Snapdagger (3.5e Equipment)

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Snapdagger
Exotic Melee
Critical: 19-20/×2 (special rules apply)
Range Increment:
Type: Piercing
Hardness: 1
Size Cost1 Damage Weight1 hp
Fine * * 1
Diminutive * * 1
Tiny * * 1
Small 10 gp 1d3 1 lb 1
Medium 10 gp 1d4 1 lb 1
Large 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.

Description[edit]

Snapdaggers are an invention of Kobold smiths, and clearly reflect the species' cunning and cruelty. A snapdagger is a short blade with two sets of wicked barbs designed to slide smoothly into a target but not come out easily. To facilitate this function, the hilt and blade are connected much more weakly than traditional daggers. The intended result of this is the blade lodging itself within the target and snapping off leaving a nasty wound that is very difficult to treat, due to the barbed blade remaining inside the target.

Although snapdaggers are very similar in many ways to traditional daggers, there are several important ways they differ as well. Snapdaggers are simply too brittle to be effectively thrown or used to deal slashing damage. They are also never made of adamantine, since the substance is far too expensive for the disposable nature of the weapon and its strength defeats the purpose of a snapdagger entirely. Snapdaggers have been known to be purposely rusted prior to use, so that the wound inflicted by it has a high chance of infection. Particularly cruel smiths have also enchanted snapdaggers with "Heat Metal" or "Chill Metal", although this is rare due to the fact that the weapon is one use.

In combat, upon a successful hit dealing at least 1 point of damage, a snapdagger's blade breaks off in the target's flesh. Careful removal of the blade is next to impossible mid-combat and will impose penalties depending on where it was lodged. When lodged in the arm, it imposes a -1 to hit if wielding a weapon and a -1 to AC if the arm is holding a shield (this does not apply to tower shields as their use does not require constant movement). If in the leg, the victim must move at three quarters speed. In the event of a critical hit, the blade is lodged completely inside the target and imposes twice the penalties in addition to double damage.

Removal of the blade can be accomplished with with a DC 15 Heal check, which deals 1 damage if failed. Rather than careful removal, the blade can be yanked out, requiring a DC 13 Strength check, and dealing 1d4 damage regardless of the outcome. For a blade that has been fully submerged, yanking it out is impossible, and careful removal requires a DC 20 Healcheck, which deals 2 damage if failed.

Upon the roll of a natural 1 by the wielder, the blade and handle snap apart prematurely, rendering the weapon useless.


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