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Axe, Orc Double
Exotic Two-Handed Melee
Critical: ×3
Range Increment:
Type: Slashing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2/1d2 * 1
Diminutive * 1d3/1d3 * 1
Tiny * 1d4/1d4 * 2
Small 60 gp 1d6/1d6 7-1/2 lb. 5
Medium 60 gp 1d8/1d8 15 lb. 10
Large 120 gp 2d6/2d6 30 lb. 20
Huge * 3d6/3d6 * 40
Gargantuan * 4d6/4d6 * 80
Colossal * 6d6/6d6 * 160
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

Description[]

An orc double axe 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 orc double axe in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Enhancements[]

Orc Double Axe Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Steel 60 gp 660 gp 5 10
Adamantine 6,060 gp 5 13 Bypass hardness less than 20
Deep Crystal 2,060 gp 10 30 Psionic
Mundane Crystal 660 gp 8 25 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 120 gp 720 gp 5 10 Magical enchantments cost an additional 2,000 gp.
Mithral 7,560 gp 5 10 1/2 weight
Silver, Alchemical 240 gp 840 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 Also[]



Back to Main PageSystem Reference DocumentWeapons

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