SRD:Lance

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This material is published under the OGL
Lance
Martial Two-Handed Melee
Critical: ×3
Range Increment:
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2 * 1
Diminutive * 1d3 * 1
Tiny * 1d4 * 2
Small 10 gp 1d6 5 lb. 5
Medium 10 gp 1d8 10 lb. 10
Large 20 gp 2d6 20 lb. 20
Huge * 3d6 * 40
Gargantuan * 4d6 * 80
Colossal * 6d6 * 160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A lance 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 lance with one hand.

Enhancements

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}}{| class="d20" |+ Lance Material Enhancements |- ! style="text-align: left;" | Material !! Average !! Masterwork1 || Hardness || hpОшибка выражения: неопознанный символ пунктуации «{» !! style="text-align: left;" | Special |- | style="text-align: left;" | Steel and Wood || 10 gp || 310 gp || 5 || 10 || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || 3,010 gp || 5 || 13 || style="text-align: left;" | Bypass hardness less than 20 |- | style="text-align: left;" | Deep Crystal || — || 1,010 gp || 10 || 30 || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 310 gp || 8 || 25 || style="text-align: left;" | No rusting, not metal |- | style="text-align: left;" | Darkwood || — || 410 gp || 5 || 10 || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Iron, Cold || 20 gp || 320 gp || 5 || 10 || style="text-align: left;" | Magical enchantments cost an additional 2,000 gp. |- | style="text-align: left;" | Mithral || — || n/a || n/a || n/a || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Silver, Alchemical || 190 gp || 490 gp || 5 || 10 || style="text-align: left;" | −1 damage |- | colspan="6" class="foot" |

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Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2000 gp +2 +10
+2 +8000 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



Back to Main Page3.5e Open Game ContentSystem Reference DocumentWeapons