Sling

Critical:×2
Range Increment:50 ft.
Type:Bludgeoning
Hardness:2
SizeCostDamageWeight1hpTemplate:ifexpr: 1 and 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1
Fine??**
Diminuative?1**
Tiny?1d2**
Small?1d30 lb.*
Medium?1d40 lb.*
Large?1d60 lb.*
Huge?1d8**
Gargantuan?2d6**
Collossal?3d6**Template:ifexpr: 0 or 1 or 1 and 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1
[/LIST]

[top]Description

Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a −1 penalty on attack rolls.

[top]Enhancements

Sling Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Leather300 gp2*2?
Adamantine?n/an/an/a?
Crystal, Deep?1,000 gp10*2Psionic
Crystal, Mundane?{{{mccost|300 gp}}}8*2No rusting, not metal
Darkwood?n/an/an/a?
Iron, Coldn/an/an/an/a?
Mithral?n/an/an/a?
Silver, Alchemicaln/an/an/an/a?

  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. The SRD gives neither this value nor a means to accurately determine it.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional hp2
+1+Template:formatnum: -- template expr: 40 50 gp+2+10
+2+Template:formatnum: -- template expr: 160 50 gp+4+20
+3+Template:formatnum: -- template expr: 360 50 gp+6+30
+4+Template:formatnum: -- template expr: 640 50 gp+8+40
+5+Template:formatnum: -- template expr: 1000 50 gp+10+50
+6+Template:formatnum: -- template expr: 1440 50 gp3+12+60
+7+Template:formatnum: -- template expr: 1960 50 gp3+14+70
+8+Template:formatnum: -- template expr: 2560 50 gp3+16+80
+9+Template:formatnum: -- template expr: 3240 50 gp3+18+90
+10+Template:formatnum: -- template expr: 4000 50 gp3+20+100
+11 or more+ bonus × bonus
× Template:formatnum: -- template expr: 400 50 gp
+ enhancement bonus × 2+ enhancement bonus × 10

  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

[top]See Also



System Reference Document -> Equipment (SRD) -> Weapon Descriptions
 
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.
 

Tags for this Page

Similar Pages

  1. Sap (Weapon)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 05-20-2007, 12:24 AM
  2. Sai (Weapon)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 05-20-2007, 12:23 AM
  3. Nunchaku (Weapon)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 05-19-2007, 11:16 PM
  4. Net (Weapon)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 05-19-2007, 11:12 PM
  5. Bullets, Sling (Weapon)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 05-19-2007, 11:00 PM

Bookmarks

Posting Permissions

Posting Permissions
  • You may not create new articles
  • You may not edit articles
  • You may not protect articles
  • You may not post comments
  • You may not post attachments
  • You may not edit your comments
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.