Wrench (3.5e Equipment)

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Wrench
Simple Light
Critical: 20/×2
Range Increment: 10 ft.
Type: bludgeoning
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * * 1
Diminutive * 1 * 1
Tiny * 1d2 * 1
Small 2 gp 1d3 1/2 lb. 1
Medium 2 gp 1d4 1 lb. 2
Large 4 gp 1d6 2 lb. 4
Huge * 1d8 * 8
Gargantuan * 2d6 * 16
Colossal * 3d6 * 32
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description[edit]

a wrench gives a +2 competence bonus on disable device

Enhancements[edit]

Mace Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 2 gp 302 gp 10 2
Adamantine 3,002 gp 20 2 Bypass hardness less than 20
Deep Crystal 1,002 gp 10 2 Psionic
Mundane Crystal 302 gp 8 1 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 4 gp 304 gp 10 2 Magical enchantments cost an additional 2,000 gp.
Mithral 502 gp 15 2 1/2 weight
Silver, Alchemical 22 gp 322 gp 8 1 −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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