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Latest revision as of 06:33, August 11, 2009

This material is published under the OGL
Sling
Simple One-Handed Projectile
Critical: ×2
Range Increment: 50 ft.
Type: Bludgeoning
Hardness: 2
Size Cost Damage Weight1 hp1
Fine * *
Diminutive 1 * *
Tiny 1d2 * *
Small 1d3 0 lb. *
Medium 1d4 0 lb. *
Large 1d6 0 lb. *
Huge 1d8 * *
Gargantuan 2d6 * *
Colossal 3d6 * *
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

DescriptionEdit

Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a −1 penalty on attack rolls.

EnhancementsEdit

Sling Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Leather 300 gp 2 *
Adamantine n/a n/a n/a
Deep Crystal 1,000 gp 10 * Psionic
Mundane Crystal 300 gp 8 * No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold n/a n/a n/a n/a
Mithral n/a n/a n/a
Silver, Alchemical n/a n/a n/a n/a
  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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