Weapons
Weapon types, properties, proficiency and the full weapon mastery tables.
Equipment Weapons
Weapons
The diverse cultures of D&D worlds have developed a wide array of martial tools. As such, adventurers can arm themselves with numerous weapon types, from simple clubs and daggers to martial swords and bows, and even more exotic implements. The Weapons table compiles the most readily available armaments, categorizing them by their properties and combat styles, distinguishing between simple and martial weapons, as well as melee and ranged options.
Weapon Types
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Melee Weapons: Used to attack targets within 5 ft.
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Ranged Weapons: Used to attack targets at a distance.
Weapon Properties
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Ammunition: Requires ammunition to be fired. Each weapon with the Ammunition property will describe what type of ammunition it requires. Drawing ammunition is a part of using the weapon to attack unless it has the Loading property. You can spend one minute after a fight to collect up to half of your spent ammunition.
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Finesse: Can use either STR or DEX for attack and damage rolls. You must use the same modifier for both rolls.
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Heavy: Difficult for small creatures to use effectively. Both ranged and melee Heavy weapons have a requirement to use them, 13 STR for melee and 13 DEX for ranged.
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Light: Easier to handle and use with two weapons. You can use an action to attack with your main hand and a bonus action to attack with your off hand. Each hand must have a separate weapon and your off hand does not benefit from your Proficiency Bonus or add the damage from your ability score unless the modifier is negative.
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Loading: Requires time to load before firing. You can fire only one piece of ammunition from a Loading weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
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Range: Each weapon has its own range, if a weapon does not have an extended range, its range is 5 ft.
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Reach: If the weapon has the Reach property its range increases by 5 ft. This is added to attacks made as well as opportunity attacks made with it.
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Special: Has unique rules governing its use (e.g., thrown, two-handed).
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Thrown: A melee weapon with the ability to be reliably thrown and used for a ranged attack.
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Two-Handed: A Two-Handed weapon required both hands to use it.
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Versatile: Versatile weapons can be used with one or both hands. The damage value increases when used with both hands.
Choose Equipment
Your class and background determine which weapons, tools, and armor you are proficient with.
Weapon Proficiency
Your class grants proficiency with certain weapon types. Proficiency allows you to add your proficiency bonus to attack rolls.
Improvised Weapons
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Objects used as weapons: Any object can be used as an improvised weapon, but some objects are more effective than others.
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Damage: Improvised weapons typically deal 1d4 damage, but the DM may assign a different damage type or amount depending on the object.
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Proficiency: Characters proficient with a similar weapon type can use their proficiency bonus when using an improvised weapon.
Silvered Weapons
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Cost: Silvering a weapon costs 100 gp.
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Effect: Silvered weapons are more effective against monsters that have immunity or resistance to non magical weapons.
Special Weapons
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Lance: Has disadvantage when attacking targets within 5 ft and requires two hands when not mounted.
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Net: Restrains creatures hit by it. Creatures can break free with a successful STR check or by dealing 5 slashing damage to the net.
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Armblade: Armblades require a bonus action to extend and a bonus action to retract. While retracted they resemble a normal gauntlet. While extended, only Light or Versatile Melee weapons can be held or risk damage.
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Battle Fists: Battle Fists encase the entire hand, other weapons or objects cannot be held or manipulated while wearing Battle Fists.
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Claws: While in use, only Light or Versatile Melee weapons can be held or risk damage. While using Claws you have a Climbing speed of 20 ft.
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Katar: Katars take the hold hand to hold, other weapons or objects cannot be held or manipulated while using Katar.
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Macuahuitl: target takes 1D4 slashing at the start of their next turn on a hit.
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Boomerang: On a hit or miss the Boomerang returns to your hand.
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Chackram: On a miss the Chakram returns to your hand.
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Meteor Hammer: Though a ranged weapon it immediately returns to your hand after each attack.
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Rope Dart: Though a ranged weapon it immediately returns to your hand after each attack.
Additional Notes
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You can use a melee weapon as an improvised weapon at disadvantage.
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You can throw a melee weapon as a ranged attack, but you use the same ability modifier for both attack and damage rolls.
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Some weapons have special properties that affect their use (e.g., reach, finesse).
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Proficiency with a weapon allows you to use it more effectively and accurately.
| Weapons | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Melee Weapons | ||||
| Club | 1 sp | 1D4 Bludgeoning | 2 lb | Light |
| Dagger | 2 gp | 1D4 Piercing | 1 lb | Finesse, Light, Thrown (Range 20/60) |
| Greatclub | 2 sp | 1D8 Bludgeoning | 10 lb | Two-Handed |
| Handaxe | 5 gp | 1D6 Slashing | 2 lb | Light, Thrown (Range 20/60) |
| Javelin | 5 sp | 1D6 Piercing | 2 lb | Thrown (Range 30/120) |
| Light hammer | 2 gp | 1D4 Bludgeoning | 2 lb | Light, Thrown (Range 20/60) |
| Mace | 5 gp | 1D6 Bludgeoning | 4 lb | - |
| Quarterstaff | 2 gp | 1D6 Bludgeoning | 4 lb | Versatile (1D8) |
| Sickle | 1 gp | 1D4 Slashing | 2 lb | Light |
| Spear | 1 gp | 1D6 Piercing | 3 lb | Thrown, Versatile (1D8) |
| Spiked Club | 2 gp | 1D4 Piercing, 1D4 Bludgeoning | 5 lb | - |
| Simple Ranged Weapons | ||||
| Crossbow, Light | 25 gp | 1D8 Piercing | 5 lb | Ammunition (Range 80/320), Loading, Two-Handed |
| Dart | 5 cp | 1D4 Piercing | 1/4 lb | Finesse, Thrown (Range 20/60) |
| Shortbow | 25 gp | 1D6 Piercing | 2 lb | Ammunition (Range 80/320), Two-Handed |
| Sling | 1 sp | 1D4 Bludgeoning | - | Ammunition (Range 30/120) |
| Martial Melee Weapons | ||||
| Armblade | 50 gp | 1D6 Slashing | 3 lb | Special, Replace one Unarmed Strike |
| Battleaxe | 10 gp | 1D8 Slashing | 4 lb | Versatile (1D10) |
| Battle Fists | 100 gp | 1D8 Bludgeoning | 2 lb | Special, Replace Unarmed Strikes |
| Cat’O’Nine | 40 gp | 1D8 Slashing | 6 lb | Finesse, Reach |
| Claws | 140 gp | 1D6 Slashing | 2 lb | Special, Replace Unarmed Strikes |
| Flail | 10 gp | 1D8 Bludgeoning | 2 lb | - |
| Flamberge | 35 gp | 1D6 Slashing | 3 lb | Finesse |
| Glaive | 20 gp | 1D10 Slashing | 6 lb | Heavy, Reach, Two-Handed |
| 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 |
| Katana | 100 gp | 1D8 Slashing | 4 lb | Finesse, Versatile (1D10) |
| Katar | 40 gp | 1D6 Slashing | 2 lb | Special, Replace Unarmed Strikes |
| Khopesh | 20 gp | 1D6 Slashing | 3 lb | Finesse, Light |
| Lance | 10 gp | 1D12 Piercing | 6 lb | Reach, Special |
| Longsword | 15 gp | 1D8 Slashing | 3 lb | Versatile (1D10) |
| Macuahuitl | 25 gp | 1D6 Slashing | 6 lb | Versatile (1D8), Special |
| Maul | 10 gp | 2D6 Bludgeoning | 10 lb | Heavy, Two-Handed |
| Morningstar | 15 gp | 1D8 Piercing | 4 lb | - |
| Nunchaku | 20 gp | 1D6 Bludgeoning | 2 lb | Finesse, Light, Reach |
| Pike | 5 gp | 1D10 Piercing | 18 lb | Heavy, Reach, Two-Handed |
| Rapier | 25 gp | 1D8 Piercing | 2 lb | Finesse |
| Sai | 4 gp | 1D6 Slashing | 1 lb | Finesse, Light |
| Scimitar | 25 gp | 1D6 Slashing | 3 lb | Finesse, Light |
| Scythe | 5 gp | 1D10 Slashing | 6 lb | Heavy, Two-Handed, Reach |
| Shortsword | 10 gp | 1D6 Piercing | 2 lb | Finesse, Light |
| Tessen (Iron Fan) | 25 gp | 1D6 Bludgeoning | 2 lb | Finesse, Light |
| Throwing Axe | 10 gp | 1D6 Slashing | 1 lb | Light, Thrown (20/80), thrown damage 1D8 Slashing |
| Throwing Dagger | 4 gp | 1D4 Slashing | 1 lb | Finesse, Light, Thrown (range 30/90), thrown damage 1D6 Piercing |
| Tonfa | 8 gp | 1D6 Bludgeoning | 2 lb | Finesse |
| Trident | 5 gp | 1D6 Piercing | 4 lb | Thrown (20/60), Versatile (1D8) |
| Twinblade | 25 gp | 1D6 Slashing | 4 lb | Finesse, Versatile (1D8) |
| War pick | 5 gp | 1D8 Piercing | 2 lb | - |
| Warhammer | 15 gp | 1D8 Bludgeoning | 2 lb | Versatile (1D8) |
| Whip | 2 gp | 1D4 Slashing | 3 lb | Finesse, Reach |
| Martial Ranged Weapons | ||||
| Atlatl | 20 gp | 1D8 Piercing | 2 lb | Ammunition, (Range 20/150), Loading |
| Blowgun | 10 gp | 1 Piercing | 1 lb | Ammunition (Range 25/100), Loading |
| Boomerang | 5 GP | 1D6 Bludgeoning | 1 lb | Range (20, 80), Special |
| Chakram | 20 gp | 1D8 Slashing | 2 lb | Range (50/150), Special |
| 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 |
| Longbow | 50 gp | 1D8 Piercing | 2 lb | Ammunition (Range 150/600), Heavy, Two-Handed |
| Meteor Hammer | 25 gp | 1D8 Bludgeoning | 2 lb | Special, Range (10-25) |
| Net | 1 gp | - | 3 lb | Special, Thrown (Range 5/15) |
| Rope Dart | 25 gp | 1D8 Piercing | 2 lb | Special, Range (10-25) |
| Shuriken | 2 gp | 1D6 Slashing | 1 lb | Range (30/90) |
| Musket (Optional) | 500 gp | 1D12 Piercing | 10 lb | Ammunition (Range 40/120), Loading, Two-Handed |
| Pistol (Optional) | 250 gp | 1D10 Piercing | 3 lb | Ammunition (Range 30/90), Loading |
Weapon Mastery
The following are the groups of weapons that follow the weapon mastery category. Having a weapon mastery allows you to use the mastered weapon feature of the weapons in the category.
| Simple Melee | |
|---|---|
| Club | Dazing Critical: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or have Disadvantage on attacks on their next turn. |
| Dagger | Concealable Property: You can perfectly conceal daggers up to your DEX modifier (Minimum 2) on your person. |
| Greatclub | Dazing Critical: On a critical hit the target must make a DC 12 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or have disadvantage on attacks on their next turn. |
| Handaxe | Lacerating Critical: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or take 2 Slashing damage the start of their next turn until save is successful or until one minute passes. |
| Javelin | Throwing Expert: Ranged attacks with Javelins have +2 to hit. |
| Light Hammer | Stagger Property: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or the target’s movement speed is halved until the end of their turn. |
| Mace | Vicious Shoves: If the Shove action is used successfully while holding a Mace the target takes Bludgeoning Damage equal to twice your STR modifier (Minimum 1) in addition to being shoved. |
| Quarterstaff | Sweeping Critical: On a successful critical hit the target must make a DC 10 + your STR or DEX modifier (Minimum 1) + your Proficiency Bonus DEX Save or be knocked Prone. |
| Sickle | Embed: On a successful attack you can leave the Sickle embedded, the target has Disadvantage on attacks until they use an action to remove it. |
| Spear | Rush Attack: When attacking with the spear as a melee attack and you move at least 10 ft in a straight line, you add an additional 1D6 piercing damage to the attack. |
| Spiked Club | Brutal Critical: On a successful critical hit, the damage die is increased to a D6. |
| Simple Ranged | |
|---|---|
| Light Crossbow | |
| Dart | Successive Pricks: Each time you hit a target after the first hit, it takes 1 additional damage for each Dart it has been hit with within the last minute. |
| Shortbow | Piercing Critical: On a critical hit the target takes 2 Piercing damage at the start of each of its turns until it succeeds a DC 10 + your DEX modifier (Minimum 1) + your Proficiency Bonus CON save or until one minute passes. |
| Sling | Reeling Critical: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus or be Stunned until the end of their next turn. |
| Martial Melee | |
|---|---|
| Armblade | Quick Extension: You can extend and withdraw the armblade as a free action. |
| Battleaxe | Lacerating Critical: On a critical hit the target takes 2 Slashing damage (4 if using two hands) at the start of each of its turns until it succeeds a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or until one minute passes. |
| Battle Fists | Bludgeoning Fists: You deal an additional 1D4 Bludgeoning damage on a hit |
| Cat’O’Nine | Raking Critical: On a critical hit you deal an additional 3D6 damage. |
| Claws | SlashingCritical: On a critical hit you deal an additional 1D6 Slashing damage. |
| Flail | Unpredictable Flailing: On a miss the target still takes Bludgeoning damage equal to your STR modifier (Minimum 1). |
| Flamberge | Break Stance: The sweeping blade hooks and throws off most attacker’s weapons. On a successful hit with a target using a melee weapon they have disadvantage on their next attack roll with the melee weapon. |
| Glaive | Deadly Opportunity: When an enemy moves within 5 ft of you, you can use your reaction to make an opportunity attack as they move within your reach |
| Greataxe | Lacerating Critical: On a critical hit the target takes 3 Slashing damage at the start of each of its turns until it succeeds a DC 10 + your DEX modifier (Minimum 1) + your Proficiency Bonus CON save or until one minute passes. |
| Greatsword | Slow Parry Reaction: You can use your reaction to add + 1 AC. |
| Halberd | Hooking Attack: In place of dealing damage, your successful attack hooks the target allowing you to move the creature up to 10 ft towards you. When attacking mounted targets, the target must make a DC 15 Athletic Check or be knocked Prone. |
| Katana | Fast Parry Reaction: You can use your reaction to add +3 AC. |
| Katar | Heavy Thrusts: The hit die of the weapon becomes 1D8. |
| Khopesh | Hooking Strike: In place of dealing damage, your successful hit can be used to hook a weapon out of an opponent’s hand forcing the target to make DEX save DC 8 + your DEX modifier (Minimum 1) + your Proficiency Bonus and on a failed save the target drops the weapon. |
| Lance | When mounted and if you moved more than 10 ft your turn a Lance deals an additional 1D8 Piercing damage |
| Longsword | Parry Reaction: You can use your action to add + 2 AC. |
| Macuahuitl | Bleeding Wounds: Targets you hit take an additional 1D4 Slashing damage at the start of their next turn (This damage does stack with multiple attacks). |
| Maul | Flatten Property: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus STR save or be knocked Prone. |
| Morningstar | Crushing Crit On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or the target can only take an action, bonus action, or reaction their turn. |
| Nunchaku | Whirling Flourishes: You can use a bonus action to flourish the Nunchaku as many times as you want. For each flourish roll 1D20 and on a 3 or above you gain a +1 bonus to your next hit for each successful flourish. For each successful flourish you must succeed the minimum value +1 of the last flourish (For instance, your 3rd flourish must be above a 5 and will add +3 to your next hit). On a failed flourish you deal 1D4 Bludgeoning damage to yourself and lose all bonuses due to flourishes. |
| Pike | Face the Charge: If a creature moves 10+ ft before attacking you, you may use your reaction plant your pike in the ground to receive the attack forcing the creature to make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus DEX save or take 1D6 Piercing damage for every 10 ft of movement they traveled before attacking you. |
| Rapier | Made for Dueling: The Rapier is treated as a +2 weapon in single combat in addition to any other modifiers. |
| Sai | Protective: You have +1 AC when wielding two Sai. |
| Scimitar | Spinning Slash: While flanked you can make an attack action against each creature flanking you, dealing half the weapon’s damage rounded down Made for Mounted Slashes: While mounted you deal an additional 3 damage. |
| Scythe | Devastating Critical: On a critical hit you deal an additional 1D10 Slashing damage. |
| Shortsword | Parry Reaction: You can use your reaction to add +1 AC for each Shortsword you are holding. |
| Tanfa | Guarded Positioning: You can use a bonus action to defensively wield the Tanfa pair to give you +2 AC until the start of your next turn. |
| Tessen (Iron Fan) | Artful Deflection: You have +2 AC against ranged projectiles from attacks you can see as long as you are using two Tessen. |
| Throwing Axe | Improved Ranged Critical: You have an increased critical hit range of one (19-20) when thrown. |
| Throwing Dagger | Improved Ranged Critical: You have an increased critical hit range of one (19-20) when thrown. |
| Trident | Barbed Critical: On a critical hit you deal 1D6 additional damage. Pin Down: You may attempt to Grapple the target on a successful melee attack. |
| Twinblade | Whirlling Blades: Twinblade becomes a weapon with the Light property. Backstab: Twinblade has a critical hit range of +1 (19-20) to targets behind or to the side of you. |
| War Pick | Maiming Critical: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or have disadvantage on their next CON, DEX, or STR save until the end of its next turn. |
| Warhammer | Stagger Property: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or the target’s movement speed is halved until the end of their turn. |
| Whip | Wrap Around: On a successful hit, you may Grapple a target up to 10 ft away. Disarming Critical: On a successful critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus DEX save and on a failed save drops their weapon. |
| Martial Ranged | |
|---|---|
| Atlatl | Debilitating Spear: The projectile thrown sticks in, decreasing the target’s speed by 10 ft until it is removed as a bonus action. |
| Blowgun | Perfect Carrier: Poison delivered via Blowdart is injected into the bloodstream, you roll Poison damage dealt this way with advantage. |
| Boomerang | Dazing Hit: Creatures hit with Boomerang must make a CON saving throw DC 15 or have disadvantage on the first attack on their turn. |
| Chakram | Lacerating: creatures hit with a Chakram take 1d6 slashing damage at the start of their next turn. |
| Hand Crossbow | Quickdraw: You can make one attack with each of your Hand Crossbows at the start of combat as long as you are not Surprised or Incapacitated. |
| Heavy Crossbow | Overwhelming Critical: On a critical hit you deal 1D8 additional damage, and the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus STR save or be pushed back 10 ft. |
| Longbow | Piercing Critical: On a critical hit the target takes 2 Piercing damage at the start of each of its turns until it succeeds a DC 10 + your DEX modifier (Minimum 1) + your Proficiency Bonus CON save or until one minute passes. |
| Meteor Hammer | Debilitating Critical: On a critical hit the target is thrown off balance and/or their armor is knocked askew lowering their AC by 2 until the end of their next turn. |
| Net | When used with a Trident you can throw a net and make a melee bonus action attack, provided you have the movement speed to move to the target. |
| Shuriken | Improved Critical: Shuriken has an increased critical hit range of two (18-20) when thrown at long range, and plus three (17-20) at short range. |
| Rope Dart | Keep at Bay: You can use your reaction to swing the Rope Dart around provided you have at least 5 ft of clear area around you giving all melee attacks disadvantage on you until the start of your next turn. |
| Musket (Optional) | Longshooter: Your range is doubled for the Musket. |
| Pistol (Optional) | Quickdraw: On the first round of combat you can make an additional attack with your Pistol. |