Magic Item Builder
Price magic weapons, armor, and shields using DMG 3.5 rules (Tables 7-5–7-11), extended with special abilities from the Complete series (Warrior, Arcane, Adventurer, Divine, Scoundrel, Mage, Champion). Base item cost and total equivalent bonus are included in every calculation.
1Base weapon
2Special abilities
DMG Tables 7-10 / 7-11 plus Complete-series weapon properties. Filtered for melee weapons.
- +1 equiv.DMG / SRD
+2 bonus on attack and +2d6 damage against creatures of the chosen type or subtype (e.g. undead).
- +1 equiv.DMG / SRD
When set against a charge, a piercing weapon deals double damage on a hit against charging targets.
Piercing weapons only.
- +4 equiv.DMG / SRD
Ignores armor, shield, and natural armor bonuses to AC. Does not harm undead or objects.
- +1 equiv.DMG / SRD
As a free action, transfers up to +5 of the weapon's enhancement bonus to AC (deflection bonus).
- +2 equiv.DMG / SRD
Bludgeoning weapon: undead hit must make Fortitude save DC 14 or be destroyed (as disruption).
Bludgeoning weapons only.
- +1 equiv.DMG / SRD
Deals +1d6 fire damage on each successful hit.
- +2 equiv.DMG / SRD
+1d6 fire on a hit; on a critical hit or when damage exceeds the target's HP by 10+, adds +1d10 fire.
- +1 equiv.DMG / SRD
Deals +1d6 cold damage on each successful hit.
- +1 equiv.DMG / SRD
Can affect incorporeal creatures as though they were corporeal.
- +2 equiv.DMG / SRD
+2d6 against evil targets; non-good wielder takes 1 negative level while wielding the weapon.
- +2 equiv.DMG / SRD
+1d6 cold on a hit; on a critical hit or when damage exceeds the target's HP by 10+, adds +1d10 cold.
- +1 equiv.DMG / SRD
Doubles the weapon's critical threat range (e.g. 19–20 becomes 17–20).
Slashing or piercing only.
- +1 equiv.DMG / SRD
A monk can use ki abilities and unarmed strikes through this weapon.
- +1 equiv.DMG / SRD
+1d6 nonlethal damage; if damage would reduce the target to −1 hp or less, the target falls unconscious instead.
- +1 equiv.DMG / SRD
If you drop an enemy with this weapon, you may make one extra Cleave attack (1/day).
- +1 equiv.DMG / SRD
A thrown weapon returns to the wielder's hand immediately after the throw.
- +1 equiv.DMG / SRD
Ignores miss chance from total cover or concealment; +1d6 damage against targets with miss chance.
- +1 equiv.DMG / SRD
Deals +1d6 electricity damage on each successful hit.
- +2 equiv.DMG / SRD
+1d6 electricity on a hit; on a critical hit or when damage exceeds the target's HP by 10+, adds +1d10 electricity.
- +3 equiv.DMG / SRD
Grants one extra attack action per round (as haste) with this weapon only.
- +1 equiv.DMG / SRD
Stores one touch spell of up to 3rd level; releases on the next successful hit.
- +1 equiv.DMG / SRD
A melee weapon can be thrown with range increment 10 ft.
- +1 equiv.DMG / SRD
On a critical hit or when damage is ≥10 above what was needed, target makes Fortitude save DC 14 or is deafened.
- +2 equiv.DMG / SRD
+2d6 against good targets; non-evil wielder takes 1 negative level while wielding the weapon.
- +5 equiv.DMG / SRD
On a confirmed critical hit with a slashing weapon, Fortitude save DC 20+enhancement or decapitation.
Slashing weapons only.
- +2 equiv.DMG / SRD
Target struck cannot heal damage naturally and loses 1 hp/round until magical healing (Fortitude negates).
- +5 equiv.Complete Warrior
On a successful hit, deals an extra 5 points of damage in addition to the weapon's enhancement bonus.
Bows, crossbows, and slings bestow the extra damage upon their ammunition.
- +1 equiv.Complete Warrior
On command, deals +1d6 acid damage on each successful hit.
- +2 equiv.Complete Warrior
+1d6 acid on a hit; on a critical hit or when damage exceeds the target's HP by 10+, adds +1d10 acid.
- +3 equiv.Complete Warrior
On a critical hit, the target must make a Will save (DC 10 + weapon enhancement + wielder's Cha mod) or become shaken for 1 minute.
- +1 equiv.Complete Warrior
When the wielder is raging, the weapon's enhancement bonus increases by +2 (does not stack with other enhancement increases).
- +1 equiv.Complete Warrior
On a successful hit, deals +1d6 sonic damage.
- +2 equiv.Complete Warrior
+1d6 sonic on a hit; on a critical hit or when damage exceeds the target's HP by 10+, adds +1d10 sonic.
- +1 equiv.Complete Warrior
The wielder gains a +4 bonus on attack rolls made to sunder and on opposed attack rolls to avoid being disarmed.
- +1 equiv.Complete Arcane
Allows the wielder to apply a touch spell through the weapon on a successful melee attack.
- +1 equiv.Complete Arcane
Allows the wielder to channel a touch spell through the weapon as a free action when making a melee attack.
- +2 equiv.Complete Arcane
Can be wielded without penalty by a character not proficient with it. Wielder's BAB improves to at least 3/4 level when attacking with this weapon.
- +1 equiv.Complete Adventurer
When you draw this weapon, you can also draw a linked weapon as a free action (if it is available).
- +1 equiv.Complete Adventurer
As a move action, the weapon transforms into another weapon of the same size category that the wielder is proficient with.
- +2 equiv.Complete Divine
Good-aligned weapon: +2d6 damage against evil targets. Evil wielder gains one negative level while wielding.
- +2 equiv.Complete Divine
Evil-aligned weapon: +2d6 damage against good targets. Good wielder gains one negative level while wielding.
- +1 equiv.Complete Scoundrel
Once per day, the wielder can reroll a failed attack roll as a free action.
- +1 equiv.Complete Mage
When casting a spell through the weapon (such as with spell storing), the save DC increases by +1.
- +2 equiv.Complete Champion
Good-aligned weapon: +2d6 damage against evil targets. Evil wielder gains one negative level while wielding.
Similar to holy but from Complete Champion.