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.

How it works

How does D&D 3.5 magic item pricing work?

Weapon, armor, and shield prices use DMG equivalent bonus tables plus base item cost. This tool applies DMG pricing and Complete-series special abilities.

What is equivalent bonus for magic items?

Enhancement bonus and special abilities are converted to a single equivalent bonus number, which determines the gold piece cost multiplier on the base item.

Does the builder include Complete Mage and Complete Warrior abilities?

Yes. Many special abilities from the Complete series are included alongside core DMG options for weapons and armor.