TEXT:  
   
   
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
   
   
  April 1, 2005 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table of Contents 
   
  Armors & Shields.....................................................................2 
  Light Armors.......................................................................2 
  Medium Armor....................................................................2 
  Heavy Armor.......................................................................3 
  Shields.................................................................................3 
  Melee Weapons........................................................................4 
  Unarmed Melee Weapons ...................................................4 
  Simple Melee Weapons.......................................................4 
  Martial Melee Weapons ......................................................4 
  Exotic Melee Weapons........................................................6 
  Ranged Weapons .....................................................................8 
  Simple Ranged Weapons ....................................................8 
  Martial Ranged Weapons....................................................8 
  Exotic Ranged Weapons .....................................................9 
  Ammunition ......................................................................10 
  Weapons Errata......................................................................11 
  Weapon Features...............................................................11 
  Resizing Weapons.............................................................12 
  Weapon Equivalencies......................................................12 
  Superior Equipment ...............................................................13 
  Alchemy Items ..................................................................13 
  Superior Materials.............................................................14 
  Other Superior Items.........................................................14 
  Unusual Materials & Construction Techniques .....................15 
  Armor & Shields...............................................................15 
  Weapons............................................................................16 
  Hardness of Materials .......................................................17 
  Other Equipment....................................................................18 
  Storage Capacity ...............................................................18 
  Appendix................................................................................19 
  Revision History ...............................................................19 
  Key to Sourcebooks ..........................................................19 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
   
  Armor & Shields 
   
  Page 2 
  Armors & Shields 
   
  Light Armors 
   
  Light Armor 
  Armor 
  bonus to 
  AC 
  Max Dex 
  Mod 
  Armor 
  Check 
  Penalty1 
  Arcane 
  Spell 
  Failure 
  Time to 
  put On 
  Time to 
  Don 
  Hastily2 
  Time to 
  Remove 
  Cost 
  Weight 
  Hardness 
  HP 
  Padded 
  (PH p123) 
  +1 
  +8 
  0 
  5% 
  10 rnd. 
  5 rnd. 
  10 rnd.† 
  5 gp 
  10 lbs 
  2 
  5 
  Leather 
  (PH p123) 
  +2 
  +6 
  0 
  10% 
  10 rnd. 
  5 rnd. 
  10 rnd.† 
  10 gp 
  15 lbs 
  2 
  10 
  Leafweave 
  (Eb p120) 
  +2 
  +7 
  0 
  5% 
  10 rnd. 
  5 rnd. 
  10 rnd.† 
  750 gp 
  15 lbs 
  TBD 
  TBD 
  Studded 
  (PH p123) 
  +3 
  +5 
  –1 
  15% 
  10 rnd. 
  5 rnd. 
  10 rnd.† 
  25 gp 
  20 lbs 
  2 
  15 
  Chain Shirt 
  (PH p123) 
  +4 
  +4 
  –2 
  20% 
  10 rnd. 
  5 rnd. 
  10 rnd.† 
  100 gp 
  25 lbs 
  10 
  20 
  Mithral Shirt 
  (DMG p220) 
  +4 
  +6 
  0M 
  10% 
  10 rnd. 
  5 rnd. 
  10 rnd.† 
  1,100 gp 
  10 lbs 
  10 
  20 
  Elven Chain 
  (DMG p220) 
  +5 
  +4 
  –2 M 
  20% 
  40 rnd.† 
  5 rnd. 
  10 rnd.† 
  4,150 gp 
  20 lbs 
  15 
  25 
  Darkleaf Breastplate 
  (Eb p120) 
  +5 
  +4 
  –2  
  20% 
  40 rnd.† 
  5 rnd. 
  10 rnd.† 
  2,450 gp 
  30 lbs 
  TBD 
  TBD 
   
  Medium Armor 
  Max Movement – base 30’ becomes 20’ & base 20’ becomes 15’ 
   
  Medium Armor 
  Armor 
  bonus to 
  AC 
  Max Dex 
  Mod 
  Armor 
  Check 
  Penalty1 
  Arcane 
  Spell 
  Failure 
  Time to 
  put On 
  Time to 
  Don 
  Hastily2 
  Time to 
  Remove 
  Cost 
  Weight 
  Hardness 
  HP 
  Hide 
  (PH p123) 
  +3 
  +4 
  –3 
  20% 
  10 rnd. 
  5 rnd. 
  10 rnd.† 
  15 gp 
  25 lbs 
  2 
  15 
  Scale Mail 
  (PH p123) 
  +4 
  +3 
  –4 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  50 gp 
  30 lbs 
  10 
  20 
  Chainmail 
  (PH p123) 
  +5 
  +2 
  –5 
  30% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  150 gp 
  40 lbs 
  10 
  25 
  Breastplate 
  (PH p123) 
  +5 
  +3 
  –4 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  200 gp 
  30 lbs 
  10 
  25 
  Adamantine 
  Breastplate3 
  (DMG p219) 
  +5 
  +3 
  –3M 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  10,200 gp 
  30 lbs 
  20 
  25 
  Darkleaf Banded Mail 
  (Eb p120) 
  +6 
  +2 
  –4  
  30% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  3,250 gp 
  35 lbs 
  TBD 
  TBD 
   
                                                   
  1 Reduce by 1 if armor/shield is of Masterwork quality. 
  2 Hastily put on armor has an AC Bonus 1 less & an Armor Check Penalty 1 more (e.g., hastily put on Scale Mail has AC +3 & a check penalty of –5). 
  † Cut time in half if being helped.  One character can help up to 2 others (but 2 cannot help each other). 
  M Bonus for Masterwork quality already factored in. 
  3 Wearer gains Damage Reduction 2/–. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
   
  Armor & Shields 
   
  Page 3 
  Heavy Armor 
  Max Movement – base 30’ becomes 20’ & base 20’ becomes 15’, plus running speed is 3x (not 4x). 
   
  Heavy Armor 
  Armor 
  bonus to 
  AC 
  Max Dex 
  Mod 
  Armor 
  Check 
  Penalty1 
  Arcane 
  Spell 
  Failure 
  Time to 
  put On 
  Time to 
  Don 
  Hastily2 
  Time to 
  Remove 
  Cost 
  Weight 
  Hardness 
  HP 
  Splint Mail 
  (PH p123) 
  +6 
  +0 
  –7 
  40% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  200 gp 
  45 lbs 
  10 
  30 
  Banded Mail 
  (PH p123) 
  +6 
  +1 
  –6 
  35% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  250 gp 
  35 lbs 
  10 
  30 
  Half-Plate 
  (PH p123) 
  +7 
  +0 
  –7 
  40% 
  40 rnd.‡ 
  40 rnd.† 
  1d4+1 
  min† 
  600 gp 
  50 lbs 
  10 
  35 
  Full Plate 
  (PH p123) 
  +8 
  +1 
  –6 
  35% 
  40 rnd.‡ 
  40 rnd.† 
  1d4+1 
  min† 
  1,500 gp 
  50 lbs 
  10 
  40 
  Dragonhide Plate4 
  (DMG p220) 
  +8 
  +1 
  –5 M 
  35% 
  40 rnd.‡ 
  40 rnd.† 
  1d4+1 
  min† 
  3,300 gp 
  50 lbs 
  10 
  40 
  Dwarven Plate5 
  (DMG p220) 
  +8 
  +1 
  –5 M 
  35% 
  40 rnd.‡ 
  40 rnd.† 
  1d4+1 
  min† 
  16,500 gp 
  50 lbs 
  20 
  40 
   
  Shields 
   
  Time to Put On or Take Off  a Shield is a Move Action. 
   
  Shields 
  Shield 
  Bonus to 
  AC 
  Max Dex 
  Mod 
  Armor 
  Check 
  Penalty1 
  Arcane 
  Spell 
  Failure 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Notes 
  Buckler 
  (PH p123) 
  +1 
  — 
  –1 
  5% 
  15 gp 
  5 lbs 
  10 
  5 
  Cannot be used to Bash. 
  –1 penalty to attacks with any weapon 
  that uses the arm wearing the 
  Buckler & the wearer looses the 
  Shield Bonus to AC for that round. 
  Buckler, Darkwood 
  (DMG p221) 
  +1 
  — 
  0M 
  5% 
  205 gp 
  2 ½ lbs 
  5 
  7 
  Cannot be used to Bash. 
  –1 penalty to attacks with any weapon 
  that uses the arm wearing the 
  Buckler & the wearer looses the 
  Shield Bonus to AC for that round. 
  Light Shield, Wood 
  (PH p123) 
  +1 
  — 
  –1 
  5% 
  3 gp 
  5 lbs 
  5 
  7 
  Can be used to make a Shield Bash 
  (1d3 Bludgeoning damage 20/x2 
  critical, Light Martial Weapon) 
  Light Shield, Steel 
  (PH p123) 
  +1 
  — 
  –1 
  5% 
  9 gp 
  6 lbs 
  10 
  10 
  Can be used to make a Shield Bash 
  (1d3 Bludgeoning damage 20/x2 
  critical, Light Martial Weapon) 
  Heavy Shield, Wood 
  (PH p123) 
  +2 
  — 
  –2 
  15% 
  7 gp 
  10 lbs 
  5 
  15 
  Can be used to make a Shield Bash 
  (1d4 Bludgeoning damage 20/x2 
  critical, 1-Handed Martial Weapon) 
  Heavy Shield, 
  Darkwood 
  (DMG p221) 
  +2 
  — 
  0M 
  15% 
  257 gp 
  5 lbs 
  5 
  15 
  Can be used to make a Shield Bash 
  (1d4 Bludgeoning damage 20/x2 
  critical, 1-Handed Martial Weapon) 
  Heavy Shield, Steel 
  (PH p123) 
  +2 
  — 
  –2 
  15% 
  20 gp 
  15 lbs 
  10 
  20 
  Can be used to make a Shield Bash 
  (1d4 Bludgeoning damage 20/x2 
  critical, 1-Handed Martial Weapon) 
  Heavy Shield, 
  Mithral 
  (DMG p221) 
  +2 
  — 
  0 M 
  5% 
  1,020 gp 
  5 lbs 
  15 
  20 
  Can be used to make a Shield Bash 
  (1d4 Bludgeoning damage 20/x2 
  critical, 1-Handed Martial Weapon) 
  Tower Shield 
  (PH p123) 
  +4 
  — 
  –10 
  50% 
  30 gp 
  45 lbs 
  5 
  20 
  Cannot be used to Bash. 
  If the wielder does not attack, a Tower 
  Shield provides Total Cover against 
  attacks, but not spells. 
  Using a Tower Shield gives a –2 
  penalty on attacks. 
                                                   
  ‡ Without help, this armor can only be put on Hastily. 
  4  Made from Dragonhide, so it may be worn by Druids without penalty. 
  5  Wearer gains Damage Reduction 3/–. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
  Melee Weapons 
  Page 4 
  Melee Weapons 
   
  All weapons are sized for a Medium-sized user.  For rules on resizing weapons, see on page 12 of this Index. 
   
  Unarmed Melee Weapons 
   
  Unarmed Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Gauntlet 
  (PH p116) 
  — 
  1d3 
  20 / x2 
  — 
  B 
  2 gp 
  1 lb 
  5 
  2 
  Part of most Medium & 
  Heavy Armors. 
  Unarmed 
  (PH p116) 
  — 
  1d3§ 
  20 / x2 
  — 
  B 
  — 
  — 
  — 
  — 
  Finesse 
   
   
  Simple Melee Weapons 
   
  Simple Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Dagger 
  (PH p116) 
  0Light 
  1d4 
  19-20 / x2 
  10’ 
  P or S 
  2 gp 
  1 lb 
  10 
  2 
  +2 bonus on Sleight of Hand 
  check to Conceal 
  Dagger, Punching 
  (PH p116) 
  0Light 
  1d4 
  20 / x3 
  — 
  P 
  2 gp 
  1 lb 
  10 
  2 
   
  Gauntlet, Spiked 
  (PH p116) 
  0Light 
  1d4 
  20 / x2 
  — 
  P 
  5 gp 
  1 lb 
  10 
  2 
  Can’t be disarmed 
  Mace, Light 
  (PH p116) 
  0Light 
  1d6 
  20 / x2 
  — 
  B 
  5 gp 
  4 lbs 
  10 
  10 
   
  Sickle 
  (PH p116) 
  0Light 
  1d6 
  20 / x2 
  — 
  S 
  6 gp 
  2 lbs 
  10 
  2 
  Druid, Trip 
  Club 
  (PH p116) 
  1Hand 
  1d6 
  20 / x2 
  10’ 
  B 
  Free 
  3 lbs 
  5 
  5 
  Druid, Monk 
  Mace, Heavy 
  (PH p116) 
  1Hand 
  1d8 
  20 / x2 
  — 
  B 
  12 gp 
  8 lbs 
  10 
  20 
   
  Morningstar 
  (PH p116) 
  1Hand 
  1d8 
  20 / x2 
  — 
  B & P 
  8 gp 
  6 lbs 
  5 
  5 
   
  Shortspear 
  (PH p116) 
  1Hand 
  1d6 
  20 / x2 
  20’ 
  P 
  1 gp 
  3 lbs 
  5 
  5 
  Vs. Charge, Druid 
  Longspear 
  (PH p116) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  5 gp 
  9 lbs 
  5 
  10 
  Vs. Charge, Druid 
  Reach 10’ 
  Quarterstaff 
  (PH p116) 
  2Hand 
  1d6/1d6 
  20 / x2 
  — 
  B 
  Free 
  4 lbs 
  5 
  10 
  Double, Druid, Monk, Kata 
  Spear 
  (PH p116) 
  2Hand 
  1d8 
  20 / x3 
  20’ 
  P 
  2 gp 
  6 lbs 
  5 
  10 
  Vs. Charge, Druid 
   
   
  Martial Melee Weapons 
   
  Martial Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Axe, Throwing 
  (PH p116) 
  0Light 
  1d6 
  20 / x2 
  10’ 
  S 
  8 gp 
  2 lbs 
  5 
  2 
   
  Hammer, Light 
  (PH p116) 
  0Light 
  1d4 
  20 / x2 
  20’ 
  B 
  1 gp 
  2 lbs 
  5 
  2 
   
  Handaxe 
  (PH p116) 
  0Light 
  1d6 
  20 / x3 
  — 
  S 
  6 gp 
  3 lbs 
  5 
  2 
  Monk 
  Kukri 
  (PH p116) 
  0Light 
  1d4 
  18-20 / x2 
  — 
  S 
  8 gp 
  2 lbs 
  10 
  2 
   
  Pick, Light 
  (PH p116) 
  0Light 
  1d4 
  20 / x4 
  — 
  P 
  4 gp 
  3 lbs 
  5 
  2 
   
  Sap 
  (PH p116)(PH3.5e)+ 
  0Light 
  1d6§ 
  20 / x2 
  — 
  B 
  1 gp 
  2 lbs 
  2 
  2 
  Bard, Rogue, Subdual 
  Shield, Light Metal 
  Spiked 
  (PH p116) 
  0Light 
  1d6 
  20 / x2 
  — 
  P 
  19 gp 
  11 lbs 
  10 
  10 
   
                                                   
  § Damage is ‘subdual’. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
  Melee Weapons 
  Page 5 
  Martial Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Shield, Light Metal 
  (PH p116) 
  0Light 
  1d3 
  20 / x2 
  — 
  B 
  9 gp 
  6 lbs 
  10 
  10 
   
  Shield, Light Wood 
  Spiked 
  (PH p116) 
  0Light 
  1d6 
  20 / x2 
  — 
  P 
  13 gp 
  10 lbs 
  5 
  7 
   
  Shield, Light Wood 
  (PH p116) 
  0Light 
  1d3 
  20 / x2 
  — 
  B 
  3 gp 
  5 lbs 
  5 
  7 
   
  Spiked Armor 
  (PH p116) 
  0Light 
  1d6 
  20 / x2 
  — 
  P 
  +50 gp 
  +10 lbs 
  10 
  2 
  Damage is done by grappling 
  or with a melee attack. 
  Sword, Short 
  (PH p116) 
  0Light 
  1d6 
  19-20 / x2 
  — 
  P 
  10 gp 
  2 lbs 
  10 
  2 
  Bard, Rogue 
  Battleaxe 
  (PH p116) 
  1Hand 
  1d8 
  20 / x3 
  — 
  S 
  10 gp 
  6 lbs 
  5 
  5 
   
  Flail, Light 
  (PH p116) 
  1Hand 
  1d8 
  20 / x2 
  — 
  B 
  8 gp 
  5 lbs 
  5 
  5 
  Trip, Disarm +2 
  Longsword 
  (PH p116) 
  1Hand 
  1d8 
  19-20 / x2 
  — 
  S 
  15 gp 
  4 lbs 
  10 
  5 
  Elf Racial Proficiency 
  Pick, Heavy 
  (PH p116) 
  1Hand 
  1d6 
  20 / x4 
  — 
  P 
  8 gp 
  6 lbs 
  5 
  5 
   
  Rapier 
  (PH p116) 
  1Hand 
  1d6 
  18-20 / x2 
  — 
  P 
  20 gp 
  2 lbs 
  10 
  5 
  Finesse, Bard, Rogue, Elf 
  Racial Proficiency,  
  When wielded with 2 hands, 
  only add Strength modifier 
  to damage (instead of 150%) 
  Scimitar 
  (PH p116) 
  1Hand 
  1d6 
  18-20 / x2 
  — 
  S 
  15 gp 
  4 lbs 
  10 
  5 
  Druid 
  Shield, Heavy Metal  
  (PH p116) 
  1Hand 
  1d4 
  20 / x2 
  — 
  B 
  20 gp 
  15 lbs 
  10 
  20 
   
  Shield, Heavy Metal 
  Spiked 
  (PH p116) 
  1Hand 
  1d6 
  20 / x2 
  — 
  P 
  30 gp 
  20 lbs 
  10 
  20 
   
  Shield, Heavy Wood  
  (PH p116) 
  1Hand 
  1d4 
  20 / x2 
  — 
  B 
  7 gp 
  10 lbs 
  5 
  15 
   
  Shield, Heavy Wood 
  Spiked 
  (PH p116) 
  1Hand 
  1d6 
  20 / x2 
  — 
  P 
  17 gp 
  15 lbs 
  5 
  15 
   
  Trident 
  (PH p116) 
  1Hand 
  1d8 
  20 / x2 
  10’ 
  P 
  15 gp 
  4 lbs 
  5 
  5 
  Vs. Charge 
  Truncheon 
  (BoED p34) 
  1Hand 
  1d8§ 
  20 / x2 
  — 
  B 
  2 gp 
  12 lbs 
  5 
  5 
  Subdual 
  Warhammer 
  (PH p116) 
  1Hand 
  1d8 
  20 / x3 
  — 
  B 
  12 gp 
  5 lbs 
  5 
  5 
   
  Falcion 
  (PH p117) 
  2Hand 
  2d4 
  18-20 / x2 
  — 
  S 
  75 gp 
  8 lbs 
  10 
  10 
   
  Flail, Heavy 
  (PH p117) 
  2Hand 
  1d10 
  19-20 / x2 
  — 
  B 
  15 gp 
  10 lbs 
  5 
  10 
  Trip, Disarm +2 
  Glaive 
  (PH p117) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  8 gp 
  10 lbs 
  5 
  10 
  Reach 10’ 
  Greataxe 
  (PH p117) 
  2Hand 
  1d12 
  20 / x3 
  — 
  S 
  20 gp 
  12 lbs 
  5 
  10 
   
  Greatclub 
  (PH p117) 
  2Hand 
  1d10 
  20 / x2 
  — 
  B 
  5 gp 
  8 lbs 
  5 
  10 
   
  Greatsword 
  (PH p117) 
  2Hand 
  2d6 
  19-20 / x2 
  — 
  S 
  50 gp 
  8 lbs 
  10 
  10 
   
  Guisarme 
  (PH p117) 
  2Hand 
  2d4 
  20 / x3 
  — 
  S 
  9 gp 
  12 lbs 
  5 
  10 
  Reach 10’, Trip 
  Halberd 
  (PH p117) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S or P 
  10 gp 
  12 lbs 
  5 
  10 
  Vs. Charge, Trip 
  Lance, Heavy 
  (PH p117) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  10 gp 
  10 lbs 
  5 
  10 
  Reach 10’, x2 damage when 
  used from the back of a 
  charging mount, usable with 
  1 hand while mounted 
  Maul 
  (CWar p157) 
  2Hand 
  1d10 
  20 / x3 
  — 
  B 
  15 gp 
  20 lbs 
  5 
  10 
  Hand-and-a-Half 
  Pick, Dire 
  (CWar p157) 
  2Hand 
  1d8 
  20 / x4 
  — 
  P 
  30 gp 
  12 lbs 
  5 
  10 
  Hand-and-a-Half 
  Ranseur 
  (PH p117) 
  2Hand 
  2d4 
  20 / x3 
  — 
  P 
  10 gp 
  12 lbs 
  5 
  10 
  Reach 10’, Disarm +2 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
  Melee Weapons 
  Page 6 
  Martial Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Scythe 
  (PH p117) 
  2Hand 
  2d4 
  20 / x4 
  — 
  S or P 
  18 gp 
  10 lbs 
  5 
  10 
  Trip 
  Sword, Bastard 
  (PH p117) 
  2Hand 
  1d10 
  19-20 / x2 
  — 
  S 
  35 gp 
  6 lbs 
  10 
  10 
  Hand-and-a-Half 
  Waraxe, Dwarven 
  (PH p117) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  30 gp 
  8 lbs 
  5 
  10 
  Hand-and-a-Half 
  Dwarf Weapon Familiarly 
  Warmace 
  (CWar p157) 
  2Hand 
  1d12 
  x2 
  — 
  B 
  25 gp 
  10 lbs 
  10 
  20 
  Hand-and-a-Half 
  –1 penalty to AC 
   
   
  Exotic Melee Weapons 
   
  Exotic Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Buckler-Axe, Dwarf 
  (CWar p156) 
  0Light 
  1d6 
  20 / x3 
  — 
  S 
  20 gp 
  4 lbs 
  10 
  20 
  Buckler 
  Kama 
  (PH p117) 
  0Light 
  1d6 
  20 / x2 
  — 
  S 
  2 gp 
  2 lbs 
  5 
  2 
  Kata, Monk, Trip 
  Lightblade, Elven 
  (CWar p157) 
  0Light 
  1d6 
  18-20 / x2 
  — 
  P 
  50 gp 
  1 lbs 
  10 
  2 
   
  Nunchaku 
  (PH p117) 
  0Light 
  1d6 
  20 / x2 
  — 
  B 
  2 gp 
  2 lbs 
  5 
  2 
  Kata, Monk, Disarm +2 
  Sai 
  (PH p117) 
  0Light 
  1d4 
  20 / x2 
  — 
  B 
  1 gp 
  2 lb 
  10 
  2 
  Kata, Monk, Disarm +4 
  Siangham 
  (PH p117) 
  0Light 
  1d6 
  20 / x2 
  — 
  P 
  3 gp 
  1 lb 
  5 
  2 
  Kata, Monk 
  Tortoise Blade, 
  Gnome 
   (CWar p158) 
  0Light 
  1d6 
  19-20 / x2 
  — 
  P 
  10 gp 
  3 lb 
  5 
  7 
  Buckler 
  Flindbar 
   (MM3 p62) 
  1Hand 
  2d4 
  19-20 / x2 
  — 
  B 
  30 gp 
  2 lbs 
  10 
  10 
  +2 Disarm 
  A proficient user may make a 
  free Disarm attempt when a 
  Critical is Threatened, which 
  does not provoke an Attack 
  of Opportunity 
  Maul 
   (CWar p157) 
  1Hand 
  1d10 
  x3 
  — 
  B 
  15 gp 
  20 lbs 
  5 
  10 
  Hand-and-a-Half 
  Pick, Dire 
  (CWar p157) 
  1Hand 
  1d8 
  x4 
  — 
  P 
  30 gp 
  12 lbs 
  5 
  10 
  Hand-and-a-Half 
  Scourge 
  (CWar p157) 
  1Hand 
  1d8 
  x2 
  — 
  S 
  20 gp 
  2 lbs 
  2 
  5 
  Disarm +2 
  Sword, Bastard 
  (PH p117) 
  1Hand 
  1d10 
  19-20 / x2 
  — 
  S 
  35 gp 
  6 lbs 
  10 
  10 
  Hand-and-a-Half 
  Thinblade, Elven 
  (CWar p158) 
  1Hand 
  1d8 
  18-20 / x2 
  — 
  P 
  100 gp 
  3 lbs 
  10 
  5 
  Finesse 
  Waraxe, Dwarven 
  (PH p117) 
  1Hand 
  1d10 
  20 / x3 
  — 
  S 
  30 gp 
  8 lbs 
  5 
  10 
  Hand-and-a-Half 
  Dwarf Weapon Familiarly 
  Warmace 
  (CWar p157) 
  1Hand 
  1d12 
  x2 
  — 
  B 
  25 gp 
  10 lbs 
  10 
  20 
  Hand-and-a-Half 
  –1 penalty to AC 
  Whip 
  (PH p117) 
  1Hand 
  1d3§ 
  20 / x2 
  — 
  S 
  1 gp 
  2 lbs 
  2 
  5 
  Bard, Trip, Disarm +2, 
  Subdual, Finesse 
  Reach 15’ & Threaten 
  Adjacent 
  Attacking generates an Attack 
  of Opportunity 
  Cannot damage an opponent 
  with an Armor bonus of +1 
  or higher –or– a Natural 
  Armor bonus of +3 or 
  greater 
  Axe, Orc Double 
  (PH p117) 
  2Hand 
  1d8/1d8 
  20 / x3 
  — 
  S 
  60 gp 
  15 lbs 
  5 
  10 
  Double 
  Chain, Spiked 
  (PH p117) 
  2Hand 
  2d4 
  20 / x2 
  — 
  P 
  25 gp 
  10 lbs 
  10 
  10 
  Reach 10’ & Threaten 
  Adjacent, Finesse, Trip, 
  Disarm +2 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
  Melee Weapons 
  Page 7 
  Exotic Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Entangling Pole 
  (BoED p34) 
  2Hand 
  1d4 or 
  Grapple 
  20 / x2 
  — 
  P 
  4 gp 
  5 lbs 
  5 
  10 
  Reach 10’, Grapple (against 
  foes with clothing or fur 
  only) 
  Flail, Dire 
  (PH p117) 
  2Hand 
  1d8/1d8 
  20 / x2 
  — 
  B 
  90 gp 
  10 lbs 
  5 
  10 
  Double, Trip, Disarm +2 
  Grasping Pole 
  (BoED p34) 
  2Hand 
  1d4§ 
  20 / x2 
  — 
  B 
  8 gp 
  8 lbs 
  5 
  10 
  Reach 10’, Grapple 
  Greatspear   
  (CWar p156) 
  2Hand 
  2d6 
  x3 
  10’ 
  P 
  25 gp 
  9 lbs 
  5 
  10 
  Reach 10’ 
  Hammer, Gnome 
  Hooked 
  (PH p117) 
  2Hand 
  1d8 & 
  1d6 
  20 / x3 & 
  20 / x4 
  — 
  B & 
  P 
  20 gp 
  6 lbs 
  5 
  10 
  Double, Trip 
  Gnome Weapon Familiarly  
  Hammer, Double   
  (CWar p156) 
  2Hand 
  1d8/1d8 
  x3 
  — 
  B 
  70 gp 
  18 lbs 
  5 
  10 
  Double 
  Lajatang  
  (CWar p157) 
  2Hand 
  1d8/1d8 
  x2 
  — 
  S 
  90 gp 
  7 lbs 
  5 
  10 
  Kata, Double 
  Mancatcher 
   (CWar p157) 
  2Hand 
  1d4§ 
  x2 
  — 
  B 
  20 gp 
  8 lbs 
  5 
  10 
  Reach 10’, Grapple, Subdual 
  Poleaxe, Heavy 
  (CWar p156) 
  2Hand 
  2d6 
  x3 
  — 
  P or S 
  20 gp 
  15 lbs 
  5 
  10 
  Reach 10’, Vs. Charge 
  Scimitar, Valenar 
  Double 
  (Eb p120) 
  2Hand 
  1d6/1d6 
  18-20 / x2 
  — 
  S 
  125 gp 
  15 lbs 
  10 
  10 
  Double 
  Sharrash, Talenta 
  (Eb p120)(EbEratta)+ 
  2Hand 
  1d10 
  19-20 / x2 
  — 
  S 
  18 gp 
  10 lbs 
  5 
  10 
  Reach 10’, Trip 
  Sword, Two-Bladed 
  (PH p117) 
  2Hand 
  1d8/1d8 
  19-20 / x2 
  — 
  S 
  100 gp 
  10 lbs 
  10 
  10 
  Double 
  Tangat, Talenta 
  (Eb p120) 
  2Hand 
  1d10 
  18-20 / x2 
  — 
  S 
  40 gp 
  8 lbs 
  10 
  10 
  — 
  Urgrosh, Dwarven 
  (PH p117) 
  2Hand 
  1d8 & 
  1d6 
  20 / x3 & 
  20 / x3 
  — 
  S & 
  P 
  50 gp 
  12 lbs 
  5 
  10 
  Double; vs. Charge 
  Dwarf Weapon Familiarly 
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
  Ranged Weapons 
  Page 8 
  Ranged Weapons 
   
  Simple Ranged Weapons 
   
  Simple Ranged 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Misc. 
  Crossbow, Heavy 
  (PH p116) 
  — 
  1d10 
  19-20 / x2 
  120’ 
  P 
  50 gp 
  8 lbs 
  Full Round Action to reload, Monk 
  Can be fired with 1 hand at a –4 penalty 
  Crossbow, Light 
  (PH p116) 
  — 
  1d8 
  19-20 / x2 
  80’ 
  P 
  35 gp 
  4 lbs 
  Move Action to reload, Monk 
  Can be fired with 1 hand at a –2 penalty 
  Dart 
  (PH p116) 
  — 
  1d4 
  20 / x2 
  20’ 
  P 
  ½ gp 
  ½ lb 
  Strength modifier applies to damage, Druid 
  Javelin 
  (PH p116) 
  — 
  1d6 
  20 / x2 
  30’ 
  P 
  1 gp 
  2 lbs 
  Strength modifier applies to damage. 
  Monk, can be used as a Melee weapon but has a –4 
  penalty on attacks 
  Sling 
  (PH p116) 
  — 
  1d4 
  20 / x2 
  50’ 
  B 
  Free 
  — 
  Strength modifier applies to damage. 
  Move Action to reload, Druid, Monk 
   
   
  Martial Ranged Weapons 
   
  Martial Ranged 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Misc. 
  Longbow 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  100’ 
  P 
  75 gp 
  3 lbs 
  Bard, Elf Racial Proficiency 
  Longbow, Composite 
  Mighty +06 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  110’ 
  P 
  100 gp 
  3 lbs 
  A wielder with less than a +0 Strength modifier 
  receives a –2 penalty on attacks. 
  Bard, Elf Racial Proficiency 
  Longbow, Composite 
  Mighty +1 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  110’ 
  P 
  200 gp 
  3 lbs 
  A wielder with less than a +1 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +1 Strength modifier applies to damage. 
  Bard, Elf Racial Proficiency 
  Longbow, Composite 
  Mighty +2 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  110’ 
  P 
  300 gp 
  3 lbs 
  A wielder with less than a +2 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +2 Strength modifier applies to damage. 
  Bard, Elf Racial Proficiency 
  Longbow, Composite 
  Mighty +3 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  110’ 
  P 
  400 gp 
  3 lbs 
  A wielder with less than a +3 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +3 Strength modifier applies to damage. 
  Bard, Elf Racial Proficiency 
  Longbow, Composite 
  Mighty +4 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  110’ 
  P 
  500 gp 
  3 lbs 
  A wielder with less than a +4 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +4 Strength modifier applies to damage. 
  Bard, Elf Racial Proficiency 
  Shortbow 
  (PH p117) 
  — 
  1d6 
  20 / x3 
  60’ 
  P 
  30 gp 
  2 lbs 
  Bard, Rogue, Elf Racial Proficiency 
  Shortbow, Composite 
  Mighty +07 
  (PH p117) 
  — 
  1d6 
  20 / x3 
  70’ 
  P 
  75 gp 
  2 lbs 
  A wielder with less than a +0 Strength modifier 
  receives a –2 penalty on attacks. 
  Bard, Rogue, Elf Racial Proficiency 
  Shortbow, Composite 
  Mighty +1 
  (PH p117) 
  — 
  1d6 
  20 / x3 
  70’ 
  P 
  150 gp 
  2 lbs 
  A wielder with less than a +1 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +1 Strength modifier applies to damage. 
  Bard, Rogue, Elf Racial Proficiency 
  Shortbow, Composite 
  Mighty +2 
  (PH p117) 
  — 
  1d6 
  20 / x3 
  70’ 
  P 
  225 gp 
  2 lbs 
  A wielder with less than a +2 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +2 Strength modifier applies to damage. 
  Bard, Elf Racial Proficiency 
   
                                                   
  6 Martial Weapon Proficiency (longbow), Weapon Focus (longbow), Improved Critical (longbow), etc., apply to both Longbows & Composite Longbows. 
  7 Martial Weapon Proficiency (shortbow), Weapon Focus (shortbow), Improved Critical (shortbow), etc., apply to both Shortbows & Composite Shortbows. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
  Ranged Weapons 
  Page 9 
  Exotic Ranged Weapons 
   
  Exotic Ranged 
  Weapon 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Misc. 
  Blowgun  
  (DR312 p44) 
  — 
  1 
  x2 
  10’ 
  P 
  1 gp 
  2 lb 
  Fires Blowgun Needles 
  Blowgun, Greater 
   (CWar p155) 
  — 
  1d3 
  x2 
  10’ 
  P 
  15 gp 
  2 lb 
  Requires two hands to fire and/or reload. 
  Move Action to reload. 
  Maximum range of 5 increments. 
  Bolo 
  (PH p117) 
  — 
  1d4§ 
  20 / x2 
  10’ 
  B 
  5 gp 
  3 lbs 
  Subdual, Trip 
  Bolo, Barbed8 
   (CWar p155) 
  — 
  1d4 
  20 / x2 
  10’ 
  P 
  10 gp 
  3 lbs 
  Trip 
  Boomerang 
  (CWar p155) 
  (DR328 p81)+ 
  — 
  1d4§ 
  20 / x2 
  20’ 
  B 
  10 gp 
  2 lbs 
  Subdual, Returns after a miss (AC 10 to catch). 
  Boomerang, Talenta 
  (Eb p120) 
  — 
  1d4 
  20 / x2 
  30’ 
  B 
  15 gp 
  1 lbs 
  Returns after a miss (AC 10 to catch). 
  Boomerang, 
  Xen’drik 
  (Eb p120) 
  — 
  1d6 
  20 / x2 
  20’ 
  S 
  20 gp 
  2 lbs 
  Returns after a miss (AC 10 to catch). 
  Crossbow, Hand 
  (PH p117) 
  — 
  1d4 
  19-20 / x2 
  30’ 
  P 
  100 gp 
  2 lbs 
  Move Action to reload, Rogue 
  Crossbow, Repeating 
  Heavy 
  (PH p117) 
  — 
  1d10 
  19-20 / x2 
  120’ 
  P 
  400 gp 
  12 lbs 
  Magazine holds 5 bolts 
  Crossbow, Repeating 
  Light 
  (PH p117) 
  — 
  1d8 
  19-20 / x2 
  80’ 
  P 
  250 gp 
  6 lbs 
  Magazine holds 5 bolts 
  Greatbow 
  (CWar p156) 
  — 
  1d10 
  20 / x3 
  120’ 
  P 
  150 gp 
  6 lbs 
  Cannot be used while mounted. 
  Greatbow, Composite, 
  Mighty +09 
  (CWar p156) 
  — 
  1d10 
  20 / x3 
  130’ 
  P 
  200 gp 
  6 lbs 
  Cannot be used while mounted. 
  A wielder with less than a +0 Strength modifier 
  receives a –2 penalty on attacks. 
  Greatbow, Composite, 
  Mighty +1 
  (CWar p156) 
  — 
  1d10 
  20 / x3 
  130’ 
  P 
  400 gp 
  6 lbs 
  Cannot be used while mounted. 
  A wielder with less than a +1 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +1 Strength modifier applies to damage. 
  Greatbow, Composite, 
  Mighty +2 
  (CWar p156) 
  — 
  1d10 
  20 / x3 
  130’ 
  P 
  600 gp 
  6 lbs 
  Cannot be used while mounted. 
  A wielder with less than a +2 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +2 Strength modifier applies to damage. 
  Greatbow, Composite, 
  Mighty +3 
  (CWar p156) 
  — 
  1d10 
  20 / x3 
  130’ 
  P 
  800 gp 
  6 lbs 
  Cannot be used while mounted. 
  A wielder with less than a +3 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +3 Strength modifier applies to damage. 
  Greatbow, Composite, 
  Mighty +4 
  (CWar p156) 
  — 
  1d10 
  20 / x3 
  130’ 
  P 
  800 gp 
  6 lbs 
  Cannot be used while mounted. 
  A wielder with less than a +4 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +4 Strength modifier applies to damage. 
  Lasso 
  (BoED p34) 
  — 
  — 
  — 
  10’ 
  – 
  1 gp 
  3 lbs 
  30’ max, Trip 
  Ranged Touch to Partially Entangle (–2 on attacks, 
  –4 penalty to Dexterity). 
  By holding the attached rope, the thrower can keep 
  the opponent within 30’ (opposed Strength checks) 
  To remove, Escape Artist vs. DC 20 -or- Strength 
  check vs. DC 23. 
                                                   
  8 Exotic Weapon Proficiency (bolo), Weapon Focus (bolo), Improved Critical (bolo), etc., apply to both Bolos & Barbed Bolos. 
  9 Exotic Weapon Proficiency (greatbow), Weapon Focus (greatbow), Improved Critical (greatbow), etc., apply to both Greatbows & Composite Greatbows. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
  Ranged Weapons 
  Page 10 
  Exotic Ranged 
  Weapon 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Misc. 
  Net 
  (PH p117) 
  — 
  — 
  — 
  10’ 
  max 
  – 
  20 gp 
  6 lbs 
  Ranged Touch to Entangle (–2 on attacks, –4 dex,  
  ½ move, can’t run or charge). 
  By holding the attached rope, the thrower can keep 
  the opponent within 10’ (opposed Strength checks) 
  To remove, Escape Artist vs. DC 20 -or- Strength 
  check vs. DC 25. 
  Throwing an unfolded net has a –4 attack penalty.  
  Folding a net takes 2 rounds (or 4 if not proficient) 
  Sand Blaster 
  (MM3 p58) 
  — 
  1d6 
  — 
  10’ 
  max 
  – 
  30 gp 
  ? 
  Creates a 10’ Cone of sand that does 1d6 damage 
  (Ref½) and target receives a –4 penalty  to AC &  
  –2 penalty to attack rolls for 3 rounds (RefNeg).  
  DC is Constitution-based. 
  It takes a Full Round to reload a Sand Blaster tube 
  with 5 pounds of sand. 
  Shuriken 
  (PH p117) 
  — 
  1d2 
  20 / x2 
  10’ 
  P 
  1 gp 
  1/10 lb 
  Monk, Kata, Strength modifier applies to the 
  damage, treat as Ammunition for prices of making 
  them Masterwork & drawing them 
   
   
  Ammunition 
   
  Ammunition 
  Used with… 
  Description 
  Cost 
  Weight 
  Arrow 
  (PH p117) 
  Longbow, Shortbow 
  Standard arrow 
  May be used as an melee weapon with a –4 attack penalty & does Dagger 
  damage (1d4 for Medium) with a 20/x2 critical. 
  1/20 gp 
  1/6 lb 
  Blowgun Dart 
  (CWar p154) 
  Blowgun, Greater  
  Often poisoned 
  1/10 gp 
  1/20 lb 
  Blowgun Needle 
  (DR312 p44) 
  Blowguns 
  Often poisoned 
  1/20 gp 
  — 
  Bolt 
  (PH p116) 
  Crossbows – Hand, Light 
  & Heavy, & Repeating 
  Standard bolt 
  May be used as an melee weapon with a –4 attack penalty & does Dagger 
  damage (1d4 for Medium) with a 20/x2 critical. 
  1/10 gp 
  1/10 lb 
  Repeating Crossbow 
  Magazine 
  (PH p117) 
  Crossbows – Repeating  
  Holds 5 standard bolts 
  ½ gp 
  ½ lb 
  Sling Bullet 
  (PH p116) 
  Slings 
  Standard lead sling bullet 
  1/100 gp 
  ¼ lb 
  Sling Stone 
  (PH p116) 
  Slings 
  Rocks about the right size for a sling 
  –1 penalty to hit & does one size-category less damage (1d3 for Medium) 
  — 
  ¼ lb 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
  Weapon Errata 
  Page 11 
  Weapons Errata 
   
  Weapon Features 
   
  Buckler – This weapon can be used as an off-hand weapon -or- as a shield each round (to do both in the same round requires Feat: Shield Expert).  Bucklers are 
  +1 AC, –1 Armor Check Penalty, 5% Arcane Spell Failure. 
  Buckler – Tortoise Blade, Gnome;  Buckler-Axe, Dwarf. 
   
  Class Proficiency – The listed classes gain proficiency in the listed weapons. 
  Bard – All Simple plus all of the following:  Longbow;  Rapier;  Sap;  Shortsword;  Shortbow;  Whip. 
  Druid – Club;  Dagger;  Dart;  Quarterstaff;  Scimitar;  Sickle;  Shortspear;  Sling;  Spear. 
  Monk – Club;  Crossbow, Light;  Crossbow, Heavy;  Dagger;  Handaxe;  Javelin;  Kama;  Nunchaku;  Quarterstaff;  Sai;  Shuriken;  Siangham;  Sling. 
  Rogue – All Simple, plus all of the following:  Crossbow, Hand;  Rapier;  Shortbow;  Shortsword;  Sap. 
   
  Disarm +N – This weapon gets a +N bonus on disarm attempts, and rolls to resist being counter-disarmed. 
  Disarm +2 – Chain, Spiked;  Flail, Dire;  Flail, Heavy;  Flail, Light;  Flindbar;  Nunchaku;  Ranseur;  Scourge;  Whip. 
  Disarm +4 – Sai. 
   
  Double – A weapon with 2 attack surfaces.  Either surface can be used as a single weapon, or both can be used via a Two-Weapon fighting style.  In the later case, 
  the “off-hand” surface is considered ‘light’. 
  Double – Axe, Orc Double;  Flail, Dire;  Hammer, Double;  Hammer, Gnome Hooked;  Lajatang;  Quarterstaff;  Scimitar, Valenar Double;   
  Sword, Two-Bladed;  Urgrosh, Dwarven. 
   
  Finesse – All Light weapons can be used with Feat: Weapon Finesse.  In addition, the weapons listed below can also be used:  
  Finesse – Chain, Spiked;  Rapier;  Thinblade, Elven;  Whip. 
   
  Grapple – These weapons can be used to initiate a Grapple:  
  Grapple – Entangling Pole;  Grasping Pole;  Mancatcher. 
   
  Hand-and-a-Half – This weapon can be used two-handed with basic Martial Proficiency -or- one-handed with an Exotic Proficiency. 
  Hand-and-a-Half – , Maul;  Pick, Dire;  Sword, Bastard;  Waraxe, Dwarven;  Warmace. 
   
  Kata – A Monk may wield this weapon with his unarmed fighting bonuses & number of attacks. 
  Kata – Kama;  Lajatang;  Nunchaku;  Quarterstaff;  Sai;  Shuriken;  Siangham. 
   
  Racial Proficiency – The listed race gains automatic proficiency in the listed weapon. 
  Elf Racial Proficiency – Longbow;  Longsword;  Rapier;  Shortbow. 
   
  Racial Familiarity – The listed race adds the listed weapon to their Martial Weapons list 
  Dwarf Racial Familiarity – Urgrosh, Dwarven;  Waraxe, Dwarven. 
  Gnome Racial Familiarity – Hammer, Gnome Hooked. 
   
  Reach 10’ – This weapon threatens at 10’.  It does not threaten the adjacent hex unless otherwise indicated. 
  Reach 10’ – Entangling Pole;  Glaive;  Greatspear;  Guisarme;  Lance, Heavy;  Longspear;  Mancatcher;  Poleaxe, Heavy;  Ranseur;  Sharrash, Talenta. 
  Reach 10’ and Threaten Adjacent – Chain, Spiked. 
  Reach 15’ and Threaten Adjacent – Whip. 
   
  Trip – This weapon can be used to make trip attacks.  If a counter-trip occurs, then the user can drop the weapon instead of being tripped. 
  Trip – Bolo;  Chain, Spiked;  Flail, Dire;  Flail, Heavy;  Flail, Light;  Guisarme;  Halberd;  Hammer, Gnome Hooked;  Kama;  Lasso;  Scythe;   
  Sharrash, Talenta;  Sickle;  Whip. 
   
  Subdual – This weapon does subdual (i.e., non-lethal) damage. 
  Subdual – Bolo;  Boomerang;  Grasping Pole;  Mancatcher;  Sap;  Truncheon;  Unarmed;  Whip. 
   
  Vs. Charge – If you ready a “set vs. charge” action, then you do 2x damage if you hit a charging opponent. 
  Vs. Charge – Halberd;  Longspear;  Poleaxe, Heavy;  Shortspear;  Spear;  Trident;  Urgrosh, Dwarven. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
  Weapon Errata 
  Page 12 
  Resizing Weapons 
   
  When a weapon is resized, apply the following: 
  a) Critical Threat range is unchanged. 
  b) Damage Type (i.e., Bludgeoning, Piercing, or Slashing) is unchanged. 
  c) The weapon’s weight doubles for each category it enlarges, or is 
  halved for each category it shrinks. 
  d) The weapon’s damage is changed according to the table on the right.  
  Look up the current damage at its current size and the move to the 
  left (if shrinking) or right (if enlarging) to determine the new 
  damage(PH p114). 
  For example, if a Medium-sized creature with a Spiked Chain (which does 
  2d4 damage) was targeted with Enlarge Person, the resulting Large-
  sized creature would be wielding a Spiked Chain that does 2d6 damage. 
  As another example, a Tiny-sized Grig decides it wants to wield a Spiked 
  Chain and has one constructed.  The new weapon would do 1d4 damage. 
   
   
  Weapon Equivalencies 
   
  The following weapons are the equivalent(DMG p27).  For example, a Medium-sized creature’s Longsword would be considered a Short Sword in the hands of a 
  Large-sized creature, or a Greatsword in the hands of a Small-sized creature.  This does not take into account the cumulative –2 penalty on attack when using a 
  weapon made for a creature of a different size.(PH p113) 
  Note:  Some weapons do not match the weapon resizing rules exactly (i.e., not keeping the same Critical Threat range, not doubling in weight with each size 
  increase, etc.).  These discrepancies are indicated by an underline. 
   
  Weapon 
  Family 
  Damage 
  Critical 
  Type 
  Weight 
  Tiny-sized 
  Wielder 
  Small-sized 
  Wielder 
  Medium-sized 
  Wielder 
  Large-sized 
  Wielder 
  Axe 
  1d6 
  20 / x3 
  Slashing 
  3 
  Greataxe 
  Battleaxe 
  Handaxe 
  — 
  Axe 
  1d8 
  20 / x3 
  Slashing 
  6 
  — 
  Greataxe 
  Battleaxe 
  Handaxe 
  Axe 
  1d12 
  20 / x3 
  Slashing 
  12 
  — 
  — 
  Greataxe 
  Battleaxe 
  Sword 
  1d4 
  19-20 / x2 
  Slashing 
  1 
  Longsword 
  Short Sword 
  Dagger 
  — 
  Sword 
  1d6 
  19-20 / x2 
  Slashing 
  2 
  Greatsword 
  Longsword 
  Short Sword 
  Dagger 
  Sword 
  1d8 
  19-20 / x2 
  Slashing 
  4 
  — 
  Greatsword 
  Longsword 
  Short Sword 
  Sword 
  1d12 
  19-20 / x2 
  Slashing 
  8 
  — 
  — 
  Greatsword 
  Longsword 
  Pick 
  1d4 
  20 / x4 
  Piercing 
  3 
  — 
  Pick, Heavy 
  Pick, Light 
  — 
  Pick 
  1d6 
  20 / x4 
  Piercing 
  6 
  — 
  — 
  Pick, Heavy 
  Pick, Light 
  Spear 
  1d4 
  20 / x2 
  Piercing 
  ½ 
  Spear 
  Shortspear 
  Dart 
  — 
  Spear 
  1d6 
  20 / x2 
  Piercing 
  3 
  — 
  Spear 
  Shortspear 
  Dart 
  Spear 
  1d8 
  20 / x3 
  Piercing 
  6 
  — 
  — 
  Spear 
  Shortspear 
  Club 
  1d6 
  20 / x2 
  Bludgeoning 
  3 
  — 
  Greatclub 
  Club 
  Sap 
  Club 
  1d10 
  20 / x2 
  Bludgeoning 
  8 
  — 
  — 
  Greatclub 
  Club 
  Flail 
  1d8 
  20 / x2 
  Bludgeoning 
  5 
  — 
  Flail, Heavy 
  Flail, Light 
  — 
  Flail 
  1d10 
  19-20 / x2 
  Bludgeoning 
  10 
  — 
  — 
  Flail, Heavy 
  Flail, Light 
  Mace 
  1d6 
  20 / x2 
  Bludgeoning 
  4 
  — 
  Mace, Heavy 
  Mace, Light 
  — 
  Mace 
  1d8 
  20 / x2 
  Bludgeoning 
  8 
  — 
  — 
  Mace, Heavy 
  Mace, Light 
   
  Tiny-sized 
  Small-sized 
  Medium-sized 
  Large-sized 
  — 
  1 
  1d2 
  1d3 
  1 
  1d2 
  1d3 
  1d4 
  1d2 
  1d3 
  1d4 
  1d6 
  1d3 
  1d4 
  1d6 
  1d8 
  1d4 
  1d6 
  1d8 
  2d6 
  1d6 
  1d8 
  1d10 
  2d8 
  1d8 
  1d10 
  1d12 
  3d6 
  1d4 
  1d6 
  2d4 
  2d6 
  1d8 
  1d10 
  2d6 
  3d6 
  1d10 
  2d6 
  2d8 
  3d8 
  2d6 
  2d8 
  2d10 
  4d8 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
  Alchemy Items 
  Page 13 
  Superior Equipment   
   
  Alchemy Items 
   
  Alchemy Items 
  DC 
  Description 
  Weight 
  Cost 
  Acid 
  (PH p128)(PH p71)+ 
  15 
  Grenade-like weapon with a 10’ range increment. 
  Acid does 1d6 Acid damage on a direct hit and 1 hp on a splash. 
  1 lb. 
  10 gp 
  Acidic Fire 
  (Eb p121) 
  TBD 
  Grenade-like weapon with a 10’ range increment. 
  Acidic Fire does 1d4 Fire damage & 1d4 Acid damage on a direct hit.  On a direct hit, the target takes 
  an additional 1d4 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex 
  save vs. DC 15 (+2 if he rolls on the ground). 
  On a splash, the target takes 1hp Fire damage & 1hp Acid damage. 
  1 lb. 
  30 gp 
  Alchemist’s Fire 
  (PH p128)(PH p71)+ 
  20 
  Grenade-like weapon with a 10’ range increment. 
  Alchemist’s Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash.  On a direct hit, the target 
  takes an additional 1d6 Fire damage if he doesn’t take a Full Round Action to put himself out with a 
  Reflex save vs. DC 15 (+2 if he rolls on the ground). 
  1 lb. 
  20 gp 
  Alchemist’s Frost 
  (Eb p121) 
  TBD 
  Grenade-like weapon with a 10’ range increment. 
  Alchemist’s Frost does 1d8 Cold damage on a direct hit and 1 hp on a splash. 
  1 lb. 
  25 gp 
  Alchemist’s Spark 
  (Eb p121) 
  TBD 
  Grenade-like weapon with a 10’ range increment. 
  Alchemist’s Spark does 1d8 Electrical damage on a direct hit and 1 hp on a splash. 
  1 lb. 
  25 gp 
  Antitoxin 
  (PH p128)(PH p71)+ 
  25 
  Antitoxin gives +5 Alchemical bonus on all Fortitude saves vs. poison for 1 hour. 
  — 
  50 gp 
  Blood Thickener 
  (DR324 p56) 
  25 
  When drunk, the drinker receives the following advantages and disadvantages for 12 hours: 
  –2 penalty to Dexterity 
  +2 Alchemical bonus to Constitution 
  When Dying (i.e., between –1 and –9 hp), only loose 1 hp per two rounds. 
  1 lb. 
  75 gp 
  Holy Candle 
  (DR324 p56) 
  25 
  Candle infused with Holy Water. 
  Generates pure white-yellow light in a 5’ radius & shadowy illumination in a 10’ radius.  Burns for 1 hr. 
  Any attempt to Turn / Destroy Undead while within the candle’s 5’ radius receives a +2 bonus.  
  Bonuses from multiple candles do not stack. 
  The candle’s creator must have at least 1 rank in Knowledge (religion).  
  — 
  75 gp 
  Noxious Smokestick 
  (Eb p121) 
  TBD 
  Chemically treated stick. 
  When lit, the Smokestick creates 10’x10’x10’ of opaque smoke in one round.  Anyone in the smoke is 
  Nauseated for 1 round (FortNeg DC15). 
  The smoke dissipates normally. 
  ½ lb. 
  80 gp 
  Portable Pyre 
  (DR324 p57) 
  15 
  A 15 pound roll of oil-soaked logs and Tindertwigs. 
  As a Standard Action, the Portable Pyre is unrolled rapidly into a flat, empty 5’ square.  The 
  Tindertwigs ignite the logs and the 5’ square is filled with fire for 10 minutes.  Any creature that 
  enters the square with the pyre takes 1d6 Fire damage each round. 
  15 lbs. 
  10 gp 
  Smokestick 
  (PH p128)(PH p71)+ 
  20 
  Chemically treated stick. 
  When lit, the Smokestick creates 10’x10’x10’ of opaque smoke in one round.  The smoke dissipates 
  normally. 
  ½ lb. 
  20 gp 
  Sunrod 
  (PH p128)(PH p71)+ 
  25 
  Gold-tipped iron wand (1 foot long). 
  When struck, the Sunrod gives off 30’ radius of light & shadowy illumination for another 30’ from the 
  Sunrod.  After 6 hours, the Sunrod burns out. 
  1 lb. 
  2 gp 
  Tanglefoot Bag 
  (PH p128)(PH p71)+ 
  25 
  Bag of alchemical goo. 
  Grenade-like weapon with a range increment of 10’. 
  On a direct hit, its target is at –2 attack & –4 Dex and must make a Reflex save vs. 15 or be stuck to 
  the floor & unable to move. 
  To break free of the floor takes a Strength check vs. DC 27 or 15 hp of slash damage. 
  To scrape the goo off the target’s body, the target or an ally must do “scrapping” damage equal to 15 
  hp.  The target can then move a half speed. 
  The goo lasts 2d4 rounds. 
  4 lbs. 
  50 gp 
  Thunderstone 
  (PH p129)(PH p71)+ 
  25 
  Grenade-like weapon with a range increment of 20’. 
  On impact, it makes a loud bang, forcing all within a 10’ radius to make a Fortitude save vs. DC 15 or 
  be deafened for 1 hour.  This results in –4 on Initiative & 20% chance of a spell miscast. 
  Consider a 5’ square to have an AC 5 for purposes of targeting it. 
  1 lb. 
  30 gp 
  Tindertwig 
  (PH p129)(PH p71)+ 
  20 
  Small wooden stick with chemicals on one end. 
  When scraped on its chemical-enhanced end, the Tindertwig immediately catches fire. 
  — 
  1 gp 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
  Alchemy Items 
  Page 14 
  Alchemy Items 
  DC 
  Description 
  Weight 
  Cost 
  Unholy Candle 
  (DR324 p56) 
  25 
  Candle infused with Unholy Water. 
  Generates deep purple light in a 5’ radius & shadowy illumination in a 10’ radius.  Burns for 1 hour. 
  Any attempt to Rebuke / Control Undead while within the candle’s 5’ radius receives a +2 bonus.  
  Bonuses from multiple candles do not stack. 
  The candle’s creator must have at least 1 rank in Knowledge (religion).  
  — 
  75 gp 
   
   
  Superior Materials 
   
  Superior Items 
  Description 
  Weight 
  Cost 
  Darkweave 
  (Eb p121) 
  Dark cloth that magically includes strands of shadow.   
  Clothes made with Darkweave grant a +1 Circumstance bonus on Hide checks. 
  standard 
  +100gp 
  Glamerweave 
  (Eb p121) 
  Bright cloth that magically includes bits of illusion.   
  Clothes made with Glamerweave grant a +1 Circumstance bonus on Diplomacy checks. 
  1 lbs less 
  than 
  standard 
  +100gp 
   
   
  Other Superior Items 
   
  Other Superior 
  Items 
  DC 
  Description 
  Weight 
  Cost 
  Book of Prayers 
  (DR324 p56) 
  — 
  A book of prayer sacred to a specific deity. 
  As a Full Round Action, a literate creature reading directly from the book grants a Cleric a +2 bonus 
  on a Turning check against Undead if the reader makes a Charisma check vs. DC 10 (i.e. an ‘Aid 
  Other’ action).  The Cleric, the reader, and the book must all share the same deity. 
  Creating a Book of Prayers requires a Craft (writing) check vs. DC 20 and the creator must have at 
  least 1 rand of Knowledge (religion). 
  3 lbs. 
  50 gp 
  Holy Wafers 
  (DR324 p56) 
  — 
  10 small, stylized bread wafers imprinted with religious icons. 
  — 
  2 sp 
  Mummy Mites 
  (DR324 p57) 
  — 
  Flask filled with ant-sized eggs.  Can be thrown like a grenade. 
  If the flask shatters within 5’ of a corpse or a corporeal Undead, the eggs hatch into a swarm of 
  Mummy Mites(DR324 p56).  The mites only attack ‘dead’ flesh (though they don’t care if it is moving).  
  After 1 minute, the mites die. 
  1 lb. 
  75 gp 
  Reinforced Sheath 
  (DR324 p57) 
  — 
  A heavy sheath for a bladed slashing or piercing weapon. 
  By leaving the weapon (typically a Sword) in its sheath, it now does Bludgeoning damage but receives 
  a –2 penalty on its attack roll.  The weapon’s enchantments (if any) do not apply. 
  2 lbs. 
  10 gp 
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
   
  Unusual Materials & Construction Techniques 
   
  Page 15 
  Unusual Materials & Construction Techniques 
   
  None of the materials listed below are inherently magical, so none of them will show up via Detect Magic, they function as listed in Dead Magic Zones, etc. 
  All weapons, armor, & shields that use exotic materials & techniques must be manufactured with Masterwork Quality. 
   
  Armor & Shields 
   
  Unusual Materials for 
  Armor & Shields 
  Description 
  Game Effect 
  Cost 
  Adamantine 
  (DMG p283) 
  Black metal 
  Light Armor 
  –  Damage Reduction 1 / — 
  Medium Armor –  Damage Reduction 2 / — 
  Heavy Armor 
  –  Damage Reduction 3 / — 
  +5,000 gp – Light Armor 
  +10,000 gp – Medium Armor 
  +15,000 gp – Heavy Armor 
  Aurorum 
  (BoED p38) 
  Luminous Steel that 
  gleams with indigo 
  If sundered, the pieces will reconnect if touched together 
  (typically a Full Round Action) 
  +4,000 gp 
  Bronzewood 
  (Eb p126) 
  Extremely hard wood 
  Weigh 10% less than steel 
  Armor made from Bronzewood does not have its Armor 
  Check penalty applied to Hide checks in woodlands 
  +4,000 gp – Medium Armor 
  +9,000 gp – Heavy Armor 
  +500 / lb gp – other items 
  Darkwood 
  (DMG p283) 
  Richly colored wood that 
  is strong & light 
  Weigh 50% less 
  Shields have a -2 Armor Check Penalty 
  10 gp per pound of original 
  weight 
  Dragonhide 
  (DMG p283) 
  Armor and/or shields made 
  from dragon scales & 
  hide 
  The following armors can be made from Dragonhide:  Hide, 
  Banded, Half-Plate, Breastplate, Small Shield, Large 
  Shield. 
  Druids can wear Dragonhide armor without penalty. 
  2x standard price 
  Flametouched Iron 
  (Eb p126) 
  Iron speckled with red 
  Wearer receives a +1 Resistance bonus on saves vs. the 
  spells, spell-like abilities, & supernatural abilities of Evil 
  Outsiders 
  +1,000 gp 
  Mithral 
  (DMG p284) 
  Silvery, glistening metal  
  Heavy Armor counts as Medium 
  Medium Armor counts as Light 
  -10% Spell Failure 
  +2 Max Dex modifier 
  -3 Armor Check Penalty 
  Weight 50% less than iron 
  +1,000 gp – Light Armor 
  +4,000 gp – Medium Armor 
  +9,000 gp – Heavy Armor 
  +1,000 gp – Shield 
  Starmetal 
  (CArc p141) 
  Green metal 
  Light Armor 
  –  Damage Reduction 1 / — 
  Medium Armor –  Damage Reduction 2 / — 
  Heavy Armor 
  –  Damage Reduction 3 / — 
  +5,000 gp – Light Armor 
  +10,000 gp – Medium Armor 
  +15,000 gp – Heavy Armor 
  Susalian Chainweave 
  (CWar p136) 
  A secret technique of 
  weaving chainmail 
  Metal-based armor gains Damage Reduction 3 / Piercing. 
  +28,000 gp – Light Armor 
  +35,000 gp – Medium Armor 
  +42,000 gp – Heavy Armor 
  Ysgardian Heartwire 
  (BoED p38) 
  Thin, strong wire that is 
  used to reinforce the 
  vulnerable areas of armor 
  +2 AC to avoid having a Critical Confirmed only. 
  May only be added to Chain Shirts, Chainmail, or Heavy 
  Armor 
  +1,500 gp 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
   
  Unusual Materials & Construction Techniques 
   
  Page 16 
  Weapons 
   
  Unusual Materials for 
  Weapons 
  Description 
  Game Effect 
  Cost 
  Adamantine 
  (DMG p283) 
  Black metal 
  Able to bypass certain types of Damage Reduction. 
  Have 30% hp than steel weapons. 
  +60 gp 
  – Ammunition 
  +3,000 gp – Weapons 
  Aurorum 
  (BoED p38) 
  Luminous steel that gleams 
  with indigo 
  If sundered, the pieces will reconnect if touched together 
  (typically a Full Round Action) 
  +4,000 gp 
  Byeshk 
  (Eb p126) 
  Purple sheen 
  Bludgeoning weapons have a +1 Enhancement bonus on 
  damage. 
  Certain creatures are vulnerable to this metal. 
  +1,500 gp 
  Flametouched Iron 
  (Eb p126) 
  Iron speckled with red 
  Weapon is considered Good-aligned 
  +1,000 gp 
  Frystalline 
  (BoED p38) 
  Pale gold crystal 
  Weapon is considered Good-aligned 
  +2,000 gp 
  Iron, Cold 
  (DMG p284) 
  Special iron mined deep 
  underground & forged at 
  low temperatures. 
  Able to bypass certain types of Damage Reduction. 
  2x normal price, plus +2,000 
  for any magical 
  enhancement 
  Pandemonic Silver 
  (CWar p136) 
  Iron bonded with 
  extradimensional silver.  
  Slashing or piercing 
  weapon only 
  All properties of Alchemical Silver. 
  When unsheathed in at least a Light Breeze, the weapon 
  “screams”.  Everyone (except the wielder) within 30’ 
  Cowers for 1d4 rounds (WillNeg).  DC is based on wind: 
  Wind 
  Speed DC 
  Wind 
  Speed  
  DC 
  Light 
  0-10 
  10 
  Windstorm 
  51-74 
  22 
  Moderate 
  11-20 13 
  Hurricane 
  75-154 
  25 
  Strong 
  21-30 16 
  Tornado 
  175-300 
  28 
  Severe 
  31-50 19 
  Slashing or Piercing only 
  +9,000 gp – Light Weapons 
  +11,000 gp – One-Handed 
  or one end of  
  a Double 
  Weapon 
  +13,000 gp – Two-Handed 
  or both ends of 
  a Double 
  Weapon 
  Riedran Crysteel 
  (Eb p126) 
  Iron / crystal alloy 
  If the wielder has at least 1 Psionic power point, the weapon 
  has a +1 Enhancement bonus to damage 
  +1,500 gp 
  Serren 
  (BoED p38) 
  Wood 
  Arrows & bolts made from Serren wood gain the Ghost-
  Touch property as an Exceptional (i.e., non-magical) ability 
  Bows made from Serren wood grant the Ghost-Touch 
  property to their ammo as an Exceptional ability. 
  +4,000 gp 
  Silver, Alchemical 
  (DMG p284) 
  Iron bonded with silver 
  Able to bypass certain types of Damage Reduction. 
  –1 penalty to damage. 
  Cannot be combined with Mithral, Adamantine, or Cold Iron 
  +2 gp 
  – Ammunition 
  +20 gp – Light Weapons 
  +90 gp – One-Handed 
  +180 gp – Two-Handed 
  Starmetal 
  (CArc p141) 
  Green metal 
  Bypasses Damage Reduction as if it were Adamantine. 
  Does +1d6 damage to Extraplanar creature that are currently 
  on the Material Plane. 
  +5,000 gp – Weapons 
  Solarian True-Steel 
  (BoED p38) 
  Fine iron with a silvery 
  gleam 
  Gain a +1 bonus a Confirmation roll of a Threatened Critical 
  +1,000 gp 
  Targath 
  (Eb p127) 
  Soft metal 
  Anyone wearing or carrying Targath receives a +2 
  Resistance bonus on Fortitude saves vs. disease. 
  +3 gp 
  – Ammunition 
  +30 gp – Light Weapons 
  +100 gp – One-Handed 
  +200 gp – Two-Handed 
  Thinaun 
  (CWar p136) 
  Dark glittering steel 
  If a weapon made of Thinaun is in contact with a body when 
  it dies, the creatures soul is trapped in the Thinaun weapon 
  (this applies to the wielder too). While the soul in trapped, 
  the creature cannot be brought back to life.   
  If the weapon is present when an attempt to bring back the 
  creature is made, then only half the material components 
  are needed.   
  If the weapon touches another creature when it dies, its soul 
  is stored in the weapon & the original soul is freed.  The 
  soul is also feed if the weapon is destroyed, 
  +10,000 gp – Light Weapons 
  +15,000 gp – One-Handed 
  or one end of  
  a Double 
  Weapon 
  +20,000 gp – Two-Handed 
  or both ends of 
  a Double 
  Weapon 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
   
  Unusual Materials & Construction Techniques 
   
  Page 17 
  Hardness of Materials 
   
  Material 
  Hard-
  ness 
  HP / 
  Inch 
  Misc. 
  Ice 
  (PH p166) 
  0 
  3 
   
  Paper 
  (PH p166) 
  0 
  2 
   
  Rope 
  (PH p166) 
  0 
  2 
   
  Glass 
  (PH p166) 
  1 
  1 
   
  Leather 
  (PH p166) 
  2 
  5 
   
  Darkwood 
  (DMG p283) 
  5 
  10 
  50% weight of wood 
  Soarwood 
  (Eb p126) 
  5 
  10 
  75% weight of wood 
  Wood 
  (PH p166) 
  5 
  10 
   
  Bone 
  (DMG p144) 
  6 
  10 
   
  Livewood 
  (Eb p127) 
  6 
  10 
  150% weight of wood
  Stone, Sedimentary  
  (e.g., sandstone) 
  (Und p103) 
  6 
  15 
   
  Stone, Sedimentary  
  (e.g., limestone) 
  (Und p103) 
  7 
  15 
   
  Densewood 
  (Eb p126) 
  8 
  20 
  200% weight of wood
  Dragonshard, Attuned 
  (Eb p127) 
  8 
  20 
   
  Silver, Alchemical 
  (DMG p284) 
  8 
  10 
   
  Stone, Igneous  
  (e.g., basalt) 
  (PH p166)(Und p103) 
  8 
  15 
   
  Material 
  Hard-
  ness 
  HP / 
  Inch 
  Misc. 
  Bronze 
  (DMG p144) 
  9 
  20 
   
  Stone, Metamorphic  
  (e.g., granite, marble) 
  (Und p103) 
  9 
  15 
   
  Targath 
  (Eb p127) 
  9 
  20 
   
  Bronzewood 
  (Eb p126) 
  10 
  20 
  90% weight of iron 
  Dragonshard, Unattuned 
  (Eb p127) 
  10 
  20 
   
  Flametouched Iron 
  (Eb p126) 
  10 
  30 
   
  Frystalline 
  (BoED p38) 
  10 
  15 
   
  Iron 
  (PH p166) 
  10 
  30 
   
  Iron, Cold 
  (PH p284) 
  10 
  30 
   
  Riedran Crysteel 
  (Eb p127) 
  10 
  20 
   
  Solarian Truesteel 
  (BoED p38) 
  11 
  25 
   
  Mithral 
  (DMG p284) 
  15 
  30 
  50% weight of iron 
  Byeshk 
  (Eb p126) 
  17 
  36 
  150% weight of iron 
  Adamantine 
  (DMG p283) 
  20 
  40 
   
  Starmetal 
  (CArc p141) 
  20 
  40 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
   
  Other Equipment 
   
  Page 18 
  Other Equipment 
   
  Storage Capacity 
  Some of the information below is from the web site http://www.wizards.com/default.asp?x=dnd/rg/20040406a. 
   
  Hauling Vehicles 
   
  Item 
  Cost  
  (in gp) 
  Empty Weight 
  (in lbs) 
  Carries 
  Cart 
  15 
  200 
  ½ ton 
  Sled 
  20 
  300 
  1 ton 
  Wagon 
  35 
  400 
  2 tons 
   
  Dry Goods 
   
  Item 
  Cost  
  (in gp) 
  Empty Weight 
  (in lbs) 
  Holds  
  (in cubic feet) 
  Holds  
  (in pounds) 
  Holds  
  (in gallons) 
  Backpack  
  (for a Medium creature) 
  2 
  2 
  1 
  60 
  — 
  Backpack  
  (for a Small creature) 
  2 
  1/2 
  1/4 
  15 
  — 
  Barrel 
  2 
  30 
  10  
  650 
  75 
  Basket 
  0.4 
  1 
  1  
  20 
  — 
  Bucket 
  0.5 
  2 
  1  
  65 
  7 
  Chest 
  2 
  25 
  2  
  200 
  — 
  Pouch, Belt  
  (for a Medium creature) 
  1 
  1/2 
  1/5 
  10 
  — 
  Pouch, Belt  
  (for a Small creature) 
  1 
  1/8 
  1/20 
  2 ½  
  — 
  Pouch, Spell Component  
  (for a Medium creature) 
  5 
  1/4 
  1/8 
  2 
  — 
  Pouch, Spell Component  
  (for a Small creature) 
  5 
  1/16 
  1/32 
  0.5 
  — 
  Sack  
  (for a Medium creature) 
  0.1 
  1/2 
  1 
  60 
  — 
  Sack  
  (for a Small creature) 
  0.1 
  1/16 
  1/4 
  15 
  — 
  Saddlebags 
  4 
  8 
  5 
  250 
  — 
   
  Liquids 
   
  Item 
  Material 
  Cost  
  (in gp) 
  Empty Weight 
  (in lbs) 
  Holds  
  (in pounds) 
  Holds  
  (in gallons / pints) 
  Bottle, Wine 
  Glass 
  2 
  — 
  1.5 
  1 ½ pints 
  Flask 
  Clay 
  0.03 
  — 
  1 
  1 pint 
  Jug 
  Clay 
  0.03 
  1 
  8 
  1 gallon 
  Mug / Tankard 
  Clay 
  0.02 
  — 
  1 
  1 pint 
  Pitcher 
  Clay 
  0.02 
  1 
  4 
  ½ gallon 
  Pot 
  Iron 
  0.5 
  2 
  8 
  1 gallon 
  Vial, ink or poison 
  Glass 
  1 
  — 
  — 
  1 oz 
  Waterskin  
  (for a Medium creature) 
  Leather 
  1 
  — 
  4 
  ½ gallon 
  Waterskin  
  (for a Small creature) 
  Leather 
  1 
  — 
  1 
  ½ gallon 
  Bucket 
  Wood 
  0.5 
  2 
  65 
  7 gallons 
  Barrel 
  Wood 
  2 
  30 
  650 
  75 gallons 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  April 1, 2005 
   
  Appendix 
   
  Page 19 
  Appendix 
   
  Revision History 
   
  August 27, 2003 
  – Initial D&D 3.5 edition release.   
   
   
  Contains Player’s Handbook v.3.5, Dungeon Master’s Guide v.3.5, & Monster Manual v.3.5. 
  March 15, 2004 
  – Includes Player’s Handbook v.3.5 Errata. 
   
   
  Added Complete Warrior & the Book of Exalted Deeds. 
   
   
  Added Dragon #309 – Dragon #313. 
  November 12, 2004 – Added the Eberron Campaign Setting. 
   
   
  Added Monster Manual 3. 
  April 1, 2005 
  – Added Complete Arcane. 
   
   
  Added Dragon #324, #326 – #329. 
   
   
  Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
   
   
   
   
  Key to Sourcebooks 
   
  PH 
  – 
  Player’s Handbook v.3.5 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  MM 
  – 
  Monster Manual v.3.5 
  MM3 
  – 
  Monster Manual 3 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  UE 
  – 
  Unapproachable East 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/DnD3.5Indexes/DnD3.5Index-Equipment.pdf