As part of my melee combo guide, I'm working on a list of ways to increase your actual size (Enlarge Person), effective size (Improved Natural Attack), Unarmed Damage/Monk levels (Monk's Belt), and reach (reach weapon). A melee weapon you hold enlarges by one size category (Small weapons become Medium, Medium weapons become Large, and so on). As its size increases, the damage the weapon deals increases as well (PH 114). The weapon can be wielded as a weapon of its original size. If you drop the enlarged weapon, are disarmed, or hand the weapon to another.

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  • 1Weapon Categories
    • 1.2Melee and Ranged Weapons
    • 1.3Light, One-Handed, and Two-Handed Melee Weapons
    • 1.4Weapon Size

Weapon Categories

Weapons are grouped into several interlocking sets of categories.

These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons

Anybody but a druid, monk, rogue, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.

Melee and Ranged Weapons

Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons

Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Double Weapons

Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Thrown Weapons

Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

Projectile Weapons

Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.

Ammunition

Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons), and what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee Weapons

This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light

A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed

A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength bonus to damage rolls.

Two-Handed

Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Weapon Size

Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons

A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Improvised Weapons

Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.


Size Weapon Dmg 3.5

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  • 1Weapons
    • 1.3Weapon Descriptions

Weapons

Masterwork Weapons
Weapon Categories
Simple, Martial, and Exotic Weapons
Melee and Ranged Weapons
Light, One-Handed, and Two-Handed Melee Weapons
Weapon Size
Improvised Weapons
Weapon Qualities
Cost
Damage
Critical
Range Increment
Weight
Type
Special

Weapons by Property

Size Weapon Dmg 3.5 Free

Simple, Martial,
and Exotic
Light, One-Handed,
and Two-Handed
Melee and RangedDamage TypeSpecial
Simple
Martial
Exotic
Light
One-Handed
Two-Handed
Melee
Ranged
  • Projectile (Ammunition)
Bludgeoning
Piercing
Slashing
Improvised
Monk
Nonlethal

Weapons by Grouping

Axe
Bow
Crossbow
Hammer
Maces
Polearm
Spear
Sword

Size Weapon Dmg 3.5 4

Weapon Descriptions

Weapons found on Table: Weapons that have special options for the wielder (“you”) are described below. Splash weapons are described under Special Substances and Items.

Table: Weapons
Simple WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeight1Type2
Unarmed Attacks
Gauntlet2 gp1d21d3×21 lb.Bludgeoning
Unarmed strike1d231d33×2Bludgeoning
Light Melee Weapons
Dagger2 gp1d31d419–20/×210 ft.1 lb.Piercing or slashing
Dagger, punching2 gp1d31d4×31 lb.Piercing
Gauntlet, spiked5 gp1d31d4×21 lb.Piercing
Mace, light5 gp1d41d6×24 lb.Bludgeoning
Sickle6 gp1d41d6×22 lb.Slashing
One-Handed Melee Weapons
Club1d41d6×210 ft.3 lb.Bludgeoning
Mace, heavy12 gp1d61d8×28 lb.Bludgeoning
Morningstar8 gp1d61d8×26 lb.Bludgeoning and piercing
Shortspear1 gp1d41d6×220 ft.3 lb.Piercing
Two-Handed Melee Weapons
Longspear45 gp1d61d8×39 lb.Piercing
Quarterstaff51d4/1d41d6/1d6×24 lb.Bludgeoning
Spear2 gp1d61d8×320 ft.6 lb.Piercing
Ranged Weapons
Crossbow, heavy50 gp1d81d1019–20/×2120 ft.8 lb.Piercing
Bolts, crossbow (10)1 gp1 lb.
Crossbow, light35 gp1d61d819–20/×280 ft.4 lb.Piercing
Bolts, crossbow (10)1 gp1 lb.
Dart5 sp1d31d4×220 ft.1/2 lb.Piercing
Javelin1 gp1d41d6×230 ft.2 lb.Piercing
Sling1d31d4×250 ft.0 lb.Bludgeoning
Bullets, sling (10)1 sp5 lb.
Martial WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeight1Type2
Light Melee Weapons
Axe, throwing8 gp1d41d6×210 ft.2 lb.Slashing
Hammer, light1 gp1d31d4×220 ft.2 lb.Bludgeoning
Handaxe6 gp1d41d6×33 lb.Slashing
Kukri8 gp1d31d418–20/×22 lb.Slashing
Pick, light4 gp1d31d4×43 lb.Piercing
Sap1 gp1d431d63×22 lb.Bludgeoning
Shield, lightspecial1d21d3×2specialBludgeoning
Spiked armorspecial1d41d6×2specialPiercing
Spiked shield, lightspecial1d31d4×2specialPiercing
Sword, short10 gp1d41d619–20/×22 lb.Piercing
One-Handed Melee Weapons
Battleaxe10 gp1d61d8×36 lb.Slashing
Flail8 gp1d61d8×25 lb.Bludgeoning
Longsword15 gp1d61d819–20/×24 lb.Slashing
Pick, heavy8 gp1d41d6×46 lb.Piercing
Rapier20 gp1d41d618–20/×22 lb.Piercing
Scimitar15 gp1d41d618–20/×24 lb.Slashing
Shield, heavyspecial1d31d4×2specialBludgeoning
Spiked shield, heavyspecial1d41d6×2specialPiercing
Trident15 gp1d61d8×210 ft.4 lb.Piercing
Warhammer12 gp1d61d8×35 lb.Bludgeoning
Two-Handed Melee Weapons
Falchion75 gp1d62d418–20/×28 lb.Slashing
Glaive48 gp1d81d10×310 lb.Slashing
Greataxe20 gp1d101d12×312 lb.Slashing
Greatclub5 gp1d81d10×28 lb.Bludgeoning
Flail, heavy15 gp1d81d1019–20/×210 lb.Bludgeoning
Greatsword50 gp1d102d619–20/×28 lb.Slashing
Guisarme49 gp1d62d4×312 lb.Slashing
Halberd10 gp1d81d10×312 lb.Piercing or slashing
Lance410 gp1d61d8×310 lb.Piercing
Ranseur410 gp1d62d4×312 lb.Piercing
Scythe18 gp1d62d4×410 lb.Piercing or slashing
Ranged Weapons
Longbow75 gp1d61d8×3100 ft.3 lb.Piercing
Arrows (20)1 gp3 lb.
Longbow, composite100 gp1d61d8×3110 ft.3 lb.Piercing
Arrows (20)1 gp3 lb.
Shortbow30 gp1d41d6×360 ft.2 lb.Piercing
Arrows (20)1 gp3 lb.
Shortbow, composite75 gp1d41d6×370 ft.2 lb.Piercing
Arrows (20)1 gp3 lb.
Exotic WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeight1Type2
Light Melee Weapons
Kama2 gp1d41d6×22 lb.Slashing
Nunchaku2 gp1d41d6×22 lb.Bludgeoning
Sai1 gp1d31d4×210 ft.1 lb.Bludgeoning
Siangham3 gp1d41d6×21 lb.Piercing
One-Handed Melee Weapons
Sword, bastard35 gp1d81d1019–20/×26 lb.Slashing
Waraxe, dwarven30 gp1d81d10×38 lb.Slashing
Whip41 gp1d231d33×22 lb.Slashing
Two-Handed Melee Weapons
Axe, orc double560 gp1d6/1d61d8/1d8×315 lb.Slashing
Chain, spiked425 gp1d62d4×210 lb.Piercing
Flail, dire590 gp1d6/1d61d8/1d8×210 lb.Bludgeoning
Hammer, gnome hooked520 gp1d6/1d41d8/1d6×3/×46 lb.Bludgeoning/piercing
Sword, two-bladed5100 gp1d6/1d61d8/1d819–20/×210 lb.Slashing
Urgrosh, dwarven550 gp1d6/1d41d8/1d6×312 lb.Slashing/piercing
Ranged Weapons
Bolas5 gp1d331d43×210 ft.2 lb.Bludgeoning
Crossbow, hand100 gp1d31d419–20/×230 ft.2 lb.Piercing
Bolts (10)1 gp1 lb.
Crossbow, repeating heavy400 gp1d81d1019–20/×2120 ft.12 lb.Piercing
Bolts (5)1 gp1 lb.
Crossbow, repeating light250 gp1d61d819–20/×280 ft.6 lb.Piercing
Bolts (5)1 gp1 lb.
Net20 gp10 ft.6 lb.
Shuriken (5)1 gp11d2×210 ft.1/2 lb.Piercing
  1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2. When two types are given, the weapon is both types if the entry specifies “and,” either type (player’s choice at time of attack) if the entry specifies “or,” or each end of the double weapon is a different type if the entry specifies “/.”
  3. The weapon deals nonlethal damage rather than lethal damage.
  4. Reach weapon.
  5. Double weapon.

Size Weapon Dmg 3.5 Download

Back to Main Page → 3.5e Open Game Content → System Reference Document

Size weapon dmg 3.5 1
Open Game Content (place problems on the discussion page).
This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
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