SRD:Halberd

From D&D Wiki

(Redirected from SRD:Halberd (Weapon))
Jump to: navigation, search
This material is published under the OGL 1.0a.


Halberd
Martial Two-Handed Melee
Critical: ×3
Range Increment:
Type: Piercing or slashing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d3 * 1
Diminutive * 1d4 * 1
Tiny * 1d6 * 2
Small 10 gp 1d8 6 lb. 5
Medium 10 gp 1d10 12 lb. 10
Large 20 gp 2d8 24 lb. 20
Huge * 3d8 * 40
Gargantuan * 4d8 * 80
Colossal * 6d8 * 160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.

You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

A halberd does either piercing or slashing damage (player’s choice at time of attack).

Enhancements

Halberd Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel and Wood 10 gp 310 gp 5 10
Adamantine 3,010 gp 5 13 Bypass hardness less than 20
Deep Crystal 1,010 gp 10 30 Psionic
Mundane Crystal 310 gp 8 25 No rusting, not metal
Darkwood 430 gp 5 10 1/2 weight
Iron, Cold 20 gp 320 gp 5 10 Magical enchantments cost an additional 2,000 gp.
Mithral n/a n/a n/a
Silver, Alchemical 190 gp 490 gp 5 10 −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2,000 gp +2 +10
+2 +8,000 gp +4 +20
+3 +18,000 gp +6 +30
+4 +32,000 gp +8 +40
+5 +50,000 gp +10 +50
+6 +72,000 gp3 +12 +60
+7 +98,000 gp3 +14 +70
+8 +128,000 gp3 +16 +80
+9 +162,000 gp3 +18 +90
+10 +200,000 gp3 +20 +100
+11 or more + bonus squared
× 20,000 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.

See Also



Back to Main Page3.5e Open Game ContentSystem Reference DocumentWeapons

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png 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.
Home of user-generated,
homebrew pages!


Advertisements: