User:Balmz/sling

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Sling
One-Handed Projectile
Critical: ×2/2/19-20
Range Increment: 60 ft./100 ft.
Type: Bludgeoning
Hardness: 2
Size Cost Damage Weight1 hp1
Fine * *
Diminutive 1 * *
Tiny 1d2 * *
Small 1d3 0 lb. *
Medium 1d4/1d6 0 lb. *
Large 1d8 0 lb. *
Huge 1d10 * *
Gargantuan 2d6 * *
Colossal 3d6 * *
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

Description

The sling works differently for characters with simple weapon proficiency and martial weapon proficiency


For characters with simple weapon proficiency but not martial weapon proficiency:

Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a Swift action that requires two hands and provokes attacks of opportunity. You can use the sling with a buckler but not light shield without penalty while carrying it and reload your sling as usual.

You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a −1 penalty on attack rolls.

The sling for characters with simple weapon proficiency has a range of 60 feet, deals 1d4 damage and has a critical threat range of 20 and a critical damage multiplier of 2x.

A character with simple weapon proficiency can reload as a free action if they have either Quick Draw, 6+ BAB, 14 dexterity, lightning reflexes or have Rapid Reload for the sling. Having one of the listed options allows the player to reload and fire the sling as many times in a full attack action as you could attack if you were using a bow. Having two or more of the options does not give any extra effects or attacks.


For characters with martial weapon proficiency:

Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. You can fire the sling as many times in a full attack action as you could attack if you were using a bow. You can use the sling with a buckler or light shield without penalty while carrying it and load and reload your sling as usual. Heavier shields prevent you from loading your sling. Loading a sling provokes attacks of opportunity like using a bow does.

You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack has a -1 penalty on damage and attack rolls.

The sling has for you does 1d6 damage, has range of 100 feet and a critical damage multiplier of 2x and critical threat range of 18-20.

If your character has the power attack, they may use the power attack feat with a sling as a if it were a one handed melee weapon. Using it as if it were a two handed melee weapon for power attack is not possible.

Slings when wielded by martial proficient characters benefit from any feats that require or are meant for use with a bow or crossbow.

Rogues and clerics treat the sling as a simple weapon while monks and druids treat it as a martial weapon. Rogues and clerics can take the martial weapon proficiency feat to treat the sling as a martial weapon if they choose not to multiclass.

Enhancements

Sling Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Leather 300 gp 2 *
Adamantine n/a n/a n/a
Deep Crystal 1,000 gp 10 * Psionic
Mundane Crystal 300 gp 8 * No rusting
Darkwood n/a n/a n/a
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.
  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