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SRD:Quarterstaff

Disambiguation.png This article is about Quarterstaff
For other uses of Quarterstaff, see Quarterstaff (disambiguation).
This material is published under the OGL
Quarterstaff
Simple Two-Handed Melee
Critical: ×2
Range Increment:
Type: Bludgeoning
Hardness: 5
Size Cost Damage Weight1 hp
Fine 1/1 * 1
Diminutive 1d2/1d2 * 1
Tiny 1d3/1d3 * 2
Small 1d4/1d4 2 lb. 5
Medium 1d6/1d6 4 lb. 10
Large 1d8/1d8 8 lb. 20
Huge 2d6/2d6 * 40
Gargantuan 3d6/3d6 * 80
Colossal 4d6/4d6 * 160
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

Description

A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.

Enhancements

Quarterstaff Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Wood 600 gp 5 10
Adamantine n/a n/a n/a
Deep Crystal 1,000 gp 10 30 Psionic
Mundane Crystal 600 gp 8 25 No rusting
Darkwood 640 gp 5 10 1/2 weight
Iron, Cold n/a n/a n/a n/a
Mithral n/a n/a n/a
Silver, Alchemical n/a n/a n/a n/a
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. For values marked with an asterisk, the SRD gives neither this value nor a means to determine it.
Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2,000 gp +2 +10
+2 +8,000 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 × bonus
× 20,000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
    This is the extra cost of enchanting only one head. Calculate the extra cost as if each head were a separate weapon.
  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 PageSystem Reference DocumentWeapons