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Returning 9 results for 'halberd hand'.
Other Suggestions:
halberd have
halved hand
magic-items
with a Handaxe in one hand and Quarterstaff in the other. Both the Handaxe and Quarterstaff have the Light property. You can combine the two weapons to reform the Halberd by repeating the command word
This Halberd’s haft is made of rough, dark wood and is miraculously easy to heft. The bladed end of the Halberd looks like a hatchet that’s been absorbed by the hewn wood. While holding
magic-items
with a Handaxe in one hand and Quarterstaff in the other. Both the Handaxe and Quarterstaff have the Light property. You can combine the two weapons to reform the Halberd by repeating the command word
This Halberd’s haft is made of rough, dark wood and is miraculously easy to heft. The bladed end of the Halberd looks like a hatchet that’s been absorbed by the hewn wood. While holding
magic-items
with a Handaxe in one hand and Quarterstaff in the other. Both the Handaxe and Quarterstaff have the Light property. You can combine the two weapons to reform the Halberd by repeating the command word
This Halberd’s haft is made of rough, dark wood and is miraculously easy to heft. The bladed end of the Halberd looks like a hatchet that’s been absorbed by the hewn wood. While holding
magic-items
with a Handaxe in one hand and Quarterstaff in the other. Both the Handaxe and Quarterstaff have the Light property. You can combine the two weapons to reform the Halberd by repeating the command word
This Halberd’s haft is made of rough, dark wood and is miraculously easy to heft. The bladed end of the Halberd looks like a hatchet that’s been absorbed by the hewn wood. While holding
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Greataxe
30 gp
1d12 slashing
7 lb.
Heavy, two-handed
Greatsword
50 gp
2d6 slashing
6 lb.
Heavy, two-handed
Halberd
20 gp
1d10 slashing
6 lb.
Heavy, reach, two-handed
Lance
Crossbow, hand
75 gp
1d6 piercing
3 lb.
Ammunition (range 30/120), light, loading
Crossbow, heavy
50 gp
1d10 piercing
18 lb.
Ammunition (range 100/400), heavy, loading, two-handed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
-Handed Cleave 7 lb. 30 GP Greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb. 50 GP Halberd 1d10 Slashing Heavy, Reach, Two-Handed Cleave 6 lb. 20 GP Lance 1d10 Piercing Heavy, Reach, Two-Handed
Whip 1d4 Slashing Finesse, Reach Slow 3 lb. 2 GP Martial Ranged Weapons Blowgun 1 Piercing Ammunition (Range 25/100; Needle), Loading Vex 1 lb. 10 GP Hand Crossbow 1d6 Piercing Ammunition (Range 30/120
Compendium
- Sources->Dungeons & Dragons->Divine Contention
creature has the statistics of a giant skeleton (see appendix A) that cannot move and uses the following attack in place of a scimitar: Halberd. Melee Weapon Attack: +8 to hit, reach 20 ft., one target
. Hit: 21 (3d10 + 5) slashing damage. Once per day, the skeleton can use its action to unleash a lightning bolt from its halberd, as though cast using a 5th-level spell slot. The evil spirit of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
-Handed Cleave 7 lb. 30 GP Greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb. 50 GP Halberd 1d10 Slashing Heavy, Reach, Two-Handed Cleave 6 lb. 20 GP Lance 1d10 Piercing Heavy, Reach, Two-Handed
Whip 1d4 Slashing Finesse, Reach Slow 3 lb. 2 GP Martial Ranged Weapons Blowgun 1 Piercing Ammunition (Range 25/100; Needle), Loading Vex 1 lb. 10 GP Hand Crossbow 1d6 Piercing Ammunition (Range 30/120
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
triggered when a creature you can see moves beyond your reach. If you want to make an opportunity attack with a reach weapon, such as a glaive or a halberd, you can do so when a creature leaves the
reach you have with that weapon. For example, if you’re wielding a halberd, a creature that is right next to you could move 5 feet away without triggering an opportunity attack. If that creature tries