Fixed Bayonet (3.5e Equipment)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: damage chart needs reviewed the numbers don't always change.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Fixed Bayonet
Martial Two-Handed Melee
Critical: ×2
Range Increment:
Type: Piercing or Bludgeoning
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d3/1d2 * 1
Diminutive * 1d4/1d3 * 1
Tiny * 1d6/1d4 * 1
Small As longarm 1d8/1d6 As longarm 2
Medium As longarm 1d10/1d6 As longarm 5
Large As longarm 2d8/1d8 As longarm 10
Huge * 3d8/2d6 * 20
Gargantuan * 4d8/3d6 * 40
Colossal * 6d8/4d6 * 80
  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.

When a bayonet is fixed to the end of a longarm, it turns it into a double weapon, with the bayoneted end dealing 1d10 piercing damage and the other end dealing 1d6 bludgeoning damage. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a bayoneted longarm in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.



Back to Main PageDungeons and DragonsEquipmentWeapons

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors