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Sap
Martial Light Melee
Critical: ×2
Range Increment:
Type: Bludgeoning
Hardness: 2
Size Cost1 Damage Weight1 hp1
Fine * 1 * *
Diminutive * 1d2 * *
Tiny * 1d3 * *
Small 1 gp 1d4 1 lb. *
Medium 1 gp 1d6 2 lb. *
Large 2 gp 1d8 4 lb. *
Huge * 2d6 * *
Gargantuan * 3d6 * *
Colossal * 4d6 * *
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

DescriptionEdit

A sap does nonlethal damage rather than lethal damage.

EnhancementsEdit

Sap Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Leather 1 gp 301 gp 2 *
Adamantine n/a n/a n/a
Deep Crystal 1,001 gp 10 * Psionic
Mundane Crystal 301 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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