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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 directly gives neither this value 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 hp2 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.
  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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