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SRD:Gnome Hooked Hammer

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Hammer, Gnome Hooked
Exotic Two-Handed Melee
Critical: ×3/×4
Range Increment:
Type: Bludgeoning/piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2/1 * 1
Diminutive * 1d3/1d2 * 1
Tiny * 1d4/1d3 * 2
Small 20 gp 1d6/1d4 3 lb. 5
Medium 20 gp 1d8/1d6 6 lb. 10
Large 40 gp 2d6/1d8 12 lb. 20
Huge * 3d6/2d6 * 40
Gargantuan * 4d6/3d6 * 80
Colossal * 6d6/4d6 * 160
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.


A gnome hooked hammer 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. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

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

Gnomes treat gnome hooked hammers as martial weapons.


Gnome Hooked Hammer Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Steel 20 gp 620 gp 5 10
Adamantine 6,020 gp 5 13 Bypass hardness less than 20
Deep Crystal 2,020 gp 10 30 Psionic
Mundane Crystal 620 gp 8 25 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 40 gp 640 gp 5 10 Magical enchantments cost an additional 2,000 gp.
Mithral 3,020 gp 5 10 1/2 weight
Silver, Alchemical 200 gp 800 gp 5 10 −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. For values marked with an asterisk, the SRD gives neither this value nor a means to determine it.
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 × bonus
× 20,000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
    This is the extra cost of enchanting only one head. Calculate the extra cost as if each head were a separate weapon.
  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 AlsoEdit

Back to Main PageSystem Reference DocumentWeapons

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