Gunlance (3.5e Equipment)

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Exotic Two-Handed Melee
Critical: ×3
Range Increment:
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2 1 lb. 1
Diminutive * 1d3 2 lb. 1
Tiny * 1d4 4 lb. 2
Small 15 gp 1d6 8 lb. 5
Medium 15 gp 1d8 15 lb. 10
Large 30 gp 2d6 30 lb. 20
Huge * 3d6 55 lb. 40
Gargantuan * 4d6 100 lb. 80
Colossal * 6d6 140 lb. 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.


Matches the strength of a Lance with a Shelling ability that comes close to the firepower of a Heavy Crossbow. The Gunlance features a powerful function based on flame-breath attacks called Dragon's Fire; however, this special function requires a long recharge time.

The Shelling ability is a powerful discharge of mundane magical crystals that causes 1d10 fire damage and is a standard action that targets an enemy you threat that allows a Reflex Save of (DC 10 + the attacker's Dex modifier + The weapons Enhancement bonus) for half damage. A Gunlance can use Shelling a total of four times before they must cool down. The Gunlance can be folded in half to allow the shells to discharge heat and effectively 'reloads' the Gunlance, but you do not need to replace the crystals. This action is a standard action that provokes an attack of opportunity. This damage is for a medium Gunlance, for different sizes adjust accordingly.

Dragon's Fire is a Gunlance's ace in the hole. A Gunlance must charged as a full round action which provokes an attack of opportunity if you are hit you may reattempt to charge next round. The next round you must release the stored energy in a concussive blast in a square you threaten, dealing 4d8 damage as a Standard Action. A Reflex Save of (DC 10 + the attacker's Dex modifier + The weapons Enhancement bonus) for half damage. Dragon's Fire can be reused after 1d4+1 rounds. This damage is fire as default, but can change to suit any appropriate enhancements on the Gunlance.

A Gunlance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

While mounted, you can wield a Gunlance with one hand.


Gunlance Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 50 gp 350 gp 10 10
Adamantine 3,050 gp 20 13 Bypass hardness less than 20
Deep Crystal 1,050 gp 10 10 Psionic
Mundane Crystal 350 gp 8 8 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 100 gp 400 gp 10 10 Magical enchantments cost an additional 2,000 gp.
Mithral 4,050 gp 15 10 1/2 weight
Silver, Alchemical 230 gp 530 gp 8 3 −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]

Back to Main Page3.5e HomebrewEquipmentWeapons

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