Open main menu

Dungeons and Dragons Wiki β

SRD:Trident

Disambiguation.png This article is about Trident
For other uses of Trident, see Trident (disambiguation).
This material is published under the OGL
Trident
Martial One-Handed Thrown Melee
Critical: ×2
Range Increment: 10 ft.
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2 * 1
Diminutive * 1d3 * 1
Tiny * 1d4 * 1
Small 15 gp 1d6 2 lb. 2
Medium 15 gp 1d8 4 lb. 5
Large 30 gp 2d6 8 lb. 10
Huge * 3d6 * 20
Gargantuan * 4d6 * 40
Colossal * 6d6 * 80
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

DescriptionEdit

This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.

EnhancementsEdit

Trident Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Steel and Wood 15 gp 315 gp 5 5
Adamantine 3,015 gp 5 6 Bypass hardness less than 20
Deep Crystal 1,015 gp 10 15 Psionic
Mundane Crystal 315 gp 8 12 No rusting
Darkwood 355 gp 5 5 1/2 weight
Iron, Cold 30 gp 330 gp 5 5 Magical enchantments cost an additional 2,000 gp.
Mithral n/a n/a n/a
Silver, Alchemical 105 gp 405 gp 5 5 −1 damage
  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.
  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 AlsoEdit



Back to Main PageSystem Reference DocumentWeapons