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Cold Iron Weapon +2

Rare 1490 – 3500 Gold, 1 – 10 lbs

Forged through a rigorous process that removes all chemical and magical impurities, cold iron is prized for its effectiveness against fey and incorporeal undead. A magic weapon like this one has a bonus to attack and damage rolls and deals magical

Cold iron +2 weapon. Non-heavy: enchanted price + 50 gp. Heavy: enchanted price + 100 gp.

WeaponDamage TypePropertiesRangeWeightCost
Battleaxe +2slashingversatile (1d10)–4 lbs1930 gp
Club +2bludgeoninglight–2 lbs1490 gp
Dagger +2piercingfinesse, light, thrown20/601 lb1530 gp
Glaive +2slashingheavy, reach, two-handed–6 lbs2300 gp
Greataxe +2slashingheavy, two-handed–7 lbs3100 gp
Greatclub +2bludgeoningtwo-handed–10 lbs1850 gp
Greatsword +2slashingheavy, two-handed–6 lbs3500 gp
Halberd +2slashingheavy, reach, two-handed–6 lbs2700 gp
Handaxe +2slashinglight, thrown20/602 lbs1650 gp
Javelin +2piercingthrown30/1202 lbs1650 gp
Lance +2piercingreach, special–6 lbs2300 gp
Light Hammer +2bludgeoninglight, thrown20/602 lbs1530 gp
Longsword +2slashingversatile (1d10)–3 lbs2050 gp
Mace +2bludgeoning––4 lbs1650 gp
Maul +2bludgeoningheavy, two-handed–10 lbs3100 gp
Morningstar +2piercing––4 lbs2050 gp
Pike +2piercingheavy, reach, two-handed–18 lbs1900 gp
Quarterstaff +2bludgeoningversatile (1d8)–4 lbs1650 gp
Rapier +2piercingfinesse–2 lbs2450 gp
Scimitar +2slashingfinesse, light–3 lbs2050 gp
Shortsword +2piercingfinesse, light–2 lbs1850 gp
Sickle +2slashinglight–2 lbs1490 gp
Spear +2piercingthrown, versatile (1d8)20/603 lbs1650 gp
Warhammer +2bludgeoningversatile (1d10)–2 lbs2050 gp
Whip +2slashingfinesse, reach–3 lbs1650 gp