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Iron Bar (3.5e Equipment)

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Date Created: 26/9/09
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Iron Bar

Martial Two-Handed Melee

Cost: 50 gp
Damage (Small): 1d6/1d6
Damage (Medium)1: 1d8/1d8
Critical: ×3
Range Increment:
Weight2: 25 lbs
Type3: Bludgeoning
HP4: 30
Hardness: 10

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. 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 "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


The iron bar is a strangely practical weapon which can be cheaply and easily be obtained from any blacksmith with a decent supply of good iron. The iron bar is usually cast instead of wrought upon the anvil as its weight, length and shape makes it difficult to hold and strike into its perfectly cylindrical shape. Due to its great weight, it requires a certain physical prowess to weild effectively in combat for the purpose of breaking an enemies shield or removing his weapon, using the iron bars weight to knock them back or to create a solid defence against an opponents attempts to sunder to disarm those wielding an iron bar.

An iron bar is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding an iron bar in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

The iron bar is a special monk weapon. This designation gives a monk wielding an iron bar special options.

When using an iron bar, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails) as well as a +2 bonus on opposed attack rolls made to sunder equipment.

Due to its design, a character must have a Strength of at least 13 in order to weild an iron bar effectively and otherwise take a -4 penalty to all attack rolls with this weapon as well as the inability to use the iron bar as a double weapon.



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