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.