Dual wielding with a BAB of 5 6 would be three attacks in a turn - something a level 5 6 fighter can do. There are lots of ways you can add to your damage. Fixed that for you. Otherwise, this is the correct answer. Some of the other ways of adding damage that were alluded to include feats, spells, class abilities and magic items that can add to weapon users' damage output. Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight.
- Dnd 3.5 Magic Weapon Generator
- Weapons Dnd 3.5
- Magic Weapons Dnd 3.5
- D&d 3.5 Weapon Damage Scaling
- D&d 3.5 Weapon Damage
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Upper Damage Limit[edit]
Assuming the lowest crit (20/x2) and no other special abilities (range, reach, etc), the theoretical maximum average damages for a medium-sized weapon are:
Class | Simple | Martial | Exotic |
---|---|---|---|
Light | 3.5 | 3.5 | 3.5 |
One-Handed | 4.5 | 5.5 | 6.5 |
Two-Handed | 6 | 8 | 10 |
The highest damage official weapons are the fullblade and heavy poleaxe/greatspear, at 2d8 and 2d6 respectively. These give averages of 9 and 7, but both have improved criticals, reach or thrown range. Having an absolute maximum average 10 prohibits 2d10 (11 average) and 3d6 (10.5) for medium weapons, but allows for interesting weapons at the limit: for example, if a crit range of 19-20 is worth +1 to the average, that allows for the fullblade (9 average damage, +1 = 10).
The maxmimum damage for a light weapons seem to be 1d6, with higher proficiencies adding more traits.
Traits[edit]
This is an index of common weapon traits for 3.5e. Before designing a homebrew weapon's special rules, check here first to see if there is an established trait that does what you want.
- Reach
A reach weapon can be used to strike foes 10 feet away, but not adjacent foes.
- Ready Against Charge
If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.
- Trip
A tripping weapon can be used to make trip attacks. If you are tripped during the attempt, you may drop the weapon to avoid being tripped in return.
- Disarm
A disarming weapon grants a +2 bonus on your opposed attack roll when attempting to disarm your opponent.
- Double Weapon
Always fun.
- Non-lethal
A non-lethal weapon deals nonlethal damage.
- Weapon Familiarity
![Scaling Scaling](/uploads/1/2/6/1/126139148/797271981.jpg)
If your weapon is a variant of an existing weapon, it might count as that weapon for the purpose of some or all feats. For example, barbed bolas are treated as bolas; the longstaff is treated as a quarterstaff.
- Racial Familiarity
This exotic weapon counts as a martial weapon for members of a certain race.
- Returning
A thrown weapon that returns to the wielder in a non-magical fashion, like a boomerang. To catch a returning weapon, the thrower must make an attack roll (as if he were throwing the weapon) to hit AC 10. Failure indicates that the weapon lands in a random square adjacent to the thrower (if proficient) or 1d4 squares away (if not proficient).
- Heavy
Particularly heavy versions of weapons cannot be wielded at all by characters not proficient in that weapon; the greatspear for example.
- Fine
Fine weapons, such as the rapier or elven thinblade, allow the wielder to use the Weapon Finesse feat with it.
- Hand-a-half
Straddling the line between one-handed and two-handed, weapons like the maul or bastard sword can be wielded in two hands with martial proficiency, or in one hand with exotic proficiency.
- Slow Recovery
Very heavy swung weapons, such as the warmace. The wielder of such a weapon suffers a -1 penalty to AC.
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Weapon Master
(Sword and Fist: A Guidebook to Monks and Fighters variant, p. 38)
For weapon masters, the perfection of kiis found in the mastery of a single melee weapon.
Requirements
Base Attack Bonus: +5
Dnd 3.5 Magic Weapon Generator
Skills:Intimidate4 ranks
Feats:Dodge,Mobility,Combat Reflexes,Expertise,Weapon Focus,Whirlwind Attack
Proficiency: With your weapon of choice.
Dexterity: 13+.
Dexterity: 13+.
Hit die
d10
Weapons Dnd 3.5
Skill points
2 + Int
Class Features
Ki Damage: After you score a hit with your weapon of choice, you do not roll dice to determine the damage. Instead, you figure the normal maximum damage (not a critical hit) you can inflict with that weapon and do that much damage to the target. Assume you use a longsword, have a base attack bonus of +7, and possess a 17 Strength. A longsword does 1d8 damage, so its maximum damage is 8 points. Your Strength modifier is +3, so add that for a total of 11. Additional damage, such as from using the Power Attack feat (following all the rules for it normally) and the sneak attack ability are determined normally; they are not maximized. This ability cannot be used when you roll a successful critical hit.
Increased Multiplier: Determine the standard critical multiplier for your weapon of choice. With this ability, you can increase that multiplier by +1. For example, the longsword has a critical multiplier of ×2. Using this ability, you can increase that multiplier to ×3 (2+1=3) once per day at 2nd level. You must declare the use of this ability before you roll any damage dice.
Superior Weapon Focus: Stacking with any existing Weapon Focus bonus, this adds an additional +1 to all attack rolls with the weapon master's weapon of choice.
Magic Weapons Dnd 3.5
Superior Combat Reflexes: This ability lets you make a total number of attacks of opportunity in a round equal to your Dexterity modifier plus your Wisdom modifier.
Ki Critical: Gain the Improved Critical feat for free. If you already possess this feat, add an additional +2 to your weapon of choice's threat range for critical hits.
Ki Whirlwind: You can make a Whirlwind Attack as a standard action rather than a full attack action.
Multiclass Note: Monk characters can freely multiclass with this class. In other words, you can give your monk PC a weapon master level, then return to the monk class for your next level, take a weapon master level after that, and so on.
Advancement
D&d 3.5 Weapon Damage Scaling
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +1 | +0 | +2 | +0 | Ki damage 1/day/level |
2nd | +2 | +0 | +3 | +0 | Increased multiplier 1/day |
3rd | +3 | +1 | +3 | +1 | Superior Weapon Focus |
4th | +4 | +1 | +4 | +1 | Increased multiplier 2/day |
5th | +5 | +1 | +4 | +1 | Superior Combat Reflexes |
6th | +6 | +2 | +5 | +2 | Increased multiplier 3/day |
7th | +7 | +2 | +5 | +2 | Ki critical |
8th | +8 | +2 | +6 | +2 | Increased multiplier 4/day |
9th | +9 | +3 | +6 | +3 | Ki Whirlwind Attack |
10th | +10 | +3 | +7 | +3 | Increased multiplier 5/day |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Intimidate | CHA | ||
Knowledge (weaponry) | INT | ||
Listen | WIS | ||
Sense Motive | WIS | ||
Spot | WIS |