Kunai (3.5e Equipment)

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A typical Kunai
Exotic Light Melee
Critical: ×2
Range Increment: Varies (See below)
Type: Piercing or slashing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine 2 sp, 5 cp 1 1/16 lb 1
Diminutive 5 sp 1d2 1/8 lb 1
Tiny 1 gp 1d3 1/4 lb 1
Small 2 gp 1d4 1/2 lbs 1
Medium 2 gp 1d6 1 lbs 2
Large 4 gp 1d8 2 lbs 4
Huge 8 gp 2d6 4 lbs 8
Gargantuan 16 gp 3d6 8 lbs 16
Colossal 32 gp 1d20 16 lbs 32
  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.

A kunai is a piercing weapon favored mainly by ninja. You get a +2 bonus on Sleight of Hand checks made to conceal a kunai on your body. This is added to the list of weapons the ninja is already proficient with. A kunai is a melee stabbing weapon but may be thrown when used for stabbing use chart above. A kunai may be thrown in two ways. 1: A kunai may be thrown straight by a professional ninja but its' throwing length is reduced in distance to the tune of 20 ft. This is increased by 2 feet for every two points of Strength the user has. 2: A kunai may be thrown with a forward spin. When doing this you must make two attack rolls. One is made to see if it hit the enemy, the other to see if it hit head-on. The distance for this is 40+2*strength |damage 1+1d3 medium piercing damage/ if the second check is 1 bludgeoning for medium| hit chance 70% { increase and decrease for your character as you see fit}

Special: A kunai is typically left in the victim after an attack so it will do continuous damage depending on the circumstances. If the kunai hits for piercing damage and takes 5 HP off you roll 1d6 and 1d4 to decide where it hit (this is still in testing, please edit if a new system is developed) On a roll of 1 on a 1d6 it will be the left arm, 2 the right arm, 3 the left leg, 4 the right leg, 5 the chest, 6 the neck (it will fall out with any hit to the neck unless fatal). If the kunai is left in and has hit the arm or leg the person will take 1d2 of damage every time that limb is used. Any other spot will do no additional damage. If it is taken out, the kunai will do 1 damage every round because of bleeding unless healed or covered.

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