Glass Dagger (3.5e Equipment)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 10:22, 28 January 2021 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Scales.png This page is of questionable balance. Reason: The special effect needs rewriting. Firstly, a character can carry a whole bunch of these so now you're keeping track of lots of fiddle 1-in-3 chance of dealing 1 damage every round. Secondly, there are plenty of creatures that aren't going to care about bits of glass (creature that are immune to critical hits springs to mind).


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 When the mechanics have been changed so that this template is no longer applicable please remove this template.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

Glass Dagger
Critical: 20/x2
Range Increment: 10
Type: Piercing
Hardness: 6
Size Cost1 Damage Weight1 hp
Fine * * 1
Diminutive * * 1
Tiny * * 1
Small 3 gp 1d3 2/3 lb 1
Medium 3 gp 1d4 1 lb 1
Large 6 gp 1d6 2 lb 2
Huge * * 4
Gargantuan * * 8
Colossal * * 16
  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.

This weapon looks like a normal dagger but is made of glass. When this weapon hits a target, it does normal damage then shatters, doing extra damage and leaving glass shards in the target. The damage is like this, 1d4 for the original hit, an extra 1d4 (regardless of size) from shattered glass, and 1d3-2 damage per round for as long as the glass remains. The glass can be removed with a successful Heal check (DC20). This takes 10 minutes. If the weapon is blocked by Armor, it shatters with no damaging effects. If the weapon is thrown and misses, it shatters. When throwing this weapon, an automatic -2 is assigned to the attack roll as the Glass Dagger is hard to use do to it's fragile make.



Back to Main Page3.5e HomebrewEquipmentWeapons

Home of user-generated,
homebrew pages!


Advertisements: