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Greataxe
Martial Two-Handed Melee
Critical: ×3
Range Increment:
Type: Slashing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d4 * 1
Diminutive * 1d6 * 1
Tiny * 1d8 * 2
Small 20 gp 1d10 6 lb. 5
Medium 20 gp 1d12 12 lb. 10
Large 40 gp 3d6 24 lb. 20
Huge * 4d6 * 40
Gargantuan * 6d6 * 80
Colossal * 8d6 * 160
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

Enhancements[]

Greataxe Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Steel 20 gp 320 gp 5 10
Adamantine 3,020 gp 5 13 Bypass hardness less than 20
Deep Crystal 1,020 gp 10 30 Psionic
Mundane Crystal 320 gp 8 25 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 40 gp 340 gp 5 10 Magical enchantments cost an additional 2,000 gp.
Mithral 6,020 gp 5 10 1/2 weight
Silver, Alchemical 200 gp 500 gp 8 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.
  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 PageSystem Reference DocumentWeapons

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