WEAPON QUALITIES

Here is the format for weapon entries (given as column headings on Table: Weapons, below).
Cost: This value is the weapon's cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon.
This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
Damage: The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled "Dmg (S)" is for Small weapons. The column labeled "Dmg (M)" is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon's extra attack. Table: Tiny and Large Weapon Damage gives weapon damage values for weapons of those sizes.
Table: Tiny and Large Weapon Damage
Medium Weapon Damage
Tiny Weapon Damage
Large Weapon Damage
1d2
-
1d3
1d3
1
1d4
1d4
1d2
1d6
1d6
1d3
1d8
1d8
1d4
2d6
1d10
1d6
2d8
1d12
1d8
3d6
2d4
1d4
2d6
2d6
1d8
3d6
2d8
1d10
3d8
2d10
2d6
4d8
Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.
Exception: Extra damage over and above a weapon's normal damage is not multiplied when you score a critical hit.
x2: The weapon deals double damage on a critical hit.
x3: The weapon deals triple damage on a critical hit.
x3/x4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
x4: The weapon deals quadruple damage on a critical hit.
19-20/x2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19-20.)
18-20/x2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18-20.)
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons.
Type: Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
Special: Some weapons have special features. See the weapon descriptions for details.
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Magic Weapons
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