Dwarven Light Lance (3.5e Equipment)

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Dwarven Light Lance
Martial One-Handed
Critical: ×3
Range Increment:
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1 * 1
Diminutive * 1d2 * 1
Tiny * 1d3 * 2
Small 20 gp 1d4 2.5 lb. 5
Medium 20 gp 1d6 5 lb. 10
Large 40 gp 1d8 10 lb. 20
Huge * 2d6 * 40
Gargantuan * 3d6 * 80
Colossal * 4d6 * 160
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

Description[edit]

A dwarven light lance is a specialized weapon designed to allow a trained user to fight with a mount in the narrow confines of caves and tunnels. It is shorter than a typical lance, and uses a specialized grip, requiring special training to use properly.

A dwarven light lance deals double damage if used from the back of a charging mount. A wielder on foot can also receive this benefit, but the weapon must with wielded with 2 hands, or take at least a -5 penalty to their attack roll using the Power Attack feat. None of these options are availible to non-proficient wielders.

Enhancements[edit]

Dwarven Light Lance Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel and Wood 20 gp 320 gp 5 10
Adamantine 3,020 gp 5 13 Bypass hardness less than 20
Deep Crystal 1,010 gp 10 30 Psionic
Mundane Crystal 320 gp 8 25 No rusting, not metal
Darkwood 370 gp 5 10 1/2 weight
Iron, Cold 40 gp 340 gp 5 10 Magical enchantments cost an additional 2,000 gp.
Mithral n/a n/a n/a
Silver, Alchemical 110 gp 410 gp 5 10 −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
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 squared
× 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 Also[edit]


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