Sledgehammer (3.5e Equipment)

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Sledgehammer
Exotic Two-Handed Melee
Critical: ×3
Range Increment:
Type: Bludgeoning
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine 20 gp 1d6 1-2/5 lb. 1
Diminutive 20 gp 1d8 1-2/5 lb. 1
Tiny 20 gp 1d10 1-2/5 lb. 2
Small 40 gp 2d6 7 lb. 5
Medium 40 gp 2d8 14 lb. 10
Large 80 gp 3d8 28 lb. 20
Huge 160 gp 4d8 70 lb. 40
Gargantuan 320 gp 6d8 112 lb. 80
Colossal 640 gp 8d8 168 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. The costs and weights for Fine, Diminutive, Tiny, Huge, Gargantuan, and Colossal versions have been determined by using the rules for armor for unusual creatures.

A sledgehammer is too large to use without special training (the appropriate Exotic Weapon Proficiency feat).

Creatures larger than the intended size of the wielder may treat a sledgehammer as a martial weapon. Treat as a two-handed martial weapon for creatures one size larger, as a one-handed weapon for creatures two sizes larger (with the appropriate Exotic Weapon Proficiency feat, the creature must choose at the beginning of each turn whether to wield as a light weapon or a one-handed weapon), and as a light weapon for creatures three sizes larger. In all cases, the penalty for wielding an inappropriately sized weapon still applies.



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