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SRD:Rapier

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This material is published under the OGL
Rapier
Martial One-Handed Melee
Critical: 18–20/×2
Range Increment:
Type: Piercing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1 * 1
Diminutive * 1d2 * 1
Tiny * 1d3 * 1
Small 20 gp 1d4 1 lb. 2
Medium 20 gp 1d6 2 lb. 5
Large 40 gp 1d8 4 lb. 10
Huge * 2d6 * 20
Gargantuan * 3d6 * 40
Colossal * 4d6 * 80
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

DescriptionEdit

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.

EnhancementsEdit

Rapier Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Steel 20 gp 320 gp 10 5
Adamantine 3,020 gp 20 6 Bypass hardness less than 20
Deep Crystal 1,020 gp 10 5 Psionic
Mundane Crystal 320 gp 8 4 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 40 gp 340 gp 10 5 Magical enchantments cost an additional 2,000 gp.
Mithral 1,020 gp 15 5 1/2 weight
Silver, Alchemical 110 gp 410 gp 8 1 −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 AlsoEdit



Back to Main PageSystem Reference DocumentWeapons

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