube of water “unbreathable” by destroying all the oxygen in it. Any creature in
Blackwater 25 1 lb. 100 gp
(Und p67) it with waterbreathing (natural or magical) begins to drown (DC 10 on the 1st round, +1 DC per
subsequent round). Lasts 24 hours in still water, but can be washed away in 1d6 round if the water is
moving.
A small bag of “stones”.
Blasting Pellets 25 One bag’s worth of pellets covers a 5’ square. Any creature going through the square steps on a pellet 2 lbs. 50 gp
(RoS p159) and sets them all off by a chain-reaction (Reflex save vs. DC 15 to not set them off). Anyone in the
square takes 1d6 Sonic damage (no save).
Vial of oil. Can be applied to a 6 inch by 6 inch area, where it will remain effective for 2d4 hours.
Blister Oil 25 Bare skin that comes in contact with the oil blisters immediately (FortNeg DC15). The blisters cause ½ lb. 15 gp
(RoS p159) 1d4 hp of damage –and– the victim receives a –2 penalty on all Dexterity-based checks & Reflex
saves for 2d4 days (unless magically healed).
When drunk, the drinker receives the following advantages and disadvantages for 12 hours:
Blood Thickener –2 penalty to Dexterity
25 1 lb. 75 gp
(DR324 p56) +2 Alchemical bonus to Constitution
When Dying (i.e., between –1 and –9 hp), only loose 1 hp per two rounds.
Grenade-like weapon with a 10’ range increment. Looks like a ceramic container full of dust.
Targeting a square is AC 5.
Burning Dust 25 1 lb. 40 gp
(DR334 p49) All creatures within 5’ of the square where the Burning Dust lands is Sickened and Blinded for 1d6
rounds (FortNeg, DC12). Creature resistant to fire damage and/or immune to critical hits are immune
to this effect.
Combination of a Material Charm (Cold Iron or Silver) and an Alignment Charm (Anarchic,
Axiomatic, Holy, or Unholy).
Charm, When used as a touch attack to a creature whose DR is bypassed by either the Material or the
Combination13 25 1 lb. 40 gp
(DR331 p32)
Alignment aspect of the charm, the creature takes 1d6 hp damage (no save) and is Shaken for 1d4
rounds (WillNeg, DC14).
Single use.
Draught, Anarchic13 The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is
25 — 50 gp
(DR331 p32) bypassed by ‘chaos’. Lasts for 1 hour.
Draught, Axiomatic13 The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is
25 — 50 gp
(DR331 p32) bypassed by ‘law’. Lasts for 1 hour.
Draught, Cold Iron The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is
25 — 75 gp
(DR331 p32) bypassed by ‘cold iron’. Lasts for 1 hour.
Draught, Garlic The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures are repulsed
25 — 50 gp
(DR331 p32) by garlic (such as Vampires). Lasts for 1 hour.
Draught, Holy13 The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is
25 — 50 gp
(DR331 p32) bypassed by ‘good’. Lasts for 1 hour.
Draught, Silver The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is
25 — 75 gp
(DR331 p32) bypassed by ‘silver’. Bonus also applies to resisting the disease Lycanthropy. Lasts for 1 hour.
Draught, Unholy 13 The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is
25 — 50 gp
(DR331 p32) bypassed by ‘evil’. Lasts for 1 hour.
One-time Recipe to honor a Deceased Dwarven Hero.
Dwarven Grave Ale 25 1 lb. 50 gp
(DR334 p56) Anyone who drinks a flagon receives a +2 Alchemical bonus on saves vs. Fear effects –and– a
+1 Alchemical bonus on attacks & damage. Effects last for 10 minutes.
Flask of clear oil.
Applies to a weapon as a Full Round Action. For the following two rounds, the weapon is treated as
Ghost Oil 25 being ‘Ghost Touch’ (i.e., no Miss Change when attacking Incorporeal creatures). ½ lb. 62 gp
(LM p73)
It takes 1 flask to cover one weapon of a Medium-sized creature, 2 flasks for a Large creature’s
weapon, 4 for a Huge, etc.
Candle infused with Holy Water.
Generates pure white-yellow light in a 5’ radius & shadowy illumination in a 10’ radius. Burns for 1 hr.
Holy Candle 25 — 75 gp
(DR324 p56) Any attempt to Turn / Destroy Undead while within the candle’s 5’ radius receives a +2 bonus.
Bonuses from multiple candles do not stack.
The candle’s creator must have at least 1 rank in Knowledge (religion).
Flask of dark, sticky fluid that smells of moonflowers.
When applied to a Corporeal Undead that has sensitivity to sunlight, the sensitivity is suppressed for
one hour.
Liquid Night 25 If the Undead is targeted with a spell that does extra damage to the sunlight-sensitive (such as Searing ½ lb. 150 gp
(LM p74)
Light), the Undead does not take the extra damage, but the ‘Liquid Night’ goes inert immediately
afterwards.
It takes 1 flask for a Medium Undead, 2 for a Large, 4 for a Huge, etc.

Alchemy Items Page 24


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Alchemy Items DC Description Weight Cost


Grenade-like weapon with a 10’ range increment.
Long-Burning Long-Burning Alchemist’s Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash. On a direct
Alchemist’s Fire 25 hit, the target takes an additional 1d6 Fire damage on each of the two following rounds if he doesn’t 1 lb. 30 gp
(DR334 p49) take a Full Round Action to put himself out with a Reflex save vs. DC 17 (+2 if he rolls on the
ground).
Pint of oil.
This slow-burning oil can be burned in normal lanterns. It does not generate ‘bright illumination’, only
‘shadowy illumination’.
Shadowlight Oil 25 Lantern Type Shadowy Illumination Duration 1 lb. 5 gp
(DR337 p74)
Common 60’ radius 6 hours per Pint
Bullseye 240’ cone 6 hours per Pint
Hooded 120’ radius 6 hours per Pint
Enough balm to protect a Small creature for 1 hour. Medium creatures need 2 doses, Large need 4, etc.
Spiderlily Essence 25 — 75 gp
(RoS p159) Normal vermin (except for Spiders) will not approach a creature covered with this balm. Monstrous
Vermin (except for Monstrous Spiders) must make a Will save vs. DC 15 to approach the wearer.
Gold-tipped iron wand (1 foot long).
Sunrod 25 1 lb. 2 gp
(PH p128)(PH p71)+ When struck, the Sunrod gives off 30’ radius of light & shadowy illumination for another 30’ from the
Sunrod. After 6 hours, the Sunrod burns out.
Bag of alchemical goo.
Grenade-like weapon with a range increment of 10’.
On a direct hit, its target is at –2 attack & –4 Dex and must make a Reflex save vs. 15 or be stuck to
Tanglefoot Bag the floor & unable to move.
25 4 lbs. 50 gp
(PH p128)(PH p71)+ To break free of the floor takes a Strength check vs. DC 27 –or– 15 hp of Slashing damage.
To scrape the goo off the target’s body, the target or an ally must do “scrapping” damage equal to 15
hp. The target can then move a half speed.
The goo lasts 2d4 rounds.
Grenade-like weapon with a range increment of 20’.
Thunderstone On impact, it makes a loud bang, forcing all within a 10’ radius to make a Fortitude save vs. DC 15 or
25 1 lb. 30 gp
(PH p129)(PH p71)+ be deafened for 1 hour. This results in –4 on Initiative & 20% chance of a spell miscast.
Consider a 5’ square to have an AC 5 for purposes of targeting it.
Candle infused with Unholy Water.
Generates deep purple light in a 5’ radius & shadowy illumination in a 10’ radius. Burns for 1 hour.
Unholy Candle 25 — 75 gp
(DR324 p56) Any attempt to Rebuke / Control Undead while within the candle’s 5’ radius receives a +2 bonus.
Bonuses from multiple candles do not stack.
The candle’s creator must have at least 1 rank in Knowledge (religion).
Combination of a Material Draught (Cold Iron or Silver) and an Alignment Draught (Anarchic,
Draught, Axiomatic, Holy, or Unholy).
Combination13 28 — 150 gp
(DR331 p32) The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is
bypassed by either the Material or the Alignment aspect of the draught. Lasts for 1 hour.
Pale golden liquor favored by Elves. Reputed to make the drinker younger.
Evermead 30 ½ lb. 200 gp
(DR334 p56) Anyone who drinks a glass loses all detrimental physical penalties to Strength, Dexterity, &
Constitution due to age, while leaving all the bonuses. Lasts for 12 hours.

Alchemy Items Page 25


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Superior Materials

Materials Description Weight Cost

Darkweave Dark cloth that magically includes strands of shadow.


standard +100gp
(Eb p121) Clothes made with Darkweave grant a +1 Circumstance bonus on Hide checks.
Bright cloth that magically includes bits of illusion. 1 lbs less
Glamerweave than +100gp
(Eb p121) Clothes made with Glamerweave grant a +1 Circumstance bonus on Diplomacy checks. standard
Earthsilk Jersey Touch material that resists punctures. The wearer receives Damage Reduction 1 / slashing or bludgeoning.
2 lbs. 150 gp
(RoS p160) If the wearer suffers a Piercing critical hit, the Jersey no longer provides Damage Reduction until repaired.

Other Items
Barding, Elfcraft(DR331 p90) – Horse armor with gives a bonus to Ride checks, weighs less, and takes less time to put on or remove.
Book of Prayers(DR324 p56) – A book of prayer sacred to a specific deity.
Burning Dust Pot(DR334 p49) – Catapult ammunition that contains Burning Dust.
Cargo Kite(RotW p169) – A cargo-carrying kite that can be pulled by flying creatures.
Carry Net(RotW p169) – Used by winged creatures in place of a backpack.
Cartulary(DR331 p90) – Book of inspirational religious texts.
Caveharp(Und p67) – Masterwork harp that can echo for miles underground.
Ceramic Mine(DR332 p61) – Ceramic container (Hardness 2, hp 2) that can contain anything form an inhaled poison, green slime, etc.
Claw Extenders(DR334 p87) – Metal “claws” that are strapped onto an animal’s fore-paws. Can be made from special material (such as Silver) and/or made
Masterwork quality (and possibly enchanted). Requires the Attack Trick to use properly.
Climbing Harness(DR334 p87) – Allows a humanoid to help pull an animal up a hill, cliff, etc., without hurting it. Requires the Stay Trick to use properly.
Corvus(DR331 p88) – 15’ – 20’ plank with spikes used to cross from one ship’s deck to another.
Dragon’s Teeth(DR331 p88) – Iron spikes on the prow of a ship. Use for ramming.
Drogue(DR331 p88) – Sealed drum that is attached to a Harpoon’s line to keep a creature stuck to the Harpoon from diving.
Earthsilk Rope(RoS p160) – Stronger than normal silk rope.
Elven Harp(RotW p169) – A masterwork stringed instrument that grants more than the standard bonuses to skilled players.
Fire Pot(DR334 p49) – Catapult ammunition that contains Alchemist’s Fire.
Goliath Healing Kits(RoS p160) – Only work on Goliaths and earth-linked creatures.
Grooming Kit(DR334 p87) – Helps keep an animal clean.
Holy Wafers(DR324 p56) – 10 small, stylized bread wafers imprinted with religious icons.
Honey Leather(RotW p169) – A waterproof canvas that is used to make superior tents, etc.
Lantern, Silvered(DR331 p90) – Bullseye or Hooded Lantern whose light is silver instead of yellow.
Long-Burning Fire Pot(DR334 p49) – Catapult ammunition that contains long burning Alchemist’s Fire.
Mummy Mites(DR324 p57) – Swarms of Undead eating mites.
Muzzle, False(DR334 p87) – Looks like a muzzle to keep an animal from biting, but the animal shake it off when needed. Requires the Attack Trick to use properly.
Patents of Nobility(DR331 p90) – Documentation of one’s lineage.
Reinforced Sheath(DR324 p57) – A heavy sheath for a bladed slashing or piercing weapon that can treat it as a bludgeoning weapon.
Saddle, Burrower’s(RoS p160) – Saddle for a Dire Badger or other digging creature.
Saddle, Flyer’s(RoS p160) – Saddle for a Pegasus or other digging creature.
Sashling(RotW p170) – A pleated belt / sash that has 10 small covered pockets. Grants a +2 Circumstance bonus on Sleight of Hand checks made to hide small
objects.
Siphon Fire(DR334 p49) – Alchemist’s Fire that can be squirted from a Siphon Projector.
Siphon Projector (Large & Small) (DR334 p50) – Siege weapon that contains a tank of Alchemist’s Fire for squirting at targets.
Siphon Wet Fire(DR334 p50) – Wet Fire that can be squirted from a Siphon Projector.
Song Collar(RoS p160) – Metal tube that is slid on a Quarterstaff. The tube is marked with the correct fingering positions for an instrument. The owner receives a
bonus if he/she practiced on the Song Collar while traveling.
Spelunker’s Kit(Und p67) – Aids in navigating underground, granting a +2 bonus on Balance, Climb, Escape Artist, and Survival checks while in tough-to-access
areas.
Stink Pot(DR331 p88) – 15’ – 20’ plank with spikes used to cross from one ship’s deck to another.
Stink Pot(DR331 p88) – Creates a cloud of noxious smoke.
Tabard(DR331 p90) – Tunic with one’s coat-of-arms, symbol of one’s deity, etc. Also available for mounts.
Training Treats(DR334 p87) – Grants a +2 bonus on Handle Animal checks when training an animal with a new trick.
Wolfsbane(DR331 p34) – When properly prepared, can be used as a touch attack on a Lycanthrope.

Alchemy Items Page 26


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Poisons
Poisons are created with Craft (Poisonmaking).

DC to Price Fortitude Trap CR


Poisons Create (in gp)
Type
DC Adjust14
Initial Secondary

Carrion Crawler Brain Juice 15 200 Contact 13 +1 Paralysis for 2d6 minutes —
(DMG p297)(CAdv p98)+ (DMG p74)+
Sassone Leaf Residue 20 300 Contact 16 +3 2d12 HP damage 1d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Malyss Root Paste 20 500 Contact 16 +3 1 Dexterity damage 2d4 Dexterity damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Nitharit 20 650 Contact 13 +4 — 3d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Terinav Root 25 750 Contact 16 +5 1d6 Dexterity damage 2d6 Dexterity damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Dragon Bile 30 1,500 Contact 26 +6 3d6 Strength damage —
(DMG p297)(CAdv p98)+ (DMG p74)+
Black Lotus Extract 35 4,500 Contact 20 +8 3d6 Constitution damage 3d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+

Oil of Taggit Unconsciousness


15 90 Ingested 15 n/a —
(DMG p297)(CAdv p98)+ for 1d3 hours
Arsenic 15 120 Ingested 13 n/a 1 Constitution damage 1d8 Constitution damage
(DMG p297)(CAdv p98)+
Id Moss 15 125 Ingested 14 n/a 1d4 Intelligence damage 2d6 Intelligence damage
(DMG p297)(CAdv p98)+

Striped Toadstool 2d6 Wisdom damage +


15 180 Ingested 11 n/a 1 Wisdom damage
(DMG p297)(CAdv p98)+ 1d4 Intelligence damage
Cave Terror 25 200 Ingested 20 n/a Confusion 1d4 Intelligence damage
(Und p67)
Lich Dust 20 250 Ingested 17 n/a 2d6 Strength damage 1d6 Strength damage
(DMG p297)(CAdv p98)+

Dark Reaver Powder 1d6 Constitution damage +


25 300 Ingested 18 n/a 2d6 Constitution damage
(DMG p297)(CAdv p98)+ 1d6 Strength damage
+1d2 bonus to Strength
+1d2 bonus to Strength
Virile Madness +1d2 bonus to Constitution
25 1,200 Ingested 20 n/a 1d4 Intelligence damage
(Und p67) 1d4 Intelligence damage
1d4 Wisdom damage
1d4 Wisdom damage
Stun Gas ? 40 Inhaled 12 ? Stunned for 1 round Stunned for 1d4 rounds
(Und p67)

Ungol Dust 1d6 Charisma damage +


20 1,000 Inhaled 15 +3 1 Charisma damage
(DMG p297)(CAdv p98)+ (DMG p74)+ 1 Charisma Drain
Insanity Mist 20 1,500 Inhaled 15 +4 1d4 Wisdom damage 2d6 Wisdom damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Burnt Othur Fumes 25 2,100 Inhaled 18 +6 1 Constitution Drain 3d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+

Drow Poison Unconsciousness Unconsciousness


15 75 Injury 13 ?
(DMG p297)(CAdv p98)+ (Und p67) for 1 minute for 1d3 hours
Small Centipede Poison 15 90 Injury 10 +1 1d2 Dexterity damage 1d2 Dexterity damage
(DMG p297)(CAdv p98)+ (DMG p74)+

Bloodroot 1d4 Constitution damage +


12 100 Injury 12 +1 —
(DMG p297)(CAdv p98)+ (DMG p74)+ 1d3 Wisdom damage
Greenblood Oil 15 100 Injury 13 +1 1 Constitution damage 1d2 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Black Adder Venom 15 120 Injury 12 +1 1d6 Constitution damage 1d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+

Blue Whinnis Unconsciousness


14 120 Injury 14 +1 1 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+ for 1d3 hours
Medium-sized Spider Venom 15 150 Injury 12 +2 1d4 Strength damage 1d4 Strength damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Large Scorpion Venom 20 200 Injury 14 +3 1d4 Constitution damage 1d4 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Giant Wasp Poison 20 210 Injury 14 +3 1d6 Dexterity damage 1d6 Dexterity damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Shadow Essence 20 250 Injury 17 +3 1 Strength Drain 2d6 Strength damage
(DMG p297)(CAdv p98)+ (DMG p74)+

14
If this poison is used in a Trap, increase the Trap’s DC by the indicated amount.

Poison Page 27
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

DC to Price Fortitude Trap CR


Poisons Create (in gp)
Type
DC Adjust14
Initial Secondary

Purple Worm Poison 20 700 Injury 25 +4 1d6 Strength damage 2d6 Strength damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Sickstone Unguent ? 1,500 Injury 19 ? 1d4 Constitution damage 1d4 Constitution Drain
(Und p67)
Deathblade 25 1,800 Injury 20 +5 1d6 Constitution damage 2d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Wyvern Poison 25 3,000 Injury 17 +5 2d6 Constitution damage 2d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+

Poison Page 28
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Unusual Materials & Construction Techniques


None of the materials listed below are inherently magical, so none of them will show up via Detect Magic, they function as listed in Dead Magic Zones, etc.
All weapons, armor, & shields that use exotic materials & techniques must be manufactured with Masterwork Quality.

Armor & Shields

Unusual Materials for


Description Game Effect Cost
Armor & Shields
Light Armor – Damage Reduction 1 / — +5,000 gp – Light Armor
Adamantine Black metal Medium Armor – Damage Reduction 2 / — +10,000 gp – Medium Armor
(DMG p283)
Heavy Armor – Damage Reduction 3 / — +15,000 gp – Heavy Armor
Aurorum Luminous Steel that If sundered, the pieces will reconnect if touched together
+4,000 gp
(BoED p38) gleams with indigo (typically a Full Round Action)
Weigh 10% less than steel +4,000 gp – Medium Armor
Bronzewood Extremely hard wood +9,000 gp – Heavy Armor
(Eb p126) Armor made from Bronzewood does not have its Armor
Check penalty applied to Hide checks in woodlands +500 / lb gp – other items
½ Armor bonus to AC
½ Spell Failure
Ceremonial Armor made for parades, +1 Max Dex modifier
2x cost of Masterwork Armor
(DU105 p71) parties, etc. –2 Armor Check Penalty
Armor weighs 50%
Does not slow movement
Darkwood Richly colored wood that Weigh 50% less 10 gp per pound of original
(DMG p283) is strong & light Shields have a –2 Armor Check Penalty weight
The following armors can be made from Dragonhide: Hide,
Armor and/or shields made Banded, Half-Plate, Breastplate, Small Shield, Large
Dragonhide from dragon scales & 2x standard price
(DMG p283) Shield.
hide
Druids can wear Dragonhide armor without penalty.
+2 Hardness
Dwarvencraft Quality Improvement on
+10 hp +600 gp
(RoS p159) Masterwork quality
+2 on all saving throws made by the item
Wearer receives a +1 Resistance bonus on saves vs. the
Flametouched Iron Iron speckled with red spells, spell-like abilities, & supernatural abilities of Evil +1,000 gp
(Eb p126)
Outsiders
Tunic and leggings that go Negates the penalty to Move Silently & Tumble checks
Forestwarden Shroud over armor to keep it when the wearer is moving through ‘undergrowth’ and
‘heavy undergrowth’ (DMG p87). 100 gp
(RotW p167) from getting snagged on
underbrush Weights 2 pounds.
May be used with the following armors: Padded, Leather,
Studded Leather, (Darkwood studs so it can be worn by
Druids), and Hide.
Leafweave Alchemically processed –5% Spell Failure
+740 gp
(RotW p168) leaves as strong as leather +1 Max Dex modifier
–2 Armor Check Penalty
Requires a Craft (alchemy) check vs. DC 25 in addition to
the Craft (armorsmith) check.
Heavy Armor counts as Medium
Medium Armor counts as Light +1,000 gp – Light Armor
Mithral –10% Spell Failure +4,000 gp – Medium Armor
Silvery, glistening metal
(DMG p284) +2 Max Dex modifier +9,000 gp – Heavy Armor
–3 Armor Check Penalty +1,000 gp – Shield
Weight 50% less than iron
May be used as Armor Spikes.
Armor spikes that have an In addition, the wearer receives a +4 Circumstance bonus on
Netcutter Spikes ‘X’ shaped cross-section Strength or Escape Artist checks to escape from a Net, a 200 gp
(RotW p167)
with each edge sharpened Web spell, or similar entangling effect.
+10 pounds.
Light Armor – Damage Reduction 1 / — +5,000 gp – Light Armor
Starmetal Green metal Medium Armor – Damage Reduction 2 / — +10,000 gp – Medium Armor
(CArc p141)
Heavy Armor – Damage Reduction 3 / — +15,000 gp – Heavy Armor

Unusual Materials & Construction Techniques Page 29


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Unusual Materials for


Description Game Effect Cost
Armor & Shields
+28,000 gp – Light Armor
Susalian Chainweave A secret technique of
Metal-based armor gains Damage Reduction 3 / Piercing. +35,000 gp – Medium Armor
(CWar p136) weaving chainmail
+42,000 gp – Heavy Armor
A quilted fabric used in +1 Armor check penalty
Thistledown Suit place of the normal –5% Spell Failure
250 gp
(RotW p168) padding for metal armor Requires a Craft (tailoring) check vs. DC 15 to create.
or as Padded Armor. Same weight as the standard armor padding.
May be used to make armors that normally use metal (such
as Breastplate). Druids can wear such armor.
Always treated as Masterwork quality (bonus included
below).
–1 Armor bonus to AC
–5% Spell Failure Double cost of “normal”
Masterwork armor of the
Wildwood Strong wood that can still +1 Max Dex modifier
same type, though
(RotW p169) regrow after harvested –2 Armor Check Penalty, and Armor Check Penalty does not manufacturing time is the
apply to Hide checks in Undergrowth. same as Masterwork.
When used to replace steel in armor, the armor weighs 75%.
If exposed to natural sunlight, the armor “heals” 1 hp per
day. If left to soak in water for 8 hours, it heals 5 hp.
Requires a Craft (woodworking) check in addition to the
Craft (armorsmith) check (same DC).
Thin, strong wire that is +2 AC to avoid having a Critical Confirmed only.
Ysgardian Heartwire used to reinforce the +1,500 gp
(BoED p38) May only be added to Chain Shirts, Chainmail, or Heavy
vulnerable areas of armor Armor

Unusual Materials & Construction Techniques Page 30


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Weapons

Unusual Materials for


Description Game Effect Cost
Weapons
Adamantine Able to bypass certain types of Damage Reduction. +60 gp – Ammunition
Black metal
(DMG p283) Have 30% hp than steel weapons. +3,000 gp – Weapons
Aurorum Luminous steel that gleams If sundered, the pieces will reconnect if touched together
+4,000 gp
(BoED p38) with indigo (typically a Full Round Action)
Bludgeoning weapons have a +1 Enhancement bonus on
Byeshk Purple sheen damage. +1,500 gp
(Eb p126)
Certain creatures are vulnerable to this metal.
+2 Hardness
Dwarvencraft Quality Improvement on
+10 hp +600 gp
(RoS p159) Masterwork quality
+2 on all saving throws made by the item
Flametouched Iron Iron speckled with red Weapon is considered Good-aligned +1,000 gp
(Eb p126)
Frystalline Pale gold crystal Weapon is considered Good-aligned +2,000 gp
(BoED p38)
Special iron mined deep 2x normal price, plus +2,000
Iron, Cold underground & forged at Able to bypass certain types of Damage Reduction. for any magical
(DMG p284)
low temperatures. enhancement
All properties of Alchemical Silver. Slashing or Piercing only
When unsheathed in at least a Light Breeze, the weapon +9,000 gp – Light Weapons
“screams”. Everyone (except the wielder) within 30’ +11,000 gp – One-Handed
Iron bonded with Cowers for 1d4 rounds (WillNeg). DC is based on wind: or one end of
Pandemonic Silver extradimensional silver. Wind Speed DC Wind Speed DC a Double
(CWar p136) Slashing or piercing Weapon
Light 0-10 10 Windstorm 51-74 22
weapon only +13,000 gp – Two-Handed
Moderate 11-20 13 Hurricane 75-154 25
or both ends of
Strong 21-30 16 Tornado 175-300 28 a Double
Severe 31-50 19 Weapon
Riedran Crysteel If the wielder has at least 1 Psionic power point, the weapon
Iron / crystal alloy +1,500 gp
(Eb p126) has a +1 Enhancement bonus to damage
Arrows & bolts made from Serren wood gain the Ghost-
Serren Touch property as an Exceptional (i.e., non-magical) ability
Wood +4,000 gp
(BoED p38) Bows made from Serren wood grant the Ghost-Touch
property to their ammo as an Exceptional ability.
+2 gp – Ammunition
Able to bypass certain types of Damage Reduction.
Silver, Alchemical +20 gp – Light Weapons
Iron bonded with silver –1 penalty to damage.
(DMG p284) +90 gp – One-Handed
Cannot be combined with Mithral, Adamantine, or Cold Iron
+180 gp – Two-Handed
Bypasses Damage Reduction as if it were Adamantine.
Starmetal Green metal +5,000 gp – Weapons
(CArc p141) Does +1d6 damage to Extraplanar creature that are currently
on the Material Plane.
Solarian True-Steel Fine iron with a silvery
Gain a +1 bonus a Confirmation roll of a Threatened Critical +1,000 gp
(BoED p38) gleam
+3 gp – Ammunition
Anyone wearing or carrying Targath receives a +2
Targath +30 gp – Light Weapons
Soft metal Resistance bonus on Fortitude saves vs. disease.
(Eb p127) +100 gp – One-Handed
Certain creatures are vulnerable to this metal.
+200 gp – Two-Handed
If a weapon made of Thinaun is in contact with a body when
+10,000 gp – Light Weapons
it dies, the creatures soul is trapped in the Thinaun weapon
(this applies to the wielder too). While the soul in trapped, +15,000 gp – One-Handed
the creature cannot be brought back to life. or one end of
a Double
Thinaun If the weapon is present when an attempt to bring back the
Dark glittering steel Weapon
(CWar p136) creature is made, then only half the material components
are needed. +20,000 gp – Two-Handed
or both ends of
If the weapon touches another creature when it dies, its soul
a Double
is stored in the weapon & the original soul is freed. The
Weapon
soul is also feed if the weapon is destroyed,

Unusual Materials & Construction Techniques Page 31


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Hardness of Materials
Hard- HP / Hard- HP /
Material ness Inch
Misc. Material ness Inch
Misc.

Ice 0 3 Stone, Igneous


(PH p166) (e.g., basalt) 8 15
Paper (PH p166)(Und p103)
(PH p166)
0 2
Bronze 9 20
Rope 0 2
(DMG p144)
(PH p166) Stone, Metamorphic
Glass (e.g., granite, marble) 9 15
(PH p166)
1 1 (Und p103)

Leather Targath 9 20
(PH p166)
2 5 (Eb p127)

Leafweave Bronzewood 10 20 90% weight of iron


(RotW p168)
2 5 (Eb p126)

Darkwood Dragonshard, Unattuned 10 20


(DMG p283)
5 10 50% weight of wood (Eb p127)

Soarwood Flametouched Iron 10 30


(Eb p126)
5 10 75% weight of wood (Eb p126)

Wood Frystalline 10 15
(PH p166)
5 10 (BoED p38)

Bone Iron 10 30
(DMG p144)
6 10 (PH p166)

Livewood Iron, Cold 10 30


(Eb p127)
6 10 150% weight of wood (PH p284)

Stone, Sedimentary Riedran Crysteel 10 20


(Eb p127)
(e.g., sandstone) 6 15
(Und p103) Solarian Truesteel 11 25
(BoED p38)
Stone, Sedimentary
(e.g., limestone) 7 15 Mithral 15 30 50% weight of iron
(Und p103) (DMG p284)

Densewood Byeshk 17 36 150% weight of iron


(Eb p126)
8 20 200% weight of wood (Eb p126)

Dragonshard, Attuned 8 20 Adamantine 20 40


(Eb p127) (DMG p283)

Silver, Alchemical 8 10 Starmetal 20 40


(DMG p284) (CArc p141)

Unusual Materials & Construction Techniques Page 32


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Other Equipment
Storage Capacity
Some of the information below is from the web site http://www.wizards.com/default.asp?x=dnd/rg/20040406a.

Hauling Vehicles

Cost Empty Weight


Item (in gp) (in lbs)
Carries

Cart 15 200 ½ ton


Sled 20 300 1 ton
Wagon 35 400 2 tons

Dry Goods

Cost Empty Weight Holds Holds Holds


Item (in gp) (in lbs) (in cubic feet) (in pounds) (in gallons)
Backpack
2 2 1 60 —
(for a Medium creature)
Backpack 1 1
2 /2 /4 15 —
(for a Small creature)
Barrel 2 30 10 650 75
Basket 0.4 1 1 20 —
Bucket 0.5 2 1 65 7
Chest 2 25 2 200 —
Pouch, Belt 1 1
1 /2 /5 10 —
(for a Medium creature)
Pouch, Belt 1 1
1 /8 /20 2½ —
(for a Small creature)
Pouch, Spell Component 1 1
5 /4 /8 2 —
(for a Medium creature)
Pouch, Spell Component 1 1
5 /16 /32 0.5 —
(for a Small creature)
Sack 1
0.1 /2 1 60 —
(for a Medium creature)
Sack 1 1
0.1 /16 /4 15 —
(for a Small creature)
Saddlebags 4 8 5 250 —

Liquids

Cost Empty Weight Holds Holds


Item Material
(in gp) (in lbs) (in pounds) (in gallons / pints)
Bottle, Wine Glass 2 — 1.5 1 ½ pints
Flask Clay 0.03 — 1 1 pint
Jug Clay 0.03 1 8 1 gallon
Mug / Tankard Clay 0.02 — 1 1 pint
Pitcher Clay 0.02 1 4 ½ gallon
Pot Iron 0.5 2 8 1 gallon
Vial, ink or poison Glass 1 — — 1 oz
Waterskin
Leather 1 — 4 ½ gallon
(for a Medium creature)
Waterskin
Leather 1 — 1 ½ gallon
(for a Small creature)
Bucket Wood 0.5 2 65 7 gallons
Barrel Wood 2 30 650 75 gallons

Other Equipment Page 33


Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006

Appendix
Revision History
August 27, 2003 – Initial D&D 3.5 edition release.
Contains Player’s Handbook v.3.5, Dungeon Master’s Guide v.3.5, & Monster Manual v.3.5.
March 15, 2004 – Includes Player’s Handbook v.3.5 Errata.
Added Complete Warrior & the Book of Exalted Deeds.
Added Dragon #309 – Dragon #313.
November 12, 2004 – Added the Eberron Campaign Setting.
Added Monster Manual 3.
March 8, 2005 – Added Complete Arcane.
Added Dragon #324, #326 – #329.
Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”.
Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”.
September 7, 2005 – Added Complete Adventurer.
Added Races of Eberron.
Added Dragon #330 – #335.
December 9, 2005 – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark
Added Dragon #336 – #338.
April 14, 2006 – Added Dragon #339 – #343.
Added Dungeon #104 – #134.

Key to Sourcebooks
PH – Player’s Handbook v.3.5
DMG – Dungeon Master’s Guide v.3.5
MM – Monster Manual v.3.5
MM3 – Monster Manual

CWar – Complete Warrior


CDiv – Complete Divine
CArc – Complete Arcane
CAdv – Complete Adventurer

RoS – Races of Stone


RoD – Races of Destiny
RotW – Races of the Wild
RoE – Races of Eberron

BoED – Book of Exalted Deeds


UA – Unearthed Arcana

FR – Forgotten Realms Campaign Setting


MoF – Magic of Faerûn
LoD – Lords of Darkness
RoF – Races of Faerûn
SM – Silver Marches
Und – Underdark
PGF – Player’s Guide to Faerûn

Eb – Eberron Campaign Setting

DR### – Dragon Magazine (with issue number)


DU## – Dungeon Magazine (with issue number)

3.5up – D&D v.3.5 Accessory Update – http://www.wizards.com/dnd/files/DnD35_update_booklet.zip


PH3.5e – Player’s Handbook v.3.5 Errata – http://www.wizards.com/dnd/files/PHB_Errata09242003.zip
PGFe – Player’s Guide to Faerûn Errata – http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip
CDivErrata – Complete Divine Errata – http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip
CArcErrata – Complete Arcane Errata – http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip
EbErrata – Eberron Errata – http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip

Note: If a Key reference is followed by a “+”, then it is partially superseded the entry above it.

Appendix Page 34

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy