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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

  • Melee Weapons: Used to attack targets within 5 ft.

  • Ranged Weapons: Used to attack targets at a distance.

Weapon Properties

  • 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.

  • Finesse: Can use either STR or DEX for attack and damage rolls. You must use the same modifier for both rolls.

  • 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.

  • 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.

  • 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.

  • Range: Each weapon has its own range, if a weapon does not have an extended range, its range is 5 ft.

  • 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.

  • Special: Has unique rules governing its use (e.g., thrown, two-handed).

  • Thrown: A melee weapon with the ability to be reliably thrown and used for a ranged attack.

  • Two-Handed: A Two-Handed weapon required both hands to use it.

  • 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

  • Objects used as weapons: Any object can be used as an improvised weapon, but some objects are more effective than others.

  • Damage: Improvised weapons typically deal 1d4 damage, but the DM may assign a different damage type or amount depending on the object.

  • Proficiency: Characters proficient with a similar weapon type can use their proficiency bonus when using an improvised weapon.

Silvered Weapons

  • Cost: Silvering a weapon costs 100 gp.

  • Effect: Silvered weapons are more effective against monsters that have immunity or resistance to non magical weapons.

Special Weapons

  • Lance: Has disadvantage when attacking targets within 5 ft and requires two hands when not mounted.

  • Net: Restrains creatures hit by it. Creatures can break free with a successful STR check or by dealing 5 slashing damage to the net.

  • 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.

  • Battle Fists: Battle Fists encase the entire hand, other weapons or objects cannot be held or manipulated while wearing Battle Fists.

  • 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.

  • Katar: Katars take the hold hand to hold, other weapons or objects cannot be held or manipulated while using Katar.

  • Macuahuitl: target takes 1D4 slashing at the start of their next turn on a hit.

  • Boomerang: On a hit or miss the Boomerang returns to your hand.

  • Chackram: On a miss the Chakram returns to your hand.

  • Meteor Hammer: Though a ranged weapon it immediately returns to your hand after each attack.

  • Rope Dart: Though a ranged weapon it immediately returns to your hand after each attack.

Additional Notes

  • You can use a melee weapon as an improvised weapon at disadvantage.

  • You can throw a melee weapon as a ranged attack, but you use the same ability modifier for both attack and damage rolls.

  • Some weapons have special properties that affect their use (e.g., reach, finesse).

  • Proficiency with a weapon allows you to use it more effectively and accurately.

Weapons Cost Damage Weight Properties
Simple Melee Weapons
Club1 sp1D4 Bludgeoning2 lbLight
Dagger2 gp1D4 Piercing1 lbFinesse, Light, Thrown (Range 20/60)
Greatclub2 sp1D8 Bludgeoning10 lbTwo-Handed
Handaxe5 gp1D6 Slashing2 lbLight, Thrown (Range 20/60)
Javelin5 sp1D6 Piercing2 lbThrown (Range 30/120)
Light hammer2 gp1D4 Bludgeoning2 lbLight, Thrown (Range 20/60)
Mace5 gp1D6 Bludgeoning4 lb-
Quarterstaff2 gp1D6 Bludgeoning4 lbVersatile (1D8)
Sickle1 gp1D4 Slashing2 lbLight
Spear1 gp1D6 Piercing3 lbThrown, Versatile (1D8)
Spiked Club2 gp1D4 Piercing, 1D4 Bludgeoning5 lb-
Simple Ranged Weapons
Crossbow, Light25 gp1D8 Piercing5 lbAmmunition (Range 80/320), Loading, Two-Handed
Dart5 cp1D4 Piercing1/4 lbFinesse, Thrown (Range 20/60)
Shortbow25 gp1D6 Piercing2 lbAmmunition (Range 80/320), Two-Handed
Sling1 sp1D4 Bludgeoning-Ammunition (Range 30/120)
Martial Melee Weapons
Armblade50 gp1D6 Slashing3 lbSpecial, Replace one Unarmed Strike
Battleaxe10 gp1D8 Slashing4 lbVersatile (1D10)
Battle Fists100 gp1D8 Bludgeoning2 lbSpecial, Replace Unarmed Strikes
Cat’O’Nine40 gp1D8 Slashing6 lbFinesse, Reach
Claws140 gp1D6 Slashing2 lbSpecial, Replace Unarmed Strikes
Flail10 gp1D8 Bludgeoning2 lb-
Flamberge35 gp1D6 Slashing3 lbFinesse
Glaive20 gp1D10 Slashing6 lbHeavy, Reach, Two-Handed
Greataxe30 gp1D12 Slashing7 lbHeavy, Two-Handed
Greatsword50 gp2D6 Slashing6 lbHeavy, Two-Handed
Halberd20 gp1D10 Slashing6 lbHeavy, Reach, Two-Handed
Katana100 gp1D8 Slashing4 lbFinesse, Versatile (1D10)
Katar40 gp1D6 Slashing2 lbSpecial, Replace Unarmed Strikes
Khopesh20 gp1D6 Slashing3 lbFinesse, Light
Lance10 gp1D12 Piercing6 lbReach, Special
Longsword15 gp1D8 Slashing3 lbVersatile (1D10)
Macuahuitl25 gp1D6 Slashing6 lbVersatile (1D8), Special
Maul10 gp2D6 Bludgeoning10 lbHeavy, Two-Handed
Morningstar15 gp1D8 Piercing4 lb-
Nunchaku20 gp1D6 Bludgeoning2 lbFinesse, Light, Reach
Pike5 gp1D10 Piercing18 lbHeavy, Reach, Two-Handed
Rapier25 gp1D8 Piercing2 lbFinesse
Sai4 gp1D6 Slashing1 lbFinesse, Light
Scimitar25 gp1D6 Slashing3 lbFinesse, Light
Scythe5 gp1D10 Slashing6 lbHeavy, Two-Handed, Reach
Shortsword10 gp1D6 Piercing2 lbFinesse, Light
Tessen (Iron Fan)25 gp1D6 Bludgeoning2 lbFinesse, Light
Throwing Axe10 gp1D6 Slashing1 lbLight, Thrown (20/80), thrown damage 1D8 Slashing
Throwing Dagger4 gp1D4 Slashing1 lbFinesse, Light, Thrown (range 30/90), thrown damage 1D6 Piercing
Tonfa8 gp1D6 Bludgeoning2 lbFinesse
Trident5 gp1D6 Piercing4 lbThrown (20/60), Versatile (1D8)
Twinblade25 gp1D6 Slashing4 lbFinesse, Versatile (1D8)
War pick5 gp1D8 Piercing2 lb-
Warhammer15 gp1D8 Bludgeoning2 lbVersatile (1D8)
Whip2 gp1D4 Slashing3 lbFinesse, Reach
Martial Ranged Weapons
Atlatl20 gp1D8 Piercing2 lbAmmunition, (Range 20/150), Loading
Blowgun10 gp1 Piercing1 lbAmmunition (Range 25/100), Loading
Boomerang5 GP1D6 Bludgeoning1 lbRange (20, 80), Special
Chakram20 gp1D8 Slashing2 lbRange (50/150), Special
Crossbow, hand75 gp1D6 Piercing3 lbAmmunition (Range 30/120), Light, Loading
Crossbow, heavy50 gp1D10 Piercing18 lbAmmunition (Range 100/400), Heavy, Loading, Two-Handed
Longbow50 gp1D8 Piercing2 lbAmmunition (Range 150/600), Heavy, Two-Handed
Meteor Hammer25 gp1D8 Bludgeoning2 lbSpecial, Range (10-25)
Net1 gp-3 lbSpecial, Thrown (Range 5/15)
Rope Dart25 gp1D8 Piercing2 lbSpecial, Range (10-25)
Shuriken2 gp1D6 Slashing1 lbRange (30/90)
Musket (Optional)500 gp1D12 Piercing10 lbAmmunition (Range 40/120), Loading, Two-Handed
Pistol (Optional)250 gp1D10 Piercing3 lbAmmunition (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
ClubDazing 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.
DaggerConcealable Property: You can perfectly conceal daggers up to your DEX modifier (Minimum 2) on your person.
GreatclubDazing 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.
HandaxeLacerating 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.
JavelinThrowing Expert: Ranged attacks with Javelins have +2 to hit.
Light HammerStagger 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.
MaceVicious 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.
QuarterstaffSweeping 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.
SickleEmbed: On a successful attack you can leave the Sickle embedded, the target has Disadvantage on attacks until they use an action to remove it.
SpearRush 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 ClubBrutal Critical: On a successful critical hit, the damage die is increased to a D6.
Simple Ranged
Light Crossbow
DartSuccessive 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.
ShortbowPiercing 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.
SlingReeling 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
ArmbladeQuick Extension: You can extend and withdraw the armblade as a free action.
BattleaxeLacerating 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 FistsBludgeoning Fists: You deal an additional 1D4 Bludgeoning damage on a hit
Cat’O’NineRaking Critical: On a critical hit you deal an additional 3D6 damage.
ClawsSlashingCritical: On a critical hit you deal an additional 1D6 Slashing damage.
FlailUnpredictable Flailing: On a miss the target still takes Bludgeoning damage equal to your STR modifier (Minimum 1).
FlambergeBreak 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.
GlaiveDeadly 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
GreataxeLacerating 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.
GreatswordSlow Parry Reaction: You can use your reaction to add + 1 AC.
HalberdHooking 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.
KatanaFast Parry Reaction: You can use your reaction to add +3 AC.
KatarHeavy Thrusts: The hit die of the weapon becomes 1D8.
KhopeshHooking 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.
LanceWhen mounted and if you moved more than 10 ft your turn a Lance deals an additional 1D8 Piercing damage
LongswordParry Reaction: You can use your action to add + 2 AC.
MacuahuitlBleeding Wounds: Targets you hit take an additional 1D4 Slashing damage at the start of their next turn (This damage does stack with multiple attacks).
MaulFlatten 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.
MorningstarCrushing 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.
NunchakuWhirling 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.
PikeFace 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.
RapierMade for Dueling: The Rapier is treated as a +2 weapon in single combat in addition to any other modifiers.
SaiProtective: You have +1 AC when wielding two Sai.
ScimitarSpinning 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.
ScytheDevastating Critical: On a critical hit you deal an additional 1D10 Slashing damage.
ShortswordParry Reaction: You can use your reaction to add +1 AC for each Shortsword you are holding.
TanfaGuarded 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 AxeImproved Ranged Critical: You have an increased critical hit range of one (19-20) when thrown.
Throwing DaggerImproved Ranged Critical: You have an increased critical hit range of one (19-20) when thrown.
TridentBarbed Critical: On a critical hit you deal 1D6 additional damage. Pin Down: You may attempt to Grapple the target on a successful melee attack.
TwinbladeWhirlling 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 PickMaiming 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.
WarhammerStagger 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.
WhipWrap 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
AtlatlDebilitating Spear: The projectile thrown sticks in, decreasing the target’s speed by 10 ft until it is removed as a bonus action.
BlowgunPerfect Carrier: Poison delivered via Blowdart is injected into the bloodstream, you roll Poison damage dealt this way with advantage.
BoomerangDazing Hit: Creatures hit with Boomerang must make a CON saving throw DC 15 or have disadvantage on the first attack on their turn.
ChakramLacerating: creatures hit with a Chakram take 1d6 slashing damage at the start of their next turn.
Hand CrossbowQuickdraw: 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 CrossbowOverwhelming 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.
LongbowPiercing 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 HammerDebilitating 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.
NetWhen 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.
ShurikenImproved 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 DartKeep 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.