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This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
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Weapons
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.
In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.
A weapon or a kind of ammunition may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.
Caster Level for Weapons
The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Additional Damage Dice
Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.
Ranged Weapons and Ammunition
The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Magic Ammunition and Breakage
When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.
Light Generation
Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.
Hardness and Hit Points
An attacker cannot damage a magic weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s hardness and hit points. Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s hardness and +10 to its hit points.
Activation
Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).
Magic Weapons and Critical Hits
Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.
Weapons for Unusually Sized Creatures
The cost of weapons for creatures who are neither Small nor Medium varies. The cost of the masterwork quality and any magical enhancement remains the same.
Special Qualities
Roll d%. If the item is a melee weapon, a 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 46–100 indicates no special qualities.
If the item is a ranged weapon, a 01–15 result indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 16–100 indicates no special qualities.
In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.
Table: Weapons
| Minor | Medium | Major | Weapon Bonus | Base Price1
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| 01–70 | 01–10 | — | +1 | 2,000 gp
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| 71–85 | 11–29 | — | +2 | 8,000 gp
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| — | 30–58 | 01–20 | +3 | 18,000 gp
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| — | 59–62 | 21–38 | +4 | 32,000 gp
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| — | — | 39–49 | +5 | 50,000 gp
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| — | — | — | +62 | 72,000 gp
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| — | — | — | +72 | 98,000 gp
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| — | — | — | +82 | 128,000 gp
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| — | — | — | +92 | 162,000 gp
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| — | — | — | +102 | 200,000 gp
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| 86–90 | 63–68 | 50–63 | Specific weapon3 | —
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| 91–100 | 69–100 | 64–100 | Special ability and roll again4 | —
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Table: Weapon Type Determination
| d% | Weapon Type
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| 01–70 | Common melee weapon
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| 71–80 | Uncommon weapon
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| 81–100 | Common ranged weapon
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Table: Uncommon Weapons
| d% | Weapon | Weapon Cost1
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| 01–03 | Axe, orc double2 | +660 gp
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| 04–07 | Battleaxe | +310 gp
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| 08–10 | Chain, spiked | +325 gp
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| 11–12 | Club | +300 gp
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| 13–16 | Crossbow, hand | +400 gp
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| 17–19 | Crossbow, repeating (heavy or light) | +550 gp
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| 20–21 | Dagger, punching | +302 gp
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| 22–23 | Falchion | +375 gp
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| 24–26 | Flail, dire2 | +690 gp
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| 27–31 | Flail, heavy | +315 gp
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| 32–35 | Flail | +308 gp
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| 36–37 | Gauntlet | +302 gp
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| 38–39 | Gauntlet, spiked | +305 gp
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| 40–41 | Glaive | +308 gp
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| 42–43 | Greatclub | +305 gp
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| 44–45 | Guisarme | +309 gp
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| 46–48 | Halberd | +310 gp
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| 49–51 | Spear | +301 gp
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| 52–54 | Hammer, gnome hooked2 | +620 gp
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| 55–56 | Hammer, light | +301 gp
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| 57–58 | Handaxe | +306 gp
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| 59–61 | Kukri | +308 gp
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| 62–64 | Lance | +310 gp
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| 65–67 | Longspear | +305 gp
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| 68–70 | Morningstar | +308 gp
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| 71–72 | Net | +320 gp
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| 73–74 | Pick, heavy | +308 gp
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| 75–76 | Pick, light | +304 gp
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| 77–78 | Ranseur | +310 gp
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| 79–80 | Sap | +301 gp
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| 81–82 | Scythe | +318 gp
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| 83–84 | Shuriken | +301 gp
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| 85–86 | Sickle | +306 gp
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| 87–89 | Sword, two-bladed2 | +700 gp
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| 90–91 | Trident | +315 gp
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| 92–94 | Urgrosh, dwarven2 | +650 gp
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| 95–97 | Warhammer | +312 gp
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| 98–100 | Whip | +301 gp
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Table: Common Ranged Weapons
| d%
| Weapon
| Weapon Cost1
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| 01–10 | Ammunition (roll again): |
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| | 01–50 | Arrows (50) | +350 gp
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| | 51–80 | Bolts, crossbow (50) | +350 gp
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| | 81–100 | Bullets, sling (50) | +350 gp
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| 11–15 | Axe, throwing | +308 gp
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| 16–25 | Crossbow, heavy | +350 gp
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| 26–35 | Crossbow, light | +335 gp
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| 36–39 | Dart | +300 gp 5 sp
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| 40–41 | Javelin | +301 gp
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| 42–46 | Shortbow | +330 gp
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| 47–51 | Shortbow, composite (+0 Str bonus) | +375 gp
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| 52–56 | Shortbow, composite (+1 Str bonus) | +450 gp
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| 57–61 | Shortbow, composite (+2 Str bonus) | +525 gp
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| 62–65 | Sling | +300 gp
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| 66–75 | Longbow | +375 gp
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| 76–80 | Longbow, composite | +400 gp
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| 81–85 | Longbow, composite (+1 Str bonus) | +500 gp
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| 86–90 | Longbow, composite (+2 Str bonus) | +600 gp
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| 91–95 | Longbow, composite (+3 Str bonus) | +700 gp
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| 96–100 | Longbow, composite (+4 Str bonus) | +800 gp
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Table: Ranged Weapon Special Abilities
| Minor | Medium | Major | Special Ability | Base Price Modifier1
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| 01–12 | 01–08 | 01–04 | Bane | +1 bonus
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| 13–25 | 09–16 | 05–08 | Distance | +1 bonus
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| 26–40 | 17–28 | 09–12 | Flaming | +1 bonus
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| 41–55 | 29–40 | 13–16 | Frost | +1 bonus
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| 56–60 | 41–42 | — | Merciful | +1 bonus
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| 61–68 | 43–47 | 17–21 | Returning | +1 bonus
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| 69–83 | 48–59 | 22–25 | Shock | +1 bonus
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| 84–93 | 60–64 | 26–27 | Seeking | +1 bonus
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| 94–99 | 65–68 | 28–29 | Thundering | +1 bonus
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| — | 69–71 | 30–34 | Anarchic | +2 bonus
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| — | 72–74 | 35–39 | Axiomatic | +2 bonus
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| — | 75–79 | 40–49 | Flaming burst | +2 bonus
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| — | 80–82 | 50–54 | Holy | +2 bonus
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| — | 83–87 | 55–64 | Icy burst | +2 bonus
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| — | 88–92 | 65–74 | Shocking burst | +2 bonus
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| — | 93–95 | 75–79 | Unholy | +2 bonus
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| — | — | 80–84 | Speed | +3 bonus
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| — | — | 85–90 | Brilliant energy | +4 bonus
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| 100 | 96–100 | 91–100 | Roll again twice2 | —
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Specific Weapons
The following specific weapons usually are preconstructed with exactly the qualities described here.
Table: Specific Weapons
| Minor | Medium | Major | Specific Weapon | Market Price
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| 01–15 | — | — | Sleep arrow | 132 gp
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| 16–25 | — | — | Screaming bolt | 267 gp
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| 26–45 | — | — | Silver dagger, masterwork | 322 gp
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| 46–65 | — | — | Cold iron longsword, masterwork | 330 gp
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| 66–75 | 01–09 | — | Javelin of lightning | 1,500 gp
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| 76–80 | 10–15 | — | Slaying arrow | 2,282 gp
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| 81–90 | 16–24 | — | Adamantine dagger | 3,002 gp
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| 91–100 | 25–33 | — | Adamantine battleaxe | 3,010 gp
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| — | 34–37 | — | Slaying arrow (greater) | 4,057 gp
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| — | 38–40 | — | Shatterspike | 4,315 gp
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| — | 41–46 | — | Dagger of venom | 8,302 gp
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| — | 47–51 | — | Trident of warning | 10,115 gp
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| — | 52–57 | 01–04 | Assassin’s dagger | 10,302 gp
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| — | 58–62 | 05–07 | Shifter’s sorrow | 12,780 gp
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| — | 63–66 | 08–09 | Trident of fish command | 18,650 gp
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| — | 67–74 | 10–13 | Flame tongue | 20,715 gp
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| — | 75–79 | 14–17 | Luck blade (0 wishes) | 22,060 gp
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| — | 80–86 | 18–24 | Sword of subtlety | 22,310 gp
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| — | 87–91 | 25–31 | Sword of the planes | 22,315 gp
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| — | 92–95 | 32–37 | Nine lives stealer | 23,057 gp
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| — | 96–98 | 38–42 | Sword of life stealing | 25,715 gp
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| — | 99–100 | 43–46 | Oathbow | 25,600 gp
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| — | — | 47–51 | Mace of terror | 38,552 gp
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| — | — | 52–57 | Life-drinker | 40,320 gp
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| — | — | 58–62 | Sylvan scimitar | 47,315 gp
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| — | — | 63–67 | Rapier of puncturing | 50,320 gp
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| — | — | 68–73 | Sun blade | 50,335 gp
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| — | — | 74–79 | Frost brand | 54,475 gp
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| — | — | 80–84 | Dwarven thrower | 60,312 gp
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| — | — | 85–91 | Luck blade (1 wish) | 62,360 gp
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| — | — | 92–95 | Mace of smiting | 75,312 gp
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| — | — | 96–97 | Luck blade (2 wishes) | 102,660 gp
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| — | — | 98–99 | Holy avenger | 120,630 gp
|
| — | — | 100 | Luck blade (3 wishes) | 142,960 gp
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System Reference Document.