5e weapons

Weapons

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Weapon Proficiency | Range | Weapon Properties | Special Weapons | Improvised Weapons | Silvered Weapons

Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

(Simple) Melee WeaponsCostDamageRangeWeightProperties
Club1 sp1d4 bludgeoning2 lb.light
Dagger2 gp1d4 piercing20/601 lb.finesse, light, thrown
Greatclub2 sp1d8 bludgeoning10 lb.two-handed
Handaxe5 gp1d6 slashing20/602 lb.light, thrown
Javelin5 sp1d6 piercing30/1202 lb.thrown
Light hammer2 gp1d4 bludgeoning20/602 lb.light, thrown
Mace5 gp1d6 bludgeoning4 lb.
Quarterstaff2 sp1d6 bludgeoning4 lb.versatile (1d8)
Sickle1 gp1d4 slashing2 lb.light
Spear1 gp1d6 piercing20/603 lb.thrown, versatile (1d8)

Martial Weapons

(Martial) Melee WeaponsCostDamageRangeWeightProperties
Battleaxe10 gp1d8 slashing4 lb.versatile (1d10)
Dwarven Urgrosh (3pp)22 gp1d8 piercing or 1d10 slashing20/604 lb.special, two-handed
Elven Crescent Blade (3pp)80 gp2d6 slashing6 lb.heavy, special, two-handed
Flail10 gp1d8 bludgeoning2 lb.
Glaive20 gp1d10 slashing6 lb.heavy, reach, two-handed
Greataxe30 gp1d12 slashing7 lb.heavy, two-handed
Greatsword50 gp2d6 slashing6 lb.heavy, two-handed
Halberd20 gp1d10 slashing6 lb.heavy, reach, two-handed
Lance10 gp1d12 piercing6 lb.reach, special1
Longsword15 gp1d8 slashing3 lb.versatile (1d10)
Maul10 gp2d6 bludgeoning10 lb.heavy, two-handed
Morningstar15 gp1d8 piercing4 lb.
Pike5 gp1d10 piercing18 lb.heavy, reach, two-handed
Rapier25 gp1d8 piercing2 lb.finesse
Scimitar25 gp1d6 slashing3 lb.finesse, light
Shortsword10 gp1d6 piercing2 lb.finesse, light
Spiked Chain (3pp)50 gp1d8 piercing10 lb.finesse, heavy, reach, special, two-handed
Trident5 gp1d6 piercing20/604 lb.thrown, versatile (1d8)
War pick5 gp1d8 piercing2 lb.
Warhammer15 gp1d8 bludgeoning2 lb.versatile (1d10)
Whip2 gp1d4 slashing3 lb.finesse, reach
War Scythe (3pp)25 gp1d10 slashing4 lb.special, two-handed
(Martial) Ranged WeaponsCostDamageRangeWeightProperties
Blowgun10 gp1 piercing25/1001 lb.ammunition, loading
Crossbow, hand75 gp1d6 piercing30/1203 lb.ammunition, light, loading
Crossbow, heavy50 gp1d10 piercing100/40018 lb.ammunition, heavy, loading, two-handed
Great Bow (3pp)100 gp1d8 piercing150/6002 lb.ammunition, heavy, two-handed, special
Longbow50 gp1d8 piercing150/6002 lb.ammunition, heavy, two-handed
Net1 gp5/153 lb.thrown, special2

Weapon Proficiency

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Range

A weapon that can be used to make a ranged attack has a range as well as the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

Close. A close weapon is more effective up close than other ranged weapons. When you make a ranged attack with a close weapon, you do not suffer disadvantage on the attack roll when you are within 5 feet of a hostile creature who can see you and who is not incapacitated. SourceTLCR

Deadly. When you roll a natural 1 on a damage die with a deadly weapon, treat the result as a 2 instead. SourceTLCR

Defensive. A defensive weapon makes you harder to hit effectively while you are wielding two weapons. As long as at least one of your two weapons has the defensive property, you add +1 to your AC against the first attack that targets you in a round, provided you aren’t surprised or immobile. You regain the bonus at the start of your next turn, and do not gain this bonus against subsequent attacks against you until then. SourceTLCR

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Special: A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed: This weapon requires two hands when you attack with it.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Special Weapons

Weapons with special rules are described here.

Dwarven Urgrosh: (Player’s Advantage – Barbarian) One head of this weapon ends in a spear and the other end is an axe. Originally used exclusively for mining, these weapons were adapted to combat creatures in the Underdark. If you have the Dual Wielder feat, the Exotic Weapon Master feat, or the Two-Weapon Fighting style, you can wield a dwarven urgrosh as a one-handed spear and a one-handed battleaxe. It gains the light property when wielded in this way.

Elven Crescent Blade: (Player’s Advantage – Barbarian) This long, almost moon-shaped blade allows a proper wielder unsurpassed flexibility in battle. If you have the Exotic Weapon Master feat, the elven crescent blade gains the finesse property.

Great Bow: (Player’s Advantage – Barbarian) This 6-foot tall bow is made of elm rather than yew or ash, making it astonishingly stiff, large and strong, and equally capable of use for long and short shooting. You can use a bonus action to steady yourself. While you are steadied, your attacks with the great bow deal 2d6 piercing damage. You are no longer steadied if you move.

Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Spiked Chain: (Player’s Advantage – Barbarian) A length of spiked chain is between 6 and 8-feet long with wicked barbs welded onto one end. If you have the Dual-Wielder feat, the Exotic Weapon Master feat, or the Two-Weapon Fighting style, you can wield a spiked chain as two one-handed, light weapons that each deal 1d6 piercing damage. The spiked chain loses the reach property when wielded in this way.

War Scythe: (Player’s Advantage – Barbarian) Fashioned to resemble the threshing implement but modified for battle, the war scythe can be a deadly weapon in the right hands. You can’t wield a war scythe in one hand. If you have the Exotic Weapon Master feat, you can wield the war scythe as a war pick. It gains the versatile (d10) property when wielded in this way. When you take the Attack action, you can attempt the Trip Attack combat manuever (DC 8 + your proficiency bonus + your Strength modifier) against a creature as one of your attacks.

Improvised Weapons

Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Beyond Damage Dice

Source Beyond Damage Dice \ Open Design

A weapon is more than the damage it deals. In combat, skilled warriors use their weapons to confuse, disorient, and disadvantage their enemies before moving in for the kill. Beyond Damage Dice offers unique maneuvers for specific weapons from both the core Fifth Edition rules and the Midgard Campaign Setting, giving them a distinct impact on the battlefield. Unless specified otherwise, any of the maneuvers in this document can be used by any character as long as they are wielding the appropriate weapon and are proficient with it. If a maneuver requires a creature to make a saving throw, the DC equals 8 + the attacker’s proficiency bonus + the attacker’s Strength or Dexterity modifier (attacker’s choice). Unless specified, these maneuvers have only their listed effect and don’t deal normal weapon damage.

Statistics for seven new weapons presented here can be found on the table at the end of this document.

Swords

Dikama (Fang Blade)

The wicked dikama fang blade is shaped like a serrated, oversized lion’s tooth.

  • Bloody Wound. When you hit a living creature with a dikama, you can choose to make a superficial but bloody wound. The attack deals no damage, but the target takes 1d6 slashing damage at the beginning of each of its turns until it or another creature makes a DC 10 Wisdom (Medicine) check as an action to stop the bleeding or until it receives magical healing.
  • Serrated Twist. When you deal damage to a living creature with a dikama (not including damage from the Bloody Wound maneuver), you may twist the serrated blade as a bonus action. The creature must make a Constitution saving throw or take 2d4 slashing damage.
Greatsword
  • Arcing Slash. When you attack with a greatsword, you may choose to target two creatures within your reach with a single attack. This attack uses the same attack roll for both targets and deals slashing damage equal to 1d6 plus your Strength modifier to each target.
  • Grinding Halt. Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the blade of your greatsword into the ground as a reaction. Roll 2d6 and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer.
Longsword
  • Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your longsword. You have advantage on this roll if you are wielding your longsword with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses.
  • Short Draw. As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.
Rapier
  • Main Gauche. While wielding both a rapier and a dagger, you may use a reaction after being attacked to roll a d4 and add the result to your Armor Class until the end of the attacker’s turn.
  • Lock Blades. When a creature attacks you with a weapon, you may use your reaction to make an attack roll with your rapier. If the result of this roll equals or exceeds their attack roll, their attack misses.
Scimitar
  • Bloody Wound. When you hit a living creature with a scimitar, you can choose to make a superficial but bloody wound. The attack deals no damage, but the target takes 1d6 slashing damage at the beginning of each of its turns until it makes a DC 10 Wisdom (Medicine) check as an action to stop the bleeding or until it receives magical healing. A creature can have only one bloody wound at a time.
  • Short Draw. As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.
Shortsword
  • Close Quarters Combat. When you successfully grapple a creature or escape a grapple, you may make a single attack with a short sword as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with a short sword as a reaction.
  • Short Draw. As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.

Polearms and Axes

Battleaxe
  • Crushing Blow. As an action, you can make a single attack roll with your battleaxe against an armored or naturally armored creature within 5 feet of you. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor, unless your battleaxe is also magical.
Dwarven Tijino

The tijino poleaxe bears a long axe blade in front, with a long, looping backhook designed to unhorse riders. The tijino poleaxe has reach. You can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. As a polearm, tijino wielders can also use the disarming parry and trip maneuvers (see “Glaive”).

  • Unmount. As an action while wielding a tijino, you may make a single attack against a mounted creature. If the attack hits, the target must make a Strength saving throw. On a failure, the target is dismounted and falls prone.
Glaive
  • Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your glaive’s hook and disarm them. Make an attack roll with your glaive. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon.
  • Trip. As an attack while you are wielding a glaive, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.
Greataxe

The greataxe is a two-handed weapon built to sunder other weapons. Its edge is hardened especially for this purpose, and its haft is likewise set with trapping prongs to catch and hold a foe’s weapon. At the GM’s discretion, typical greataxes may also use the sundering strike maneuver.

  • Sundering Strike. As part of the attack action, make a single attack roll with your greataxe against a creature wielding a weapon, including natural weapons. If the attack hits, the weapon is damaged, and all attacks made with this weapon have disadvantage. Another sundering strike destroys the weapon. This attack has no effect on magical weapons, unless your greataxe is also magical.
  • Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your greataxe’s prongs and disarm them. Make an attack roll with your greataxe. If the result of this roll equals or exceeds their attack roll, their attack misses, and they must succeed on a Strength saving throw or drop their weapon.
Halberd
  • Rebuff. As an attack while you are wielding a halberd, you may use the haft of your weapon to rebuff up to two adjacent creatures. Make a single attack roll against one or two adjacent creatures within 5 feet of you. If the attack hits a target, you push it up to 10 feet away from you.
  • Trip. As an attack while you are wielding a halberd, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.
Lance
  • Charge. If you move at least 20 feet straight toward a creature before hitting it with a lance attack, the target takes an extra 1d12 piercing damage and must make a Strength saving throw. On a failure, the target falls prone.
  • Repel Charge. As an action, you can set your lance against a charge. If a creature moves at least 20 feet straight toward you and attacks you, you may use your reaction to make an attack with your lance. If this attack hits, it is an automatic critical hit and the target must make a Strength saving throw. On a failure, it falls prone and falls off its mount if it is mounted.
Nurian Hook

A Nurian hook is a 1-foot-long square shaft that ends in a bronze hook with an arrow-shaped point at the pommel. Embalmers and butchers use it to hang up corpses.

  • Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your hook and disarm them. Make an attack roll with your Nurian hook. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon.
  • Trip. As an attack while you are wielding a Nurian hook, you may catch your opponent’s leg in an attempt to trip them. Make an attack roll against a Medium or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.
Pike

As it is a polearm, a pike-wielder always has access to the disarming parry and trip maneuvers (see “Glaive”).

  • Phalanx. If you are adjacent to at least two other pike-wielders, your pike attacks have advantage.
  • Repel Charge. As an action, you can set your pike against a charge. If a creature moves at least 20 feet straight toward you and attacks you, you may use your reaction to make an attack with your pike before the attacker makes its attack roll. If your attack hits, it is an automatic critical hit, and the target has disadvantage on its attack roll.
Quarterstaff
  • Vault. You can use your quarterstaff to help you leap long distances. You can use an action to double the length of your long jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single attack with your quarterstaff as part of this action.
Trident
  • Pin. As an action, make an attack roll against a Medium creature you are grappling. If the attack hits, you catch one of the target’s limbs between the tines and bury the trident in the ground, restraining the creature until the weapon is dislodged. The target may make a Strength or Dexterity saving throw (their choice) at the end of each of their turns to escape.
  • Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your trident’s tines and disarm them. Make an attack roll with your trident. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon.
Other Polearms

Whether you’re wielding a fauchard, ranseur, or Bohemian earspoon, you can always use the disarming parry and trip maneuvers (see “Glaive”).

Hammers and Bludgeons

Club
  • Improvised Clobber. If you are using an improvised weapon that counts as a club, you may choose to strike with such force that your weapon breaks. As an action, make a single club attack. On a hit, this attack is an automatic critical hit and your improvised club breaks.
  • Blackjack. Make a single attack roll with your club against a humanoid target. If the attack hits, it does no damage, but the target must make a Constitution saving throw or be stunned until the beginning of its next turn.
Flail
  • Chain Garrote. While wielding a flail, you may attempt to grapple a creature by looping the chain of your flail around its neck. While grappled in this way, the creature cannot speak, cannot breathe, and has disadvantage on attack rolls against you. If you surprised the creature with this grapple, it cannot hold its breath and immediately begins suffocating. Creatures that you cannot grapple or do not need to breathe are unaffected by this maneuver.
  • Shield Snare. As an action while wielding a flail, you may make a single attack roll against a target carrying a shield or a similar defensive tool. This attack ignores any bonus to AC granted by the shield and deals normal weapon damage. If the attack hits, the target must also make a Strength saving throw. On a failure, its shield is pulled from its grip and lands at its feet.
Greatclub
  • Hurling Impact. As an action, you can make a single attack roll with your greatclub against a Medium or smaller target. If the attack hits, it does normal weapon damage and the target must make a Strength saving throw. On a failure, the target is pushed up to 5 feet away from you. On a critical hit, this attack does 2d8 extra damage and the greatclub breaks.
  • Ribshatter. Make a single attack roll with your greatclub against a humanoid target. This attack does normal weapon damage and the target must make a Constitution saving throw. On a failure, it is stunned until the beginning of its next turn. If the damage you dealt was greater than the creature’s maximum hit dice, it is stunned until the end of its next turn.
Mace and Morningstar
  • Bruising Blow. As an action, make a single attack roll with your mace or morningstar against a living creature. If the attack hits, it deals normal weapon damage and the target must make a Constitution saving throw. On a failure, the target does not add its Dexterity modifier to its AC until the end of your next turn or until it is treated with a DC 10 Wisdom (Medicine) check.
  • Ribshatter. Make a single attack roll with your mace or morningstar against a humanoid target. This attack does normal weapon damage and the target must make a Constitution saving throw. On a failure, it is stunned until the beginning of its next turn. If the damage you dealt was greater than the creature’s maximum hit dice, it is stunned until the end of its next turn.
Maul
  • Crushing Blow. As an action, you can make a single attack roll with your maul against an armored or naturally armored creature. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but it cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor unless your maul is also magical.
  • Hurling Impact. As an action, you can make a single attack roll with your maul against a Medium or smaller target. If the attack hits, it does normal weapon damage, and the target must make a Strength saving throw. On a failure, the target is pushed up to 15 feet away from you.
War Pick
  • Piercing Point. As an action, you may pinpoint a weak point of an opponent’s armor and make a single attack with your war pick against it. This attack pierces armor, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage.
  • Trip. As an attack while you are wielding a war pick, you may hook your opponent’s leg in an attempt to trip them. Make an attack roll against a Medium or Small creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.
Warhammer
  • Bruising Blow. As an action, make a single attack roll with your warhammer against a living creature. If the attack hits, it deals normal weapon damage, and the target must make a Constitution saving throw. On a failure, the target does not add its Dexterity modifier to its AC until the end of your next turn or until it is treated with a DC 10 Wisdom (Medicine) check.
  • Sundering Strike. As an attack, make an attack roll with your warhammer against a creature wielding a weapon, including natural weapons. If the attack hits, the weapon is damaged, and all attacks made with this weapon have disadvantage. Another sundering strike destroys the weapon. This attack has no effect on magical weapons unless your warhammer is also magical.
Whip
  • Bullwhip. As part of your attack action, make a whip attack against a beast or a creature with an Intelligence score of 2 or lower. The target must make a Wisdom saving throw or be frightened of you until the end of its next turn.
  • Snare. As part of your attack action, you may snap your whip around a creature or its weapon. If you target the weapon, the creature must make a Strength saving throw or drop its weapon at its feet. If you target the creature, it must make a Strength saving throw or be restrained. It may repeat this saving throw at the end of each of its turns. You cannot make whip attacks until the restrained condition is ended.

Thrown Weapons

Dagger

These maneuvers can also be used with dagger-like bladed throwing weapons such as shuriken or kunai.

  • Pinning Point. When you make a melee or ranged weapon attack with a dagger, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the knife’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to zero until the dagger is removed. The target can make another Strength saving throw as an action on its turn.
  • Concealed Blade. Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your dagger. As an action, you may make a weapon attack with a concealed dagger against a creature that has not yet acted in combat. This attack has advantage.
Handaxe
  • Pinning Edge. When you make a melee or ranged weapon attack with a hand axe, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the axe’s edge. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to zero until the axe is removed. The target can make another Strength saving throw as an action on its turn.
Javelin
  • Fearsome Accuracy. As an attack, you may throw your javelin at a creature at the very limit of your range. Make an attack roll against a creature exactly 120 feet away. If the attack hits, the creature takes normal damage and must make a Wisdom saving throw. On a failure, the creature becomes frightened of you for 1 minute.
  • Trip. As a melee weapon attack while you are wielding a javelin, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.
Light Hammer
  • Dazing Blow. As an action, you may make a single ranged weapon attack with a light hammer. If the attack hits, the target must make a Constitution saving throw or be incapacitated until the end of its next turn.
  • Sunder Joints. When you make a melee weapon attack against a creature in medium or heavy armor with a light hammer, you may choose to damage the joints of their armor instead of dealing damage to the creature. If the attack hits, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative.
Net

Nets have the unique property, Ensnaring, described below.

Ensnaring: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

  • Blinding Binds. Instead of restraining your foe, you may instead wrap the thick cords of your net around a single creature’s head. A Large or smaller creature hit by a net when you use this maneuver is blinded but is not restrained, until the net is removed.
  • Wing-Wrapping Net. Instead of restraining a flying creature, you may entangle its wings in your net. A Huge or smaller winged creature hit by a net when you use this maneuver has its fly speed reduced to 0 (but is not restrained) until the net is removed.

Ranged Weapons

Blowgun

A blowgun has no specific maneuvers to use in combat, but a character with a poisoner’s kit (50 gp) can spend a short rest creating one of the following simple poisons. Applying a poison to a blowgun dart is a bonus action, and each vial of poison has 10 uses before it must be created again. A poison’s effects are in addition to the 1 piercing damage dealt by a blow dart.

  • Deathtoad Toxin. A creature hit by a dart coated with this poison must make a DC 10 Constitution saving throw. On a failure, it takes 2d6 poison damage. Chuul Ichor. A creature hit by a dart coated with this poison must make a DC 10 Constitution saving throw. On a failure, it is paralyzed until the beginning of its next turn.
  • Svirfneblin Wooziness Tonic. A creature hit by a dart coated with this poison must make a DC 10 Constitution saving throw. On a failure, it is poisoned until the end of its next turn.
Composite Bow

The composite bow’s unique construction gives it an incredibly heavy draw, making it usable only by the strongest archers. Characters with Strength 14 or lower have disadvantage on attacks made with a composite bow.

  • Power Shot. When you make an attack with a composite bow, you may take a penalty on your attack roll equal to your Strength modifier. This penalty must be applied before the roll is made. If the attack hits, it deals additional damage equal to twice your Strength modifier.
  • Staggering Shot. As an action while wielding a composite bow, you may make a single ranged weapon attack. If this attack hits, the enemy takes full weapon damage and must make a Constitution saving throw. On a failure, the target’s speed is reduced to 0 until the end of its next turn.
Heavy Crossbow and Light Crossbow

In campaign settings with firearms, these maneuvers can also be used by a character who wields a rifle.

  • Shrapnel Shot. As an action, make a single attack with your crossbow against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options:
    • Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure. A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn.
    • Patient Shot. You carefully align your crossbow’s sights over your target. As an action in a turn that you have not moved, you may make a single crossbow attack with advantage.
Hand Crossbow

In campaign settings with firearms, these maneuvers can also be used by a character who wields a pistol.

  • Concealed Sidearm. Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your hand crossbow. As an action, you may make a weapon attack with a concealed crossbow against a creature that has not yet acted in combat. This attack has advantage.
  • Rapid Shot. You rapidly reload your hand crossbow, throwing off your aim but allowing you to make an additional attack this turn. As a bonus action, you may reload your hand crossbow and make an attack with it against a target within 30 feet. This attack has disadvantage.
Longbow and Shortbow

Pinning Shot. When you make an attack with a bow, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the arrow’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to 0 until the arrow is removed. The target can make another Strength saving throw as an action on its turn.

  • Distracting Shot. As an action, make a single attack with your bow. You intentionally miss your target but give an ally the chance to attack while it is distracted. The next attack roll against the target has advantage if it is made before the beginning of the target’s next turn.
  • Trick Shot. As an action, make a single stylish bow attack with disadvantage. If the lower roll would also hit the target, you automatically score a critical hit.
Sling
  • Underdog Strike. As an action, you may make a single ranged weapon attack with your sling against a creature at least 1 size category larger than you. This attack deals normal weapon damage, and an extra 1d4 bludgeoning damage per size category difference.
  • Headcrack. As an action, you may make a single ranged weapon attack with your sling. If the attack hits, the target must make a Constitution saving throw or be stunned until the beginning of its next turn.
Estoc

A hand-and-a-half sword designed to pierce heavy armor and sharpened only on the tip, an estoc is 4 feet long, sometimes with a second crossguard. It is said to have been used first against the elves, but now is used by dwarven mercenaries and human knights who expect to fight other heavily armored warriors. Its anti-armor properties make it popular with monster hunters and dragon slayers as well. The estoc also has the following special property.

  • Special: The estoc deals an additional 1d6 damage to creatures wearing heavy armor, or naturally armored creatures with an AC of 16 or higher.
  • Armor-Piercing Thrust. As an action, you may pinpoint a weak point of an opponent’s armor and make a single attack with your estoc against it. This attack pierces armor, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage, and does not deal the additional damage granted by the estoc’s special property (above).
  • Blunted Bash. Instead of dealing piercing damage, you can choose to deal bludgeoning damage by striking the target with the estoc’s unsharpened blade. This attack’s damage die is one size smaller than normal (1d4 if one-handed, 1d6 if two-handed), and cannot benefit from the estoc’s special property (below).
Poniard

This longsword has a spring-loaded poniard concealed in the hilt, which quickly extends when the hilt is gripped in a particular way. It is particularly beloved by rogues, as the concealed blade helps them sneak attack opponents already locked in combat. Kariv of a crueler bent have been known to poison the secondary blade. Thanks to its hidden blade, the poniard has the following special ability:

  • Special: The larger blade is a versatile weapon, and the secondary blade is a light weapon. You may make an attack with the secondary blade as bonus action, as if you were two-weapon fighting. Retracting the poniard requires an action.
  • Hidden Poniard. If the poniard is still concealed within your sword’s hilt, you may make a Dexterity (Sleight of Hand) check opposed by a target creature’s Wisdom (Perception) check. If you win this contest, you may make a single attack roll with the concealed poniard against that target. This attack has advantage.
Scorpion Stiletto

The scorpion stiletto appears as an ornate, ceremonial knife, but its beauty distracts from the deadly poison secreted within. This knife is now wielded mostly by assassins and cutthroat politicians.

Other than the two properties described below, the only difference between a standard dagger and a scorpion stiletto is price. The stiletto is a specialized assassination tool, so no one can just walk into a shop and buy one. A purchaser must either find a disreputable merchant who’ll sell one under the table or a disreputable smith who’ll make one to order. In either case, the price must be negotiated. Any maneuver that can be used with a dagger can also be used with a scorpion stiletto.

  • Concealed Blade. Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your stiletto. As an action, you may make a weapon attack with a concealed dagger against a creature that has not yet acted in combat. This attack has advantage.
  • Release Venom. A vial of venom can be loaded into the handle of this stiletto. As a bonus action, you can press the jewel on the dagger’s pommel to release the venom into a groove on the blade. Any type of injury poison can be loaded into the stiletto’s hidden chamber, but the most common is emerald scorpion venom.

Emerald Scorpion Venom (Injury). A creature subjected to this poison must make a DC 16 Constitution saving throw at the beginning of each of its turns, taking 24 (7d6) poison damage on a failed saving throw, or half as much on a successful one. This poison lasts until the target succeeds on three saving throws or is magically cured.

NameCostDamageWeightProperties
Simple Melee Weapons
Hook, Nurian6 gp1d6 piercing6 lb.Finesse, Light
StilettoSee text1d4 piercing1 lb.Finesse, light, thrown (range 20/60)
Colpik, hurled3 gp1d4 piercing2 lb.Light, thrown (range 20/60)
Martial Melee Weapons
Agrogash (hook-bearded hatchet)12 gp1d6 slashing4 lb.Light
Catchpole12 gp1d4 piercing8 lb.Heavy, reach, two-handed
Dikama10 gp1d4 slashing3 lb.Light
Dwarven Tijino25 gp2d4 piercing12 lb.Heavy, reach, two-handed
Estoc40 gp1d6 piercing3 lb.Special, versatile (1d8)
Greataxe50 gp1d12 slashing8 lb.Heavy, two-handed
Gorgash (double-headed battleaxe)20 gp1d8 slashingHeavy, two-handed
Granite fists50 gp1d4 bludgeoning10 lb.Heavy
Joining blades200 gp1d6 slashing (unjoined) 2d6 slashing (joined)3 lb. (each)Finesse, light (unjoined) finesse (joined)
Poniard100 gp1d8 piercing/1d4 piercing4 lb.Special, versatile (1d10)
Martial Ranged Weapons
Bolas, windrunner50 gpSpecial (see below)4 lb.Light, thrown (30/60)
Bologorash (chained hand axe)25 gp1d6 slashing4 lb.Thrown (20/60), two-handed
Boomerang, windrunner25 gp (standard)/30 gp (bladed)1d4 bludgeoning (standard)/1d4 slashing (bladed)3 lb. (standard)/4 lb. (bladed)Light, thrown (100/300)
Bow, Composite100 gp1d12 piercing8 lb.Ammunition (range 150/600), heavy, special, two-handed
Dragonhead200 gp1d12 piercing15 lb.Ammunition, heavy, loading, range 20/40, two-handed
Ammunition
Alchemical iron-ball (10)10 gp3 lb.

Monk Weapons

Bo

The bo (sometimes redundantly called a bo staff in the West and a kon in Okinawa) is a nearly 6-foot-long fighting staff used most frequently in Okinawan martial arts. Monks that follow the Way of the Open Hand typically learn to fight with a bo during their training. This weapon is mechanically identical to a quarterstaff, and a monk can also use these maneuvers while wielding a quarterstaff.

  • Lunge. As an action, you can make a single melee attack roll with your bo against an enemy within 10 feet of you. If the attack hits, you can switch positions with the target, as long as nothing physically prevents the target from moving.
  • Vault. You can use your bo to help you leap long distances. You can use an action to double the length of your long jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single attack with your bo as part of this action.
Daito

The term daito refers to any Japanese longsword, including the famous katana. Most daito are curved blades with a single slashing edge, though some ancient Japanese swords like the chokut? or the tsurugi were straight blades with two slashing edges, not unlike the European longsword. The daito is mechanically identical to a longsword, and a monk can also use these maneuvers while wielding a longsword.

  • Death in a Single Stroke. On the first round of combat, you may spend 1 ki point to make a single melee attack with your daito as an action. This attack scores a critical hit on a roll of 19 or 20. If this attack does score a critical hit, you may spend an additional ki point to cause the attack to deal an additional 2d8 damage. These damage dice are not doubled by the critical hit.
  • Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your longsword. You have advantage on this roll if you are wielding your longsword with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses.
  • Short Draw. As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.
Kanabo

In feudal Japan, the kanabo was a two-handed club lined with metal studs, often used by samurai. It was also a weapon said to be wielded by the mythical oni, and as such, an oni can also use these maneuvers while wielding a kanabo. This weapon is mechanically identical to a greatclub, and a monk can also use these maneuvers while wielding a greatclub.

  • Crushing Blow. As an action, you can make a single melee attack roll with your kanabo against an armored or naturally armored creature. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired but cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor unless your kanabo is also magical.
  • Reckless Swing. The first attack you make with a kanabo this turn deals an extra 2d6 bludgeoning damage. If you miss with this attack, the target can make an attack against you as a reaction unless you spend 1 ki point.
Kunai

The real-world kunai was a gardening and masonry tool, sometimes used like a crowbar or a piton by Japanese farmers. This peasant tool was eventually adopted by ninja as a short stabbing weapon. Decades of exaggeration in Japanese pop culture has transformed the kunai into a ninja’s throwing dagger—an iconic weapon for East Asian-inspired fantasy. This weapon is mechanically identical to a dagger, and a monk can also use these maneuvers while wielding a dagger.

  • Ascendant Grip. When you deal damage to a creature that is larger than you with a kunai, the kunai remains embedded in its body and can be used a handhold or piton. You and other monks have advantage on Strength (Athletics) checks to climb creatures spiked with at least one kunai per size category larger than Medium. A creature can remove a kunai by making a successful DC 10 Wisdom (Medicine) check. You can spend 1 ki point as a reaction to impose disadvantage on this check.
  • Spirit Chain. When you hit a creature that is your size or smaller with a kunai, you can spend 1 ki point to manifest a pseudo-physical chain between your body and your weapon. You can choose to pull either the creature toward you by making a successful Strength check opposed by its Strength check or yourself toward the creature a number of feet up to your movement. This chain of spiritual energy disappears at the end of your turn.
Nagae-yari

Japanese longspears, known as nagae-yari, were weapons used by samurai and peasants alike. These pikes were visually distinguished from simpler spears by their exceptionally long tangs— perpendicular metallic spikes, protruding from the spearhead—that were often as long as the spearhead itself. By the 16th century, the nagae-yari became the primary weapon of Japanese armies. This weapon is mechanically identical to a pike, and a monk can also use these maneuvers while wielding a pike, a trident, or a spear.

  • Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon with your nagae-yari’s tangs and disarm them. Make an attack roll with your nagae-yari. If the result of this roll equals or exceeds their attack roll, their attack misses, and they must succeed on a Strength saving throw or drop their weapon.
  • Pinning Lunge. As an action, you can make a single melee attack roll with a nagae-yari against a creature within 10 feet of you. If this attack hits, it deals no damage, but you can attempt to pin a Large or smaller creature to a wall, the ground, or another surface by catching their clothing with the weapon’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. The target must make a Strength saving throw. On a failure, the target’s speed is reduced to zero until the spear is removed. The target may repeat this saving throw as an action.
Naginata

The Buddhist warrior-monks known as s?hei were among the most famous wielders of naginata polearms in feudal and medieval Japan. Additionally, female samurai known as onna-bugeisha were trained in the naginata, both to protect their family and in certain cases, such as that of the legendary Empress Jing?, to lead revolutions. This weapon is mechanically identical to a glaive, and a monk can also use these maneuvers while wielding a glaive.

  • Swap Blades. As a bonus action, you can remove the blade of a naginata and use it as a short sword. As an action, you can swap blades and also make a single melee attack with the short sword. You cannot use the Wide Sweep maneuver while wielding a naginata blade a short sword.
  • Wide Sweep. By spending 1 ki point, you can select one creature that you can see. If that creature enters your range, you can make an attack against it as a reaction. If that attack hits, the creature’s movement is reduced to 0 until the end of its turn.
Nunchaku

In Okinawan karate, nunchaku (or nunchucks in the West), were a training tool used to improve a martial artist’s coordination and speed. Bruce Lee popularized the nunchaku as a street-fighting weapon in his martial arts films. This weapon is mechanically identical to a flail, and a monk can also use these maneuvers while wielding a flail.

  • Chain Garrote. You may attempt to grapple a creature by looping the tether of your nunchaku around its neck. While grappled in this way, the creature cannot speak, cannot breathe, and has disadvantage on attack rolls against you. If you surprised the creature with this grapple, it cannot hold its breath and immediately begins suffocating. Creatures that you cannot grapple or do not need to breathe are unaffected by this maneuver.
  • Spinning Shield. When you take the Dodge action while wielding nunchaku, you also gain half cover against ranged weapon attacks. If your nunchaku are magical, you also gain half cover against ranged spell attacks.
No-dachi

The no-dachi is a large sword with a single cutting edge, typically used by samurai in the Muromachi period. These massive swords carried immense power, and fighting with one emphasized strong, downward cuts. Just like the German zweihänder and Scottish claymore, no-dachi were rarely worn on a warrior’s person. Typically, a follower would carry the sword and hold its scabbard as the warrior drew the weapon. The no-dachi is mechanically identical to a greatsword, and a monk can also use these maneuvers while wielding a greatsword.

Arcing Slash. When you make a melee weapon attack with an no-dachi, you may choose to target two creatures within your reach with a single attack. This attack uses the same attack roll for both targets and deals slashing damage equal to 1d6 plus your Strength modifier to each target.

  • Grinding Halt. Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the blade of your no-dachi into the ground as a reaction. Roll 2d6 and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer.
  • Overhand Cleave. When you make a melee weapon attack with an no-dachi, you may make the attack with disadvantage. If the attack hits, it deals an additional 1d6 damage.
Ono

As with most monk weapons, the ono or masa-kari axe was not designed for war but was adapted from farmers’ tools. This simple battleaxe is strongly associated with the legendary folk hero Kintar?, a child of superhuman strength raised by a y?kai spirit atop a mountain. This weapon is mechanically identical to a battleaxe, and a monk can also use this maneuver while wielding a battleaxe. In the rare occasion that ono were made for war, they could have hafts up to six feet long, making it more akin to a halberd.

  • Crushing Blow. As an action, you can make a single attack roll with your ono against an armored or naturally armored creature within 5 feet of you. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but it cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor unless your ono is also magical.
  • Stone-Splitting Strike. As an action, you can spend 1 ki point and make a single attack roll with your ono against a creature within reach. If the target is resistant to slashing damage, this attack ignores its resistance. If the target is instead immune to slashing damage, it treats its immunity as a resistance to slashing damage instead.
Shuriken

The shuriken was the most iconic ninja weapon never actually used by ninja. Shuriken were disposable, concealed throwing weapons used by samurai to distract or poison enemies before striking with a blade. The popular image of a shuriken is a bladed throwing star, but other historical shuriken included the dart-shaped bo-shuriken and four-pointed throwing needles. This weapon is mechanically identical to a dart, and a monk can also use these maneuvers while wielding a dart.

  • Distracting Barrage. When you make a ranged attack with a shuriken, you can spend 1 ki point to also manifest an illusory barrage of shuriken, granting you advantage on the attack roll.
  • Invisible Swordsman. As an action, you can make a single ranged attack roll with a shuriken against an enemy that cannot see you. The range of this attack is doubled. This attack does not reveal your location to your target, and the shuriken cannot be found unless a creature makes a successful DC 15 Wisdom (Perception) check to search for it.
Tonfa

The tonfa was a traditional weapon in Okinawan armed martial arts. They are short clubs with a perpendicular secondary grip. This weapon is mechanically identical to a club, but a monk cannot use tonfa maneuvers while wielding a club.

  • Disarming Parry. By reversing your grip, the handle of the tonfa becomes a hook. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your tonfa’s hook and disarm them. Make an attack roll with your tonfa. If the result of this roll equals or exceeds their attack roll, the creature’s attack misses, and it must succeed on a Strength saving throw or drop its weapon.
  • Focused Jab. The tonfa focuses all the force of a jab into a small point. You can spend 1 ki point as part of the Attack action to make your tonfa attacks ignore resistance to bludgeoning damage for 1 minute.
Unarmed Strike

The quintessential weapon of a martial artist, the unarmed strike is an easy way to simplify thousands of complex and unique martial arts into a single game mechanic. These maneuvers highlight the unique methods of certain martial styles without undoing this simplification.

  • Butterfly Kick. The xuan zi maneuver in real-life Chinese martial arts is an impractical acrobatic flourish, but in a fantasy setting, this kick can be used as a defensive technique. As an action, you can make a single melee attack roll with your unarmed strike. If this attack hits, you can immediately take the Dodge action, requiring no action.
  • Gentle Rebuke. Inspired by the martial art of j?d?, this maneuver allows a monk to defend themself without attacking. Whenever you make an attack as a Reaction, you can make the attack a Gentle Rebuke. This attack does not deal damage, but you can choose to throw the target up to 10 feet away, where it lands prone. This attack has no effect if the target is more than one size category larger than you.

Dwarven Weapons

The following weapons are crafted by dwarves.

Dragonhead

By packing liquid alchemical explosives and small iron pellets into a long metal tube, dwarven weaponsmiths have created a powerful weapon they call a dragonhead. While this weapon can shoot projectiles, its limited range makes it more suitable for front-line or middle-rank warriors. The difficulty of both smelting such a weapon and creating its alchemical ammunition makes the dragonhead a rare weapon; it is generally only used by royal guards, mad alchemists, and warriors that have looted one from one of the former.

This weapon uses alchemical iron-balls as ammunition. This hollow, 1-inch-diameter pellet contains a volatile alchemical fluid that is ignited by lighting a fuse atop the dragonhead. The explosion propels the ball a short distance from the cannon’s mouth.

  • Double Pack. By cramming twice the usual amount of explosive material into a dragonhead’s barrel, a reckless warrior can double the range and lethality of their weapon. Make a single attack roll with disadvantage. This attack consumes two alchemical iron-balls, has a range of 80 feet, and deals 2d12 piercing damage on a hit.
  • Fiery Discharge. By cracking open an alchemical iron-ball and pouring its liquid straight into the weapon’s barrel, you can cause the weapon to belch forth fire. When you use this maneuver as an action, you take 1d4 fire damage and make a single melee attack roll against a creature within 5 feet of you. If this attack hits, the target takes 1d12 fire damage.
Granite Fist

A favorite weapon of dwarven gangsters, granite fists are a brutal pair of gauntlets designed specifically to break bones. These stone gauntlets are perpetually curled into a fist and contain an iron bar inside for the wielder to grip. There are dozens of variations on granite fists, and most gangs have a special variation unique to them; some fists are made of iron instead of granite, some have spikes on the knuckles, and some are shaped like open palms instead of clenched fists.

  • Bonebreaker. As an action, you can make a single attack roll with your granite fist against a creature that is not wearing armor and does not have natural armor. This maneuver affects unarmored creatures whose base AC has been increased by class features but not by spells. If this attack deals damage, the target must make a Constitution saving throw. On a failure, the target’s speed is reduced by 10 until it completes a long rest or is treated with a DC 10 Wisdom (Medicine) check. This reduction in speed is cumulative.
  • Crushing Blow. As an action, you can make a single attack roll with your granite fist against an armored or naturally armored creature. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but it cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor unless your granite fist is also magical.
Hurled Colpik

At first glance, this dwarven weapon resembles nothing more than a tiny pickaxe with a very long handle. The colpik—a bastardized form of the words “coal pick” in the Common tongue—is a throwing weapon first designed by a group of dwarven miners. These common laborers, untrained in the arts of war, had to improvise weapons when beset by sling-wielding goblins deep in a coal mine. Modern colpiks are specifically designed as throwing weapons and can be thrown with much greater accuracy than their ancient, improvised counterparts. Throughout the centuries, colpiks have been the typical weapon for dwarves untrained in martial combat.

  • Blunt Edge. When you make an attack with a colpik, you can choose to deal bludgeoning damage instead of piercing damage. If this damage reduces a creature to 0 hit points, the creature falls unconscious and is stable, even if the attack was a ranged attack.
  • Mining Point. As an action while wielding a colpik, you may make a single melee or ranged attack against a nonliving target within range. This target can be an object or a creature with the construct or undead type. If this attack hits, its damage ignores the object’s damage threshold (if any) or the creature’s resistance to bludgeoning or piercing damage.
Other Dwarven Weapons

In addition to these weapons, the dwarven tijino polearm, the nordmansch greataxe, and the northlands estoc were described in Beyond Damage Dice.

Elven Weapons

The following weapons are crafted by elves and half elves, using methods passed down throughout the ages.

Joining Blades

Wood elves are skilled and versatile warriors and can craft weapons just as adaptable as their wielders. During their training, these elves become masters of fighting both with dual small blades and single large blades. For these warriors, the master elven smiths developed an elegant weapon that could be wielded both as a pair of blades to be used against multiple foes at once and then joined together to form a two-bladed greatsword for single combat. When separated, a pair of joining blades are identical to scimitars. When joined, the blades form a double-sword with two blades protruding from a central hilt; this blade is a greatsword with the finesse property. You can join or unjoin the blades as a bonus action. You can use scimitar maneuvers and greatsword maneuvers as described in Beyond Damage Dice with this weapon when it is in the appropriate form.

  • Elegant Separation. You can decouple your blades in one fluid motion. After you take the Attack action with a joined greatsword, you can separate the blades into two scimitars as part of that action.
  • Spinning Shield. When you take the Dodge action while wielding the joined greatsword, you also gain half cover against ranged weapon attacks. If your joining blades are magical, you also gain half cover against ranged spell attacks.
Windrunner Bolas

Bolas are thrown weapons of the elves of the plains, used to capture all sorts of fleeing creatures, from beasts to nomads to unfortunate adventurers. Bolas are made from ball-shaped weights tied together by a length of cord, and they were invented by real-world South American tribes as a hunting tool. Bolas use maneuvers similar to the net, originally presented in Beyond Damage Dice.

When a creature is hit by a ranged weapon attack made with bolas, it must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, the creature is restrained until the bolas are removed. On a successful save, the creature takes 1d4 bludgeoning damage as the bola strikes it, but they do not become entangled.

A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the cord (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas.

  • Suffocating Binds. Instead of restraining your foe, you may instead wrap the thick cords of your bolas around a single creature’s neck. A Large or smaller creature that fails a Strength saving throw against your bolas attack when you use this maneuver is not restrained but cannot breathe until it is freed.
  • Wing-Tying Cord. Instead of restraining a flying creature, you may entangle its wings in the cord of your bolas. A Huge or smaller winged creature that fails its saving throw against your bolas attack when you use this maneuver has its fly speed reduced to 0 (but is not restrained) until it is freed.
Windrunner Boomerang

When subduing their prey with bolas does not suffice, elves of the plains use a specialized boomerang to slay fleeing marks. Windrunner boomerangs are made of wood or bone and (unlike real-world boomerangs) sometimes have a bladed slashing edge. Boomerangs were invented by real-world Aboriginal Australian as a hunting tool and may have been used by ancient peoples as long as 50,000 years ago. A boomerang thrown within its short range returns to you after it is thrown. If you have a Dexterity score of 15 or higher, you automatically catch the returning boomerang. If not, you must make a DC 15 Dexterity saving throw to catch it. On a failed saving throw, the boomerang lands at your feet. If you fail this saving throw by 5 or more, the boomerang strikes you, dealing 1d4 bludgeoning damage (or slashing damage if it is a bladed boomerang).

  • Windsweep Arc. As an action, you can make a single ranged attack roll with your boomerang against a target within short range. If the attack misses, the boomerang continues its flying arc, and you choose another creature within short range to attack. If that attack misses, you may choose a third creature within short range to attack. If that attack misses, the boomerang returns to you as normal. All attacks made as a part of this maneuver use the same attack roll.

Kobold Weapons

The following weapons are haphazardly cobbled together by urban kobolds.

Catchpole

The catchpole, also known as a man catcher, was once a popular tool of the constabulary for nonlethally apprehending criminals. This polearm has a circular two-pronged head instead of an axe or a spear tip. This pronged head allows the wielder to snap the loop shut around their target’s neck to entrap them or pull the target from a speeding horse, drag them to the ground, and pin them. Versions of the man catcher were independently created in 18th-century Europe, Edo-period Japan, and in pre-colonial Papua New Guinea. The catchpole has fallen out of favor in recent years, and kobolds have seized upon massive stockpiles of the discarded weapons. As they were designed for human-sized guards, catchpoles are too large for a single kobold to wield on their own. However, a group of two or three kobolds working in unison can use a catchpole to snatch unsuspecting passersby off the street—and then drop them in a back alley where dozens more of their warren await with knives drawn.

  • Snag. When you hit a Medium or smaller creature with a catchpole attack, you can choose to grapple the target instead of dealing damage. While grappling a creature in this way, your speed is not reduced, and you can make a Strength (Athletics) check to move the target a number of feet equal to the result of your check. This special grapple has an escape DC equal to your maneuver save DC.
  • Hurl. When you have a creature grappled in your catchpole (see Snag above), you can end the grapple to throw the creature a number of feet equal to your Strength score. You can throw the first creature at another target as an improvised ranged weapon attack. On a hit, both the target and the hurled creature take 1d4 bludgeoning damage. On a miss, only the hurled creature takes damage.
  • Trip. As an attack while you are wielding a catchpole, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Medium or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.
Dropped Rock

All kobolds know how to drop rocks on an unsuspecting target, but the most expert of kobold rock-droppers know that there are special techniques to letting a stone plummet atop a stupid gnome’s head. Winged kobolds make particularly good use of this technique as their gods-given gift of flight lets them reach heights other kobolds can only dream of.

Dropping a heavy rock is a ranged weapon attack that deals 1d4 bludgeoning damage, plus an extra 1d4 damage for every 30 feet it falls, up to a maximum of 5d4 bludgeoning damage. Dropped rock attacks have disadvantage if the rock is dropped from more than 60 feet above the target. A dropped rock can only target a creature directly below you.

  • Bounced Rock. If a rock hits the ground hard enough, it can bounce when it hits the ground and potentially strike another nearby creature. When you make a dropped rock attack, you can declare that you are trying to bounce the rock. This attack has disadvantage, but if the attack misses, another creature within 5 feet of the original target must make a Dexterity saving throw or take 1d4 bludgeoning damage.
  • Spin Drop. By putting a spin on the rock before dropping it, you can target a creature not directly below you. The target can be up to 10 feet away from the space directly beneath you for every 30 feet the rock falls. This attack deals 1d4 less damage than a normal dropped rock attack.
Hastily Assembled Explosive

If there’s one thing kobolds love, it’s jury-rigging explosives. If there’s one thing kobolds hate, it’s taking enough time to make sure they did it right. By using a small clay pot, 20 gp worth of black powder, a small fuse, and a strange assortment of other odds and ends, any kobold can make its own improvised explosive.

A bomb has a fuse that burns for 1 round. When it explodes, all creatures in a 5-foot radius of the bomb must make a DC 12 Dexterity saving throw, taking 1d6 fire damage on a failed save or half as much damage on a successful one. The bomb also has a random side effect, rolled on the table below.

d4Effect
1The bomb is a dud. It doesn’t explode and deals no damage.
2Kobold incense within the bomb spreads the thick scent of patchouli throughout the area instead of the smell of black powder.
3Sticky kobold goop within the bomb makes the bomb’s radius difficult terrain.
4Kobold dung within the bomb forces all creatures within the bomb’s radius to make a DC 12 Constitution saving throw, becoming poisoned for 1 minute on a failed save.

Orcish Weapons

The following weapons are crafted by orcs using methods passed down throughout the ages.

Agrogash

The orcish agrogash—literally, “wrath-pulling blade”—is more typically known as the “hook-bearded battleaxe” for the serrated hook at the bottom of the axe-head. This axe is typically the lightest and smallest weapon used by orcs as they typically employ it while wielding a short sword in the other hand. First, the orc “hooks” their target with the long beard of their axe, drawing the target in, and then they skewer it with their off-hand blade.

  • Tiger’s Jaws. If you hit a creature of your size or smaller with two melee weapon attacks while wielding an agrogash in both hands, you can make a DC 10 Strength check. On a success, you lift the creature by the hooks of your axes and throw it a number of feet equal to the result of the check.
  • Scorpion’s Sting. As an action, make a melee weapon attack with your agrogash against a creature within 10 feet of you. On a hit, you draw the creature into your space. Your next melee attack against this creature this turn has advantage.
Bologorash

The orcish bologorash—literally, “flesh-rending flying blade”—is a wicked, serrated throwing axe attached to a 30-foot length of chain. Used most often as a pit-fighting or gladiatorial weapon, orcs wield it to intimidate opponents just as often as they use it to actually kill. Orcish gladiators often enter the arena whirling their hand-axe-with-chain above their heads like a lasso to stir up the crowd. While holding a bologorash’s chain in one hand, you can retract the axe as your free Use an Object action each turn. Also, you cannot be disarmed while holding both the axe and the chain in separate hands. Buying and attaching a new length of chain costs 2 gp.

  • Coiling Python. As an action, make a single ranged weapon attack with your bologorash against a Large or smaller target within range. On a hit, you deal normal damage, and the creature must make a Strength saving throw, becoming grappled on a failed save. While grappled in this way, a creature can attempt a DC 17 Strength (Athletics) check to break the chains, ending the grapple and turning the bologorash into a normal hand axe.
  • Screaming Vulture. As an action, you can whirl the bologorash above your head to cause it to make an eerie “howling” noise that can terrify nearby creatures. Each creature of your choice within 30 feet that can hear you must make a Wisdom saving throw, becoming frightened of you for 1 round on a failed save. Creatures with an Intelligence of 5 or lower have disadvantage on this saving throw, and creatures that can see you have advantage on this save.
Gorgash

Orcs believe in a philosophy of “bigger is better,” consequences be damned. This philosophy is in full display in the mighty gorgash, which is literally translated to “blood-shower blade” in Common, though most simply call it the “double-axe.” This brutal weapon is little more than two battleaxes joined at the haft: two double-edged axe heads connected by a 6-foot-long haft. Because of their unusual size and balance, gorgash are typically used as dueling weapons and are only taken onto the battlefield by the most theatrical or overconfident of warlords.

  • Two-Headed Serpent. When you take the Attack action while wielding a gorgash, you may make one additional attack as a bonus action, using the “opposite” head of the axe. You do not add your Strength modifier to the damage of this attack unless you have the Two-Weapon Fighting fighting style.
  • Charging Boar. If you move at least 20 feet straight toward a target, you can make a single attack with your gorgash as an action. If you hit, you deal damage as normal, and the target must make a Strength saving throw or fall prone.
  • Furious Hydra. As an action, make an attack roll with your gorgash against all adjacent creatures, resolving a single attack roll against each creature’s AC individually. On a hit, roll 2d8 and add your Strength modifier and any other bonuses to damage you benefit from. Divide the damage equally between all targets.
Sours: https://www.5esrd.com/equipment/WEAPONS/

Your class grants ability in explicit Weapons, reflecting both the class’s fixation and the devices you are well while in transit to use. Notwithstanding whether you bolster a Long sword or a Longbow, your weapon and your ability to utilize it sufficiently can mean the differentiation between life and downfall while Adventuring.

The Weapons table shows the most Common Weapons used in the fantasy gaming universes, their expense and weight, the mischief they deal when they hit, and any novel properties they have. Every weapon has designated either fight or broadened. An encounter weapon is used to Attack a goal inside 5 feet of you, while an all-encompassing weapon is used to Attack a goal far off.

WeaponsTables

Simple Melee Weapons

Simple Melee WeaponsCostDamageWeightProperties
Club1 SP1d4 bludgeoning2 LbsLight
Dagger2 GP1d4 piercing1 LbFinesse, light, thrown (range 20/60)
Great club2 SP1d8 bludgeoning10 LbsTwo-handed
Handaxe5 GP1d6 slashing2 LbsLight, thrown (range 20/60)
Javelin5 SP1d6 piercing2 LbsThrown (range 30/120)
Light Hammer2 SP1d4 bludgeoning2 LbsLight, thrown (range 20/60)
Mace5 GP1d6 bludgeoning4 Lbs
Quarterstaff2 SP1d6 bludgeoning4 LbsVersatile (1d8)
Sickle1 GP1d4 slashing2 LbsLight
Spear1 GP1d6 piercing3 LbsThrown (range 20/60), versatile (1d8)

Simple Ranged Weapons

Simple Ranged WeaponsCostDamageWeightProperties
Crossbow, Light25 GP1D8 Piercing5 LbsAmmunition, Range (80/320), Loading, Two-Handed
Dart5 CP1D4 Piercing1/4 LbsFinesse, Thrown (20/60)
Shortbow25 GP1D6 Piercing2 LbsAmmunition, Range (80/320), Two-Handed
Sling1 SP1D4 PiercingAmmunition, Range (30/120)

Martial Weapons

Martial WeaponsCostDamageWeightProperties
Battleaxe10 GP1D8 Slashing4 LbsVersatile (1D10)
Flail10 GP1D8 Bludgeoning2 Lbs
Glaive20 GP1D10 Slashing6 LbsHeavy, Reach, Two-Handed
Greataxe30 GP1D12 Slashing7 LbsHeavy, Two-Handed
Great-sword50 GP2D6 Slashing6 lbsHeavy, Two-Handed
Halberd20 GP1D10 Slashing6 LbsHeavy, Reach, Two-Handed
Lance10 GP1D12 Piercing6 LbsReach, Special
Long-sword15 GP1D8 Slashing3 LbsVersatile (1D10)
Maul10 GP2D6 Bludgeoning10 LbsHeavy, Two-Handed
Morning-star15 GP1D8 Piercing4 Lbs
Pike5 GP1D10 Piercing18 LbsHeavy, Reach, Two-Handed
Rapier25 GP1D8 Piercing2 LbsFinesse
Scimitar25 GP1D6 Slashing3 LbsFinesse, Light
Short-sword10 GP1D6 Piercing2 LbsFinesse, Light
Trident5 GP1D6 Piercing4 LbsThrown (20/60), Versatile (1D8)
War pick5 GP1D8 Piercing2 Lbs
War-hammer15 GP1D8 Bludgeoning2 LbsVersatile (1D10)
Whip2 GP1D4 Slashing3 LbsFinesse, Reach

Martial Ranged Weapons

Martial Ranged WeaponsCostDamageWeightProperties
Blowgun10 GP1 Piercing1 LbsAmmunition, Range (25/100), Loading
Crossbow, Hand75 GP1D6 Piercing3 LbsAmmunition, Range (30/120), Light, Loading
Crossbow, Heavy50 GP1D10 Piercing18 LbsAmmunition, Range (100/400), Heavy, Loading, Two-Handed
Longbow50 GP1D8 Piercing2 LbsAmmunition, Range (150/600), Heavy, Two-Handed
Net1 GP3 LbsSpecial, Thrown (5/15)

Ammunition

AmmunitionCostWeight
Arrows (20)1 gp1 lb.
Blowgun Needles (50)1 gp1 lb.
Crossbow Bolts (20)1 gp1 ½ lb.
Sling Bullets (20)4 cp1 ½ lb.

Weapon Properties

Your Races, Classes, and Feats can surrender your capacity with explicit Weapons or groupings of Weapons. The two classes are direct and military. A considerable number of individuals can use Simple Weapons with ability. These Weapons fuse clubs, maces, and various Weapons normally found in the hands of normal individuals. Military Weapons, including Swords, tomahawks, and polearms, require progressively explicit Training to use effectively.

Most warriors use Martial Weapons considering the way that these Weapons put their Fighting Style and Training to best use. Capacity with a weapon empowers you to add your Proficiency Bonus to the Attack move for any Attack you make with that weapon. If you make an Attack move using a weapon with which you need ability, you don’t add your Proficiency Bonus to the Attack roll.

Ammunition

You can utilize a weapon that has the ammunition property to make a went Attack just on the off chance that you have Ammunition to discharge from the weapon. Each time you attack with the weapon, you use one bit of Ammunition. Drawing the Ammunition from a Quiver, case, or another compartment is a piece of the Attack (you need a free hand to stack a one-gave weapon). Toward the finish of the fight, you can recoup a large portion of your exhausted Ammunition by pausing for a moment to Search the war zone. On the off chance that you utilize a weapon that has the ammunition property to make a skirmish Attack, you treat the weapon as an Improvised Weapon (see “Ad libbed Weapons” later in the area). A sling must be stacked to bargain any harm when utilized along these lines.

Artfulness –

When Making an Attack with an artfulness weapon, you utilize the decision of your Strength or Dexterity modifier for the Attack and Damage Rolls. You should utilize a similar modifier for the two rolls.

Overwhelming –

Little animals have a burden on Attack moves with overwhelming Weapons. A substantial weapon’s size and mass make it unreasonably enormous for a Small animal to utilize adequately.

Light –

A light weapon is little and simple to deal with, making it perfect for use when battling with two Weapons.

Stacking –

In light of the time required to stack this weapon, you can discharge just one bit of ammunition from it when you utilize an activity, Bonus Action, or Reaction to shooting it, paying little mind to the number of assaults you can regularly make.

Range –

A weapon that can be utilized to make an extended Attack has a range in brackets after the Ammunition or tossed property. The range records two numbers. The first is the weapon’s typical range in quite a while, and the second shows the weapon’s long-range. While assaulting an objective past typical range, you have inconvenience on the Attack roll. You can’t Attack an objective past the weapon’s long-range.

Reach –

This weapon adds 5 feet to your arrival when you Attack with it, just as while deciding your span for Opportunity Attacks with it.

Exceptional –

A weapon with exceptional property has strange principles administering its utilization, clarified in the weapon’s depiction (see “Uncommon Weapons” later in this area).

Tossed –

On the off chance that a weapon has the tossed property, you can toss the weapon to make an extended Attack. In the event that the weapon is a skirmish weapon, you utilize a similar capacity modifier for that attack roll and harm roll that you would use for a scuffle Attack with the weapon. For instance, on the off chance that you toss a Handaxe, you utilize your Strength, yet on the off chance that you toss a Dagger, you can utilize either your Strength or your Dexterity, since the Dagger has the artfulness property.

Two-Handed –

This weapon requires two hands when you attack with it.

Flexible –

This weapon can be utilized with a couple of hands. A harm an incentive in enclosures shows up with the property—the harm when the weapon is utilized with two hands to make a scuffle Attack.

Ad libbed Weapons –

Here and there characters don’t have their weapons and need to Attack with whatever is nearby. An Improvised Weapon incorporates any item you can employ in a couple of hands, for example, broken glass, a table leg, a skillet, a wagon wheel, or a dead Goblin.

Frequently, an Improvised Weapon is like a real weapon and can be treated all things considered. For instance, a table leg is much the same as a club. At the GM’s alternative, a character capable of a weapon can utilize a comparable item as though it were that weapon and utilize their Proficiency Bonus.

An item that looks somewhat like a weapon bargains 1d4 harm (the GM relegates a harm type proper to the article). In the event that a character utilizes an extended weapon to make a skirmish Attack, or tosses a scuffle weapon that doesn’t have the tossed property, it additionally bargains 1d4 harm. An extemporized tossed weapon has a typical scope of 20 feet and a long scope of 60 feet.

Silvered Weapons –

A few Monsters that have invulnerability or Resistance to non-magical Weapons are powerless to silver Weapons, so wary swashbucklers contribute additional coin to plate their weapons with silver. You can silver a solitary weapon or ten bits of Ammunition for 100 GP. This expense speaks to the cost of the silver, however, the time and skill expected to add silver to the weapon without making it less powerful.

Unique Weapons –

Weapons with unique guidelines are depicted here.

Spear –

You have detriment when you utilize a spear to Attack an objective inside 5 feet of you. Likewise, a spear requires two hands to employ when you aren’t mounted.

Net –

A Large or littler animal hit by a net is Restrained until it is liberated. A net has no impact on animals that are nebulous or animals that are Huge or bigger. An animal can utilize its activity to make a DC 10 Strength check, liberating itself or another animal inside its scope on a triumph. Managing 5 slicing harm to the net (AC 10) additionally liberates the animal without hurting it, finishing the impact, and pulverizing the net. At the point when you utilize an activity, Bonus Action, or Reaction to Attack with a net, you can make just one Attack paying little mind to the number of assaults you can regularly make.

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Sours: https://www.unearthedarcana.com/dd-5e/weapons-dnd-5e/
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On the go? Listen to the audio version of the article here:

The D&D session ended with a bang. The gnollish fiend’s spiked flail missed the paladin by a narrow margin, and his slender, jet-black rapier thrusted from below like a lunging viper. As the blade dug into its neck, the sword’s wielder used it to force the demon to the ground, allowing the cleric to close in for the kill with a mighty two-handed swing of his warhammer. He turned the snarling head into a gruesome smear.

Weapons are a staple of martial classes and half-casters. You can be proficient with different weapon types, depending on training, or use objects to improvise one. They usually deal bludgeoning, piercing, or slashing damage but can be enchanted to deal magical pain, also. Each has its own benefits.

There’s a lot to cover, from weapon properties and materials to different ways to use them and how magic factors into this. Let’s get started.

The Weapons and Their Types

There are four main weapon categories: simple & martial melee weapons and simple & martial ranged ones.

Unarmed strikes count as melee weapon attacks and can benefit from things like Hex and Smite, but whatever bodily appendage is used to strike doesn’t count as a weapon, so no Booming Bladekarate-chops for you. The same applies to improvised weapons; you can smite with a sausage but not summon it via Weapon Bond, for instance, following the Rules as Written (RAW).

Below are the tables containing the various weapons in the game, separated by category:

Simple Melee Weapons

WeaponPriceDamage/TypeWeightProperties
Club1 sp1d4 bludgeoning2 lb.Light
Dagger2 gp1d4 piercing1 lb.Finesse, light, thrown (range 20/60)
Greatclub2 sp1d8 bludgeoning10 lb.Two-handed
Handaxe5 gp1d6 slashing2 lb.Light, thrown (range 20/60)
Javelin5 sp1d6 piercing2 lb.Thrown (range 30/120)
Light Hammer2 gp1d4 bludgeoning2 lb.Light, thrown (range 20/60)
Mace5 gp1d6 bludgeoning4 lb.
Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)
Sickle1 gp1d4 slashing2 lb.Light
Spear1 gp1d6 piercing3 lb.Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons

WeaponPriceDamage/TypeWeightProperties
Light crossbow25 gp1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed
Dart5 cp1d4 piercing1/4 lb.Finesse, thrown (range 20/60)
Shortbow25 gp1d6 piercing2 lb.Ammunition (range 80/320), two-handed
Sling1 sp1d4 bludgeoningAmmunition (range 30/120)

Martial Melee Weapons

WeaponPriceDamage/TypeWeightProperties
Flail10 gp1d8 bludgeoning2 lb.
Glaive20 gp1d10 slashing6 lb.Heavy, reach, two-handed
Greataxe30 gp1d12 slashing7 lb.Heavy, two-handed
Greatsword50 gp2d6 slashing6 lb.Heavy, two-handed
Halberd20 gp1d10 slashing6 lb.Heavy, reach, two-handed
Lance10 gp1d12 piercing6 lb.Reach, special
Longsword15 gp1d8 slashing3 lb.Versatile (1d10)
Maul10 gp2d6 bludgeoning10 lb.Heavy, two-handed
Morningstar15 gp1d8 piercing4 lb.
Pike5 gp1d10 piercing18 lb.Heavy, reach, two-handed
Rapier25 gp1d8 piercing2 lb.Finesse
Scimitar25 gp1d6 slashing3 lb.Finesse, light
Shortsword10 gp1d6 piercing2 lb.Finesse, light
Trident5 gp1d6 piercing4 lb.Thrown (range 20/60), versatile (1d8)
War Pick5 gp1d8 piercing2 lb.
Warhammer15 gp1d8 bludgeoning2 lb.Versatile (1d10)
Whip2 gp1d4 slashing3 lb.Finesse, reach

Martial Ranged Weapons

WeaponPriceDamage/TypeWeightProperties
Hand crossbow75 gp1d6 piercing3 lb.Ammunition (range 30/120), light, loading
Heavy crossbow50 gp1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handed
Longbow50 gp1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handed
Net1 gp3 lb.Special, thrown (range 5/15)

Play as Rocky Balboa

Take hits on the chin and uses the pain to fuel stronger attacks. Soak up damage and keep on swinging. Spend Moxie for special abilities and regain moxie through the fray.

Subclasses allow you to play asa wrestler, a street-hardened Detective, an underground boxer, a luchador, or even have a dog companion!

This build makes fighters like Tifa (FF7), Little Mac (Punch-Out!!/Smash Bros.), Luke Cage, or even the lead from Nacho Libre. The choice is yours!

Check out the Pugilist, a custom class made by Benjamin Huffman.

Firearms in D&D

The arsenal can be expanded by adding firearms to your game—I myself play a Hupperdookiangunslinger in a Wildemount campaign—as the Dungeon Master’s Guide provides tables for on page 268. Firearms are a subset of martial ranged weapons and come in three flavors: Renaissance, modern-day, futuristic (pulp sci-fi). Modern firearms and up, in a D&D world, are priceless objects. Here are the tables:

Renaissance Firearms (Martial Ranged Weapons)

WeaponPriceDamage/TypeWeightProperties
Pistol250 gp1d10 piercing3 lb.Ammunition (range 30/90), loading
Musket500 gp1d12 piercing10 lb.Ammunition (range 40/120),  loading, two-handed
Ammunition (10 bullets)3 gp(weapon damage)2 lb.(weapon range)

Modern Firearms (Martial Ranged Weapons)

WeaponPriceDamage/TypeWeightProperties
Automatic pistol2d6 piercing3 lb.Ammunition (range 50/150), reload (15 shots)
Revolver2d8 piercing3 lb.Ammunition (range 40/120),  reload (6 shots)
Hunting rifle2d10 piercing8 lb.Ammunition (range 80/240),  reload (5 shots), two-handed
Automatic Rifle2d8 piercing8 lb.Ammunition (range 80/240), burst fire, reload (30 shots), two-handed
Shotgun2d8 piercing7 lb.Ammunition (range 30/90), reload (2 shots), two-handed
Ammunition (10 bullets)(weapon damage)1 lb.(weapon range)

Futuristic Firearms (Martial Ranged Weapons)

WeaponPriceDamage/TypeWeightProperties
Laser pistol2d6 radiant2 lb.Ammunition (range 40/20), reload (50 shots)
Antimatter rifle6d8 necrotic10 lb.Ammunition (range 120/360), reload (2 shots), two-handed
Laser rifle3d8 radiant7 lb.Ammunition (range 100/300) , reload (30 shots) , two-handed
Energy cell(weapon damage)5 oz.(weapon range)

Explosives

There are also rules for throwable bombs, grenades, and dynamite on pages 267 and 268, but they aren’t categorized as weapons, although you use them to blow your enemies apart. A possible reason for this is that, instead of you making attack rolls with them, the targets must succeed on Dexterity Saving Throws (Dex saves). Still, here they are:

Renaissance Explosives

WeaponPriceDamage/TypeWeightHow it Works
Bomb150 gp3d6 fire1 lb.60 ft. throw range, DC 12 Dex save to avoid damage within 5 ft. of it
Gunpowder keg250 gp7d6 fire20 lb.DC 12 Dex save to take half damage within 10 ft. of it. Takes a round to detonate after lighting.
Gunpowder Powderhorn35 gp3d6 fire2 lb.Same as the above

Modern Explosives

WeaponPriceDamage/TypeWeightHow it Works
Dynamite (stick)3d6 bludgeoning1 lb.60 ft. throw range, DC 12 Dex save to take half damage within 5 ft. of it
Frag grenade5d6 piercing1 lb.60 ft. throw range, DC 15 Dex save to take half damage within 20 ft. of it
Smoke grenade3d6 fire2 lb.60 ft. throw range, heavily obscures area within 20 ft.. Moderate wind disperses it in 4 rounds, strong wind in 1
Grenade launcher7 lb.Shoots grenades up to 120 ft. away

Weapon Properties

Apart from their categories, ranges, weights (which are likely to only ever come up if you use encumbrance in your game (more on that here) or play a small character), and damage dice, 5e weapons all have properties that affect the game differently. 

Let’s go over the vanilla properties in alphabetical order:

Ammunition

This goes hand in hand with ranged, not thrown, weapons. Whenever you shoot or fire a ranged weapon, you expend one ammo to do it. You cannot attack with a ranged weapon without ammunition, and things like drawing an arrow from the quiver are assumed to be part of the attack action (this works differently when using a firearm with the Reload property or crossbow with the Loading property)

You need a free hand to load a one-handed ranged weapon—such as the hand crossbow.

After combat, you can take a minute to look for ammunition around the battlefield, allowing you to retrieve half of the ammunition spent.

Finesse

When attacking with a Finesse weapon, you can choose to add your Dex modifier (mod) to both attack and damage rolls instead of Strength (Str). Rogues can only Sneak Attack in melee with finesse weapons. 

Heavy

If a small creature (think halflings, goblins, gnomes) attempts an attack roll with one, it does so with disadvantage. 

Light

You can dual wield them without getting the DualWielder feat (Player’s Handbook (PHB), pg 165).

Loading

This includes weapons that need to be loaded every time you shoot, and it takes time. Whenever you attack with one as an action, bonus action, or reaction, you shoot only once, even if you have all the Extra Attacks in the world. 

The most notable workaround for this is the Artificer’s Repeating Shot infusion, which eliminates the need for reloading.

Range

This is to do with how far you can throw your weapon or shoot its projectiles. This is written in parentheses next to the Ammunition or Thrown property, like this: (150/600), expressed in feet. 

The smaller number is the normal range; the bigger one is an extended range at which you attack with disadvantage. You can’t attack anything beyond the extended range.

For gridded combat, every square has 5 ft. sides (roughly 1.2 m).

Reach

When attacking with this weapon, your normal melee range is extended by 5 ft. 

Special

Weapons with this property have special rules that apply just to them. On the tables above, these are:

  • Lances: If you attack a target within 5ft. of you (adjacent in gridded combat), you do so with disadvantage. It also requires two hands to wield when you’re not on a mount.
  • Nets: If you hit a Large or smaller target with it (more on size here), they are restrained by it until freed. It has no effect on huge creatures and up, as well as on formless ones. 
    • A creature can use its action to make a Difficulty Class (DC) 10 Str check, to free itself or another from the net. The net has an Armor Class (AC) of 10 and dealing 5 or more slashing damage to it also frees whoever it’s restraining as well as destroys the net. When you use an action, bonus action, or reaction to attack with it, you can only make one attack—regardless of how many attacks per action you can normally make.

Thrown

You can throw these weapons to make ranged attacks. If you have several, you can throw each with an attack, provided you have Extra Attacks.

If it’s a melee weapon, you use the same stat you normally use to attack with it when throwing it (Str for a handaxe, for instance). You can, however, throw a dagger with either Dex or Str because it has the Finesse property.

Two-Handed

Such weapons can only be wielded with two hands. 

Makes you wonder about playing a four-armed fighter, doesn’t it? Would likely require monkeying with the bonus-action off-hand attack rule, though.

Versatile

These are weapons that can be used wielded with one or two hands. When wielded with two hands, their damage dice sizes increase.

For example, a quarterstaff normally does 1d6, but two-handed, it will do 1d8.

Firearm Properties

Firearms have specific properties just for them in the DMG. They are:

Ammunition

Firearm ammunition is destroyed upon use, so you recover none of the fired bullets (or energy from the cells) after a fight.

Burst fire

Firearms with this property can be used to, instead of firing however many shots the wielder can shoot with their attack action, spray a 10ft cube are with bullets (10, to be precise), and any creature within the area must succeed on a DC 15 Dex save or take the weapon’s damage. 

Reload

After the firearm’s specified number of shots, you must take an action or bonus action (your choice) to reload it.

Improvising Weapons in D&D

A barstool, a hefty cheese wheel, a femur from the crypt floor—all of these could be weaponized in a pinch. Improvising weapons might be key to survival under less-than-ideal circumstances. If it’s sufficiently similar to a weapon with which you are proficient, the DM might even let you add your proficiency mod to your attack rolls with an improvised weapon.

Improvised weapons that bear no resemblance to a weapon deal 1d4 damage. It stands to reason that throwing a sufficiently heavy rock on someone could change this, but the rules don’t specify. We have an article that expands on this, found here.

Wielding a ranged weapon like a crossbow or a pistol as a melee weapon makes it an improvised weapon for this action. Likewise, throwing a weapon that’s not designed to be thrown makes it, for this particular action, an improvised weapon as well, and the range is 20/60 (see above for what this means). Both cases deal 1d4 damage.

There are character options that can make you proficient with improvised weapons, as we’ll see in the next section.

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How to Get Weapon Proficiencies

To wield any given weapon to its fullest potential, you need to be proficient with it. The main way to gain a weapon proficiency is when choosing your character’s class, but race, background, and other factors come into the mix. The only one to include firearms, RAW, is the artificer. 

 Here’s a comprehensive list of all that:

Races

  • Dwarf: battleaxe, handaxe, throwing hammer, and warhammer.
  • High elf, wood elf: longsword, shortsword, shortbow, and longbow.
  • Dark elf: rapiers, shortswords, and hand crossbows.
  • Hobgoblin (Volo’s Guide to Monsters, pg 119): two martial weapons of your choice.

Classes

  • Artificer(Tasha’s Cauldron of Everything): simple weapons, firearms (if they exist in your world and the character has had access to them).
  • Barbarian: all weapons.
  • Bard: simple weapons, hand crossbows, longswords, rapiers, shortswords.
  • Cleric: simple weapons.
  • Druid: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.
  • Fighter: all weapons.
  • Monk: simple weapons and shortswords (both of which count as monk weapons so long as they don’t have the Two-handed or Heavy properties), unarmed strikes.
  • Paladin: all weapons.
  • Ranger: all weapons.
  • Rogue: simple weapons, hand crossbows, longswords, rapiers, shortswords.
  • Sorcerer: daggers, darts, slings, quarterstaffs, light crossbows.
  • Warlock: simple weapons.
  • Wizards: daggers, darts, slings, quarterstaffs, light crossbows.

Subclasses

  • Battlesmith(Artificer, TCE pg 19): martial weapons.
  • College of Swords(Bard, Xanathar’s Guide to Everything, XGE pg 15): scimitars.
  • College of Valor(Bard, PHB pg 55): martial weapons.
  • Death Domain(cleric, DMG pg 96): martial weapons.
  • Tempest Domain(cleric, DMG pg 62): martial weapons.
  • War Domain (cleric, PHB pg 63): martial weapons.
  • Way of The Kensei(Monk, XGE pg 34): Choose one melee and one ranged weapon to be your kensei weapons. They can be any simple or martial weapon lacking the Heavy or Special properties, with one exception: you can choose the longbow. You are proficient with the chosen weapons and they count as monk weapons for you. 
  • Bladesinging(wizard, TCE pg 76): one one-handed melee weapon, simple or martial. 
  • Hexblade (warlock, XGE pg 55): martial weapons.

Multiclassing

  • Barbarian: all weapons.
  • Fighter: all weapons.
  • Monk: simple weapons, shortswords, unarmed strikes.
  • Paladin: all weapons.
  • Ranger: all weapons.
  • Warlock: simple weapons.

Magic

  • Tenser’s Transformation (6th-level transmutation): temporary proficiency with all weapons and armor, on top of becoming swole. Concentration, up to 10 minutes. (XGE, pg 168)
  • Magical weapons whose descriptions specify that whoever wears them is proficient in wearing them

Feats

Training

The PHB (pg 187) and DMG (pgs 131 and 231) provide training options for downtime by which you can gain levels, learn languages, become proficient with tools and skills, or earn a Feat like the ones above.

The PHB specifies that learning a skill takes 250 days (at 8 hours a day), costing one gold piece (gp) per day with a willing instructor. It’s up to the GM if you can use proficient teammates as instructors.

The books also suggest making up new downtime activities. Adding weapon proficiencies to the list of things you can get by training is a small, reasonable tweak.

Special weapon materials and builds

There are, in D&D 5E, materials that lend some extra oomph to weapons. For instance, silvered weapons famously bypass lycanthropesresistance to nonmagical bludgeoning, piercing, and slashing damage.

Adamantine weapons can also do that in some cases—like gargoyles. They also turn every hit against an object into a critical hit (XGE, pg 78). Not particularly useful against living, breathing creatures but, as a DM,I would rule that the autocrit characteristic applies to constructs, earth elementals, and similar

Another Adamantine possibility is attacking an enemy’s armor to make it less effective (lower its AC) instead of hurting the wearer, which, now that I thought about it, sounds like a homebrew project waiting to happen.

There are no rules about making mithral weapons but, based on what we know from mithral armor, we can assume such weapons would be a lot lighter. Consider this idea from Dungeon Master Assistance:

An item made from mithral weighs half as much as the same item made from other metals. Mithral is too light to be used for Heavy weapons. If the weapon isn’t Heavy, it becomes Light. If it is already listed as Light it gains the Finesse property. If the weapon is TwoHanded it is now instead Versatile. Mithral ammunition is too light to be effective.

Pretty cool, right? And homebrew is an abyss. You can gleefully lose yourself in it. Why stop with trademarked materials? In one of the games I play, my rogue is looking for a blacksmith capable of making a mighty blade out of some fossilized shards of dragon bone he found.

Other possibilities for homebrewing weapons involve their build. Maybe a master craftsman somewhere can provide Dishonored-style foldable swords meant for concealment (and de-foldable as a bonus action) to shady types. Or perhaps the trick-weapons from Bloodborne tickle your fancy? Well, there’s a 5E supplement for that. 

Magic Weapons

The DMG (pg 213) lists weapons enchanted with straightforward increases to the to-hit score and damage capabilities like this:

  • +1, rare
  • +2, very rare
  • +3, legendary

Rare magicitems can cost anything from 500 to 5,000 gp (DMG, pg 135). Very rare items go for 5,001 to 50,000 gp. Legendary cost more than 50,000 gp and have no upper price limit.  XGE offers alternative price tags based on item rarity:

  • Rare: 2d10 x 1,000 gp
  • Very rare: (1d4+1) x 10,000 gp
  • Legendary: 2d6 x 25,000 gp

If magic items can be acquired at magic shops in your campaign, I strongly advise against having legendary items available like mere consumer products, high-end as they may be.

You can also enchant weapons yourself!XGE (pg 129) has a crafting rule for this:

  • Rare: 10 workweeks, 2,000 gp
  • Very rare: 25 workweeks, 20,000 gp
  • Legendary: 50 workweeks, 100,000 gp

The work can be distributed over a longer period, depending on the time frame of your game. We proposed tweaks for crafting successes and failures in this post, if you’re curious.

Moving on, not all magic weapons come as “thing + number”. Those that have other abilities tend to be the most fun, as they provide extra possibilities and generally pack more roleplay flavor. Here are two examples from the 5E System Reference Document (SRD):

The Javelin of Lightning(uncommon)literally becomes a lightning bolt as soon as you hurl it, prompting everyone in a 120 ft. line in front of you to succeed on a Dex save to take half damage from the 4d6 lighting it deals. Once it is used in this way, the javelin can only be lightning again after the next dawn.

The Mace of Disruption (rare) is great for holy types and reinforces their identities as defenders against supernatural evil. This weapon is meant to wreck undead and fiends. Although this won’t come up all the time, when it does it’s always a joy and makes you feel powerful. 

And here are a couple contributions of my own:

The Farseeker Whip (uncommon, requires attunement) can magically extend 30 ft. past normal whip range (10ft. from the wielder) per long rest. These 30 ft. are broken up in six 5ft. charges, and the wielder can spend as many of them as they want at any given time. They might use it to cross a chasm by using up the full 30 ft. at once or use it in combat to deliver Sneak Attacks or Smites repeatedly while staying out of a frost giant‘s melee range, for instance.

Sentient Weapons

As a closing note: sentient weapons can bring new roleplay possibilities to the table and are some of the few things that can make alignment matter, if you’re into it.

Last week in the homebrew campaign I run, the warlock Logarius had acquired a sentient gauntlet claw pledged to our world’s Satan analog (Araphel). 

Claw of Araphel (rare, finesse, light, requires attunement): a wicked, jagged, black claw-gauntlet. The wielder can choose to use their Charisma modifier instead of Dexterity or Strength on attack and damage rolls. The claw deals 1d4 slashing damage. Once per long rest, the claw’s wielder can cast Vampiric Touch at 3rd level without expending a spell slot. All damage dealt by the claw is doubled against celestials. The wielder can also use the claw to parry (add their proficiency bonus to AC) melee attacks as a reaction.

Logarius’ Old One patron recently punished him for taking a level of wizard, and he wanted to make amends by shifting the claw’s loyalty, so to speak, to the Old One. It took a ritual in which he suffered some damage and ended up killing the claw’s “mind” to convert it into an artifact of his patron—definitely a session highlight.

Summary

And there’s all you need to know about weapons in D&D 5E! Now, as usual, let’s quickly recap all the information from the article:

  • There are four weapon categories in a normal D&D game: simple melee, simple ranged,martial melee, and martial ranged. With the addition of the DMG’s firearms and explosives, you get Renaissance firearms, modern day firearms, futuristic firearms, Renaissance explosives and modern-day explosives.
  • There are 11 weapon properties in a normal D&D game, which become 14 if you add firearms and their 3 properties. They are:
  • You can improvise weapons out of whatever is at hand  (and even become proficient in it if you take the Tavern Brawlerfeat). Improvised weapons deal 1d4 of their damage type.
    • If you throw a weapon without the Thrown property, it counts as an improvised weapon for this attack. If you use a ranged weapon to whack an enemy up close (say, with the butt of a crossbow), the same applies.
  • Unarmed strikes count as melee weapon attacks, but the body parts used to deliver the strike never count as weapons. RAW, you can’t cast Holy Weapon on fists (though the rule of cool says otherwise), but you can Smitewith them. 
  • Shortswords and simple weapons lacking the Heavy property are monk weapons, as are unarmed strikes. You can add two weapons to this by playing a Kensei monk, and then you may get the Longbow to count as a monk weapon for you (as an exception to the Heavy rule).
  • You can get weapon proficiencies from your choice of race, class, subclass, multiclassed build, by magical means, by taking feats, and by training. Backgrounds don’t provide weapon proficiencies. 
  • Silvered and Adamantine weapons can bypass nonmagical damage resistances of certain creatures. Adamantine weapons are very good at damaging objects (which I suggest extending to constructs, golems, and the like). 
  • +1 weapons are rare, +2 are very rare, and +3 are legendary. 
  • Enchanting weapons is expensive and time-consuming.
  • The best magic weapons have flavor. Go beyond the “weapon +X” standard fare, get creative!

Related

Sours: https://makeaskillcheck.com/5e-weapons/

5E weapons are a proficiency class that reflects both the class focus and also the certain tools which are available for using a long word library and also it has the ability to increase the difference between death and life while the process of adventuring.

The common weapon table is used to design a fantasy gaming world edited weighted average deal in a special type of property which is classified as their type of ranger it is used to attack a ranged weapon for targeting a particular distance.

Check also: D&D 5E Player’s Handbook PDF

5e  Weapons

WeaponsCostDamageWeightProperties
Club1 sp1d4 bludgeoning2 lb.Light
Dagger2 gp1d4 piercing1 lb.Finesse, light, thrown (range 20/60)
Greatclub2 sp1d8 bludgeoning10 lb.Two-handed
Handaxe5 gp1d6 slashing2 lb.Light, thrown (range 20/60)
Javelin5 sp1d6 piercing2 lb.Thrown (range 30/120)
Light Hammer2 sp1d4 bludgeoning2 lb.Light, thrown (range 20/60)
Mace5 gp1d6 bludgeoning4 lb.
Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)
Sickle1 gp1d4 slashing2 lb.Light
Spear1 gp1d6 piercing3 lb.Thrown (range 20/60), versatile (1d8)
Simple Ranged WeaponsCostDamageWeightProperties
Crossbow, Light25 gp1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed
Dart5 cp1d4 piercing¼ lb.Finesse, thrown (range 20/60)
Shortbow25 gp1d6 piercing2 lb.Ammunition (range 80/320), two-handed
Sling1 sp1d4 bludgeoningAmmunition (range 30/120)
Martial Melee WeaponsCostDamageWeightProperties
Battleaxe10 gp1d8 slashing4 lb.Versatile (1d10)
Flail10 gp1d8 bludgeoning2 lb.
Glaive20 gp1d10 slashing6 lb.Heavy, reach, two-handed
Greataxe30 gp1d12 slashing7 lb.Heavy, two-handed
Greatsword50 gp2d6 slashing6 lb.Heavy, two-handed
Halberd20 gp1d10 slashing6 lb.Heavy, reach, two-handed
Lance10 gp1d12 piercing6 lb.Reach, special
Longsword15 gp1d8 slashing3 lb.Versatile (1d10)
Maul10 gp2d6 bludgeoning10 lb.Heavy, two-handed
Morningstar15 gp1d8 piercing4 lb.
Pike5 gp1d10 piercing18 lb.Heavy, reach, two-handed
Rapier25 gp1d8 piercing2 lb.Finesse
Scimitar25 gp1d6 slashing3 lb.Finesse, light
Shortsword10 gp1d6 piercing2 lb.Finesse, light
Trident5 gp1d6 piercing4 lb.Thrown (range 20/60), versatile (1d8)
War Pick5 gp1d8 piercing2 lb.
Warhammer15 gp1d8 bludgeoning2 lb.Versatile (1d10)
Whip2 gp1d4 slashing3 lb.Finesse, reach
Martial Ranged WeaponsCostDamageWeightProperties
Blowgun10 gp1 piercing1 lb.Ammunition (range 25/100), loading
Crossbow, Hand75 gp1d6 piercing3 lb.Ammunition (range 30/120), light, loading
Crossbow, Heavy50 gp1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handed
Longbow50 gp1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handed
Net1 gp3 lb.Special, thrown (range 5/15)
AmmunitionCostWeight
Arrows (20)1 gp1 lb.
Blowgun Needles (50)1 gp1 lb.
Crossbow Bolts (20)1 gp1 ½ lb.
Sling Bullets (20)4 cp1 ½ lb.

Proficiency of a weapon

Here some of the class, race, and defeats of proficiency categories are designed in a marital or a simple way the desired categories of weapons with proficiency. The categories include specialized training effectively and also it is carried out with the fighting style and training to use the best way and also it allows adding the proficiency bonus in order to attack the other products with a lack of Bonus proficiency by using the properties of a weapon listed.

d&d 5e weapons

The listed properties are arranged to attack the fire ammunition weapon and also it is easily designed with one piece by drawing a different battle and also you can recover a minute by using the battlefield. The product to deal with the damage is used as per your choice to strengthen the modifier and also it is used to strengthen the modifier rows by using certain creatures and also a heavy weapon is attached to introduce a small creature and also produced the Attack role in an effective way.

Loading and range of a weapon

The range of a weapon is used to attack the property list of weapons with the normal range of feet and also that touching target will be beyond the normal range which is one of the greatest disadvantages on the attack roll since it has the target to attack the on the weapon in a long-range of activities.

D&D 5e Weapons

Your look and feel of a potential statistical choice to choose the player’s handbook, the handbook is literally placed with no difference between the Spears short words and hand accessory described the product of weapons in real life in many cases these weapons are placed with the closer counterparts in order to avoid more damages.

Mechanically the products are placed with the different types of weapons to accept the feel very potentially good to meet the strategic choice of simplicity weapons. In the process of handling the rules and procedures regarding the design realism combat nurse, the bulk of properties are placed two places that damage and to follow the benefits that are attacking the biasing weapons and are particularly capable to choose the victims and rupturing the vital organs.

Properties of a new weapon

The new weapon is dealt with damage of a straight line and it is engaged to modify the attack role and also it is used to create and grabbing advantage with the long weapon and also it is a creature with welding provoke and opportunities to reach the opponent product with the process of long created opportunity.

DND Weapons

Types of weapons that are additional used

The different types of weapons and the pathfinders that are used in DND additional and here are you cannot jump by using a hammer or sword you can easily attack the penalty type of visits with a flimsy Caster.

The proficiency weapon is built properly and also it is attacked with a DND sword with a moderate type of marital and simple weapons it is mainly designed to create Wizard proficiency and also these characters are included with particular confidence to create javelins messages that are and clean type of weapons.

Loading a Time required weapon is created the bonus action and here you can normally attack the restrictions and you can look across the crossbow expert to build a character around the normal feet.

The process of defeating a weapon is thrown to a property and also the ability is modified to damage and attack the role by using the strength weather by using dexterity of fitness property.

5e weapons

Two weapons fighting a range of DND

Unlike the other systems, it is attached to the duel welding of 5E and here it is placed with the Limited option to fight with the one-handed weapons, and also it makes some perfect sense to deal with some weapon quality.

The requirements to attack depends is very essential to add the daggers, clubs, short words of Bonus action which will help to attack the Other weapon on the other hand side and also it will create an ability to modify the bonus attacker.

DND Monk weapons are designed with the heavy property system that is really designed with Monk weapon counts and also it is designed with an armed strike to turn out the bonus action which is really easier to strike The Monk weapon to safeguard from the damages.

Some of the fitness ammunition can be easily designed to attack a range of weapons and also it is designed to create a Battlefield and also it is dealt with proper strength to modify a similar roll created a wither heavy product of weapons effectively.

The DND weapons are created in a short-range to design a property in a normal process and also the disadvantage at the same time is heated to create a determining opportunity and also to attack the military weapon at the same time. The ability modifier creates the hand Axe weapon and also it throws out the dexterity products to fix in a character with two hands broken glass and also it is dealt with similar actual weapons to treat in a professional character way. Sometimes the character is designed to attack a weapon in a monster way and also it is easy to resist the nonmagical weapons that are introduced in an adventurous way to defeat a silver weapon with the cost of experts needed to add the weapon in a less effective way.

The largest creatures are created with the action of success and also it is dealt with slashing damage to create and destroy an action by attacking and normal bonus action-reaction to reach success effectively.

Posted in D&DSours: https://dnd5echaractersheet.us/weapons/

Weapons 5e

Weapons, Expanded
a myriad of viable weapon options
for your 5e character


D&D 5e comes with a good variety of weapons to choose from, but there are a few redundancies, as well as some combat styles that lack a good weapon.

Your DM may be fond of some, all, or none of these weapon options. Feel free to use this document in whichever way is beneficial to your table.


Simple Weapons
NameCost ‎ ‎ ‎ ‎DamageWeight ‎Properties
Simple Melee Weapons
Club*1 sp1d6 bludgeoning2 lb.Light
Greatclub*2 sp2d4 bludgeoning10 lb.Two-handed
Javelin5 sp1d6 piercing2 lb.Thrown (range 20/60)
Light Hammer2 gp1d4 bludgeoning2 lb.Light, thrown (range 30/90)
Mace*5 gp2d4-1 bludgeoning4 lb.
Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)
Shortsword*10 gp1d4 piercing2 lb.Finesse, light
Sickle+1 gp1d4 slashing2 lb.Light, special
Knife+1 gp1d4 piercing1 lb.Finesse, thrown (range 20/60)
Wakizashi+10 gp1d4 slashing3 lb.Finesse, versatile (1d6)
War Scythe+3 gp1d8 slashing5 lb.Reach, two-handed
Whip2 gp1d4 slashing3 lb.Finesse, reach
Simple Ranged Weapons
Blowgun+10 gp1 piercing1 lb.Ammunition (range 25/100), loading, special
Dart5 cp1d4 piercing1/4 lb.Finesse, thrown (range 20/60)
Dense Rock+2 sp1d6 bludgeoning3 lb.Thrown (range 10/30)
Light Crossbow25 gp1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed
Shortbow25 gp1d6 piercing8 lb.Ammunition (range 80/320), two-handed
Simple Hand Crossbow+30 gp1d4 piercing4 lb.Ammunition (range 30/120), light, loading
Sling1 sp1d4 bludgeoningAmmunition (range 30/120)

* Items with an asterisk indicate a weapon that has been altered in a way visible in the table.

+ Items with a plus indicate a weapon that does not appear in published 5e material or has been given the special property. More details on these weapons are included below.

Martial Weapons
NameCost ‎ ‎ ‎ ‎DamageWeight ‎Properties
Martial Melee Weapons
Bardiche+10 gp1d6 slashing4 lb.Light, reach
Battleaxe*10 gp1d8 slashing4 lb.Thrown (range 20/60)
Brass Knuckles+5 gp1d4 bludgeoning1 lb.Light, special
Bullwhip+5 gp1d6 slashing4 lb.Finesse, reach
Dagger+2 gp1d4 piercing1 lb.Finesse, light, special, thrown (range 30/90)
Flail*10 gp2d4-1 bludgeoning2 lb.Versatile (3d4-1)
Glaive20 gp1d10 slashing6 lb.Heavy, reach, two-handed
Greataxe+30 gp1d12 slashing7 lb.Heavy, special, thrown (range 10/20)
Greatsword50 gp2d6 slashing6 lb.Heavy, two-handed
Halberd*20 gp1d8 slashing6 lb.Reach
Handaxe5 gp1d6 slashing2 lb.Light, thrown (range 30/90)
Katana+25 gp1d10 slashing3 lb.Finesse, two-handed
Poniard+3 gp1d6 piercing2 lb.Finesse, thrown (range 20/60)
Lance10 gp1d12 piercing6 lb.Reach, special
Longsword*15 gp1d8 slashing3 lb.Versatile (1d12)
Maul+10 gp1d6 bludgeoning10 lb.Heavy, versatile (1d12)
Morningstar*15 gp2d4 piercing4 lb.
Pike*5 gp1d8 piercing18 lb.Heavy, reach (15 ft.), two-handed
Rapier25 gp1d8 piercing2 lb.Finesse
Scimitar25 gp1d6 slashing3 lb.Finesse, light
Spear*5 gp1d6 piercing10 lb.Reach, thrown (range 20/60), versatile (1d10)
Stockwhip+5 gp1d4 slashing2 lb.Finesse, light, reach
Trident*5 gp1d6 piercing4 lb.Finesse, thrown (range 20/60), versatile (1d8)
Warhammer+15 gp1d8 bludgeoning3 lb.Special
War Pick*5 gp1d8 piercing2 lb.Light
Martial Ranged Weapons
Atlatl+1 gp1d8 piercing1 lb.Ammunition (range 60/180), finesse, loading
Discus+30 gp1d8 bludgeoning5 lb.Finesse, heavy, thrown (range 80/160)
Hand Crossbow75 gp1d6 piercing3 lb.Ammunition (range 30/120), light, loading
Heavy Crossbow50 gp1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handed
Longbow50 gp1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handed
Net1 gp3 lb.Special, thrown (range 5/15)
Shot Put+10 gp1d10 bludgeoning16 lb.Heavy, thrown (range 30/60)
Shuriken+5 gp1d6 piercing1/4 lb.Finesse, light, thrown (range 30/90)
Shields
NameCostACDamageWeightProperties
Buckler+5 gp+11d4 bludgeoning3 lb.Light
Heavy Shield+30 gp+21d8 bludgeoning15 lb.Heavy, two-handed
Shield10 gp+26 lb.
Spiked Shield+15 gp+11d6 piercing6 lb.
Tower Shield+75 gp+218 lb.Heavy, special, versatile

Shields that inflict damage qualify both as martial weapons and as shields in reference to other game mechanics.

Your Armor Class cannot benefit from more than one shield at a time. If heavy weapons impose disadvantage on your attacks, you cannot wield a heavy shield.

Knife

simple melee weapon, 1d4 piercing damage

Knives are great for cooking, throwing, and stabbing.

Finesse, thrown (range 20/60)

When you would normally gain a dagger with your starting equipment, you can choose to instead gain a knife.


Sickle

simple melee weapon, 1d4 slashing damage

A sickle is a small weapon, most often used to harvest crops.

Light

Special. You can add your ability modifier to the sickle's damage even if you don't have the Two-Weapon Fighting Style.


Wakizashi

simple melee weapon, 1d4 slashing damage

A wakizashi is a sword typically used by young monks and samurai fighters. It has a design similar to the katana but is shorter and easier to wield effectively.

Finesse, versatile (1d6)


War Scythe

simple melee weapon, 1d8 slashing damage

The design of the war scythe is based on an agricultural hand tool for mowing grass or gleaning crops. Many adventurers have grown accustomed to operating scythes and find it easy to use this weapon.

Reach, two-handed


Blowgun

simple ranged weapon, 1 piercing damage

A blowgun is a weapon consisting of a long narrow tube for shooting light projectiles.

Ammunition (range 25/100), loading

Special. When you are hiding, missing with an attack roll does not reveal your location.


Dense Rock

simple ranged weapon, 1d6 bludgeoning damage

There isn't anything special about this rock, aside from how it's a bit heavier than you'd expect.

Thrown (range 10/30)

Unlike most ranged weapons, you add your Strength modifier to a rock's attack and damage rolls.


Simple Hand Crossbow

simple ranged weapon, 1d4 piercing damage

This variation of the hand crossbow was designed to be less expensive to create and easier to use.

Ammunition (range 30/120), loading

When you would normally gain a light crossbow as a weapon proficiency or piece of starting equipment, you can choose to instead gain a simple hand crossbow.


Bardiche

martial melee weapon, 1d6 slashing damage

A bardiche is a long, thin pole with an axeblade at the end. It looks similar to a halberd but weighs a bit less.

Light, reach

The bardiche qualifies for the Polearm Master feat.


Brass Knuckles

martial melee weapon, 1d4 bludgeoning damage

Brass knuckles are pieces of metal shaped to fit around the knuckles for hand-to-hand combat.

Light

Special. If you have the Unarmed Fighting Style or belong to a race with natural weapons, this weapon's damage die increases to 2d4.

Attacks made using brass knuckles are weapon attacks, not unarmed strikes.


Bullwhip

martial melee weapon, 1d6 slashing damage

A bullwhip is a single-tailed whip, usually made of braided leather, designed as a tool for working with livestock.

Finesse, reach


Dagger

martial melee weapon, 1d4 piercing damage

A dagger is a knife with a very sharp point and usually two sharp edges, designed for both stabbing and throwing.

Finesse, light, thrown (range 30/90)

Special. You can dual wield with a dagger, even if the other weapon isn't light.


Greataxe

martial melee weapon, 1d12 slashing damage

A tool used for felling the largest trees, and the largest foes.

Heavy, thrown (range 10/20)

Special. You must use two hands when you make a melee attack with this weapon.


Katana

martial melee weapon, 1d10 slashing damage

A katana is a sword characterized by a curved, single-edged blade with a long grip to accommodate two hands.

Finesse, two-handed

The katana qualifies as a monk weapon.


Poniard

martial melee weapon, 1d6 piercing damage

A poniard is a long knife with a continuously tapering, acutely pointed blade and crossguard.

Finesse, thrown (range 20/60)


Maul

martial melee weapon, 1d6 bludgeoning damage

A maul is a long-handled hammer with a heavy head of wood, lead, or iron. It can be wielded with both hands for greater leverage.

Heavy, versatile (1d12)

As a heavy weapon, the maul qualifies for the Great Weapon Master feat, even when held in one hand.


Stockwhip

martial melee weapon, 1d4 slashing damage

A stockwhip is a type of whip made of a long, tapered length of flexible, plaited leather with a stiff handle and thong able to pivot along the handle easily.

Finesse, light, reach


Warhammer

martial melee weapon, 1d8 bludgeoning damage

A warhammer is a long-handled weapon, often used to defend fortified walls and against mounted opponents.

Special. Before you make an attack with a warhammer, you can choose to attack using the hammer's maximum leverage, provided you are proficient with the weapon.

You take a -2 penalty to the attack roll, and if the attack hits, the damage die is increased to 1d12.


Atlatl

martial ranged weapon, 1d8 piercing damage

An atlatl is a tool that uses leverage to achieve greater velocity in spear or javelin-throwing, and includes a bearing surface which allows the user to store energy during the throw.

Ammunition (range 60/180), finesse, loading

The atlatl uses spears and javelins as ammunition.


Discus

martial ranged weapon, 1d8 bludgeoning damage

A discus is a heavy disc that can be thrown a great distance using the proper technique.

Finesse, heavy, thrown (range 80/160)


Shot Put

martial ranged weapon, 1d10 bludgeoning damage

A shot put is a heavy spherical ball designed to be thrown with great force.

Heavy, thrown (range 20/40)

Unlike most ranged weapons, you add your Strength modifier to a shot put's attack and damage rolls.


Shuriken

martial ranged weapon, 1d6 piercing damage

A shuriken is a concealed weapon often used to distract or misdirect. With the right technique, it can inflict deadly force.

Finesse, light, thrown (range 30/90)


Buckler

shield (+1 AC), 1d4 bludgeoning damage

The buckler is a small, round shield, gripped in the fist with a central handle behind the boss. Its lightweight design allows its wielder to bash opponents while still using it defensively.

Light


Heavy Shield

shield (+2 AC), 1d8 bludgeoning damage

Heavy shields are designed to have great defensive and offensive power.

Heavy, two-handed


Spiked Shield

shield (+1 AC), 1d6 piercing damage

This weapon has a design similar to an ordinary shield. Sharp spikes made of wood or metal have been added so it can be used for attacking.


Tower Shield

shield

This shield was built to be massive and maximally protective.

Heavy

Special. Using the tower shield blocks more than ordinary attacks. You receive a +2 bonus to Dexterity saving throws when you wield it.

If you are wielding this shield, you cannot cast spells that require somatic or material components unless you have the War Caster feat.

Versatile. If you hold this shield in one hand, you can wield a weapon in your other hand, but that weapon must have the light property. If you hold it in two hands, the shield's AC bonus increases to +3.

You can gain the benefit of holding the shield with two hands whenever both of your hands are free. (For instance, you could throw a handaxe on your turn and still receive this benefit, or you could repeatedly draw and stow a war pick to receive the benefit every other turn.)


Optional Rules


Archery. This fighting style only applies to weapons with the ammunition property.

Dedicated Weapon. This is an optional feature found in Tasha's Cauldron of Everything that improves a monk's viability. Don't use this feature, as it would make the monk class too powerful.

Heavy Weapons. Instead of imposing disadvantage on small races, they impose disadvantage unless your Strength score is 13 or higher. This helps to improve balance, specifically with shields and high-damage ranged weapons.

Hex Warrior. In order to mitigate abuse of the Hexblade Warlock multiclass, implement one of the following rules:

  1. Hex Warrior does not apply to versatile weapons.
  2. Hex Warrior is a part of Pact of the Blade, instead of a level 1 Hexblade Patron feature.
  3. Don't allow multiclassing.

Knives. Druids, sorcerers, and wizards start with proficiency in knives instead of daggers.

Lunge. before making an attack with a shield, you can choose to lunge. Doing so causes your shield's damage die to increase by 2 (1d4→1d6, 1d6→1d8, 1d8→1d10), and it causes the shield's AC bonus to drop to 0.

These effects last until the start of your next turn.

Weapon Alterations


Club. Damage increased to 1d6.

Greatclub. Damage increased to 2d4.

Handaxe. Moved to martial melee weapons.

Mace. Damage increased to 2d4-1.

Sickle. +2 damage bonus when wielded in the off-hand.

Spear. Moved to martial melee weapons, added reach property, two-handed damage increased to 1d10.

Battleaxe. Removed versatile property, added thrown property.

Flail. Added versatile (1d4+2/1d8+2) properties.

Greataxe. Added thrown property (only needs to be held in one hand when thrown).

Halberd. Removed heavy and two-handed properties, damage reduced to 1d8.

Longsword. Two-handed damage increased to 1d12.

Maul. Removed two-handed property, added versatile (1d6/1d12) property.

Morningstar. Damage increased to 2d4.

Shortsword. Moved to simple melee weapons, damage reduced to 1d4.

Trident. Added finesse property.

Pike. Added thrown property, damage reduced to 2d4.

War Pick. Added light property.

Whip. Moved to simple melee weapons.

Blowgun. Moved to simple ranged weapons, does not reveal position on a miss.

Multiple small changes to the range of weapons with the thrown property.

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Weapon Proficiency

Your race, class, and feats can grant you proficiency with certain Weapons or categories of Weapons. The two categories are simple and martial. Most people can use Simple Weapons with proficiency. These Weapons include clubs, maces, and other Weapons often found in the hands of commoners. Martial Weapons, including Swords, axes, and polearms, require more specialized Training to use effectively. Most warriors use Martial Weapons because these Weapons put their Fighting Style and Training to best use.

Proficiency with a weapon allows you to add your Proficiency Bonus to the Attack roll for any Attack you make with that weapon. If you make an Attack roll using a weapon with which you lack proficiency, you do not add your Proficiency Bonus to the Attack roll.

Weapon Properties

Many Weapons have special properties related to their use, as shown in the Weapons table.

Ammunition

You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

Finesse

When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

Heavy

Small creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.

Loading

Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.

Range

A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.

Reach

This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.

Special

A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.

Two-Handed

This weapon requires two hands when you Attack with it.

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.

Improvised Weapons

Sometimes characters don’t have their Weapons and have to Attack with whatever is at hand. An Improvised Weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin.

Often, an Improvised Weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her Proficiency Bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Silvered Weapons

Some Monsters that have immunity or Resistance to nonmagical Weapons are susceptible to silver Weapons, so cautious adventurers invest extra coin to plate their Weapons with silver. You can silver a single weapon or ten pieces of Ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Special Weapons

Weapons with special rules are described here.

Boomerang: The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon.

On a miss, a boomerang returns to the thrower's hand.

Double-Bladed Scimitar: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a 1d4, and it deals slashing damage.

Lance: You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Net: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

Weapons

Simple Melee Weapons

Name Cost Damage Weight Properties
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 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Yklwa 1 gp 1d8 piercing 2 lb. Thrown (range 10/30)

Simple Ranged Weapons

Name Cost Damage Weight Properties
Boomerang 1d4 bludgeoning Special, Thrown (range 60/120)
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

Name Cost Damage Weight Properties
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Double-Bladed Scimitar 100 gp 2d4 slashing 6 lb. Special, Two-handed
Flail 10 gp 1d8 bludgeoning 2 lb.
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
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb.
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick 5 gp 1d8 piercing 2 lb.
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach

Martial Ranged Weapon

Name Cost Damage Weight Properties
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
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
Net 1 gp 3 lb. Special, thrown (range 5/15)

Officially Labeled Improvised Weapons

Name Cost Damage Weight Properties
Acid (Vial) 25 gp 2d6 acid 1 lb. Ranged, Thrown (range 5/20)
Alchemist's Fire 50 gp 1d4 fire 1 lb. Ranged, Thrown (range 20)
Holy Water (flask) 25 gp 1 lb. Ranged, Thrown (range 5/20)
Oil (Flask) 1 sp 1 lb. Ranged, Thrown (range 5/20)
Torch 1 cp 1 fire 1 lb.

Holy Water (flask): As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Oil (flask): Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Armor Proficiency

Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.

Armor Properties

Heavy Armor

Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Stealth

If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Shields

A Shield is made from wood or metal and is carried in one hand. Wielding a Shield increases your Armor Class by 2. You can benefit from only one Shield at a time.

Kinds of Armor

Light Armor

Made from supple and thin materials, Light Armor favors agile adventurers since it offers some Protection without sacrificing mobility. If you wear Light Armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Padded: Padded Armor consists of quilted layers of cloth and batting.

Leather: The Breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Studded Leather: Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Medium Armor

Medium Armor offers more Protection than Light Armor, but it also impairs Movement more. If you wear Medium Armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

Hid⁠e: This crude armor consists of thick furs and pelts. It is commonly worn by Barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Chain⁠ S⁠hirt: Made of interlocking metal rings, a Chain Shirt is worn between layers of clothing or leather. This armor offers modest Protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Scale M⁠ail: This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Breastp⁠late: This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good Protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.

Half⁠ Plate: Half Plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg Protection beyond simple greaves that are attached with leather straps.

Heavy Armor

Of all the armor categories, Heavy Armor offers the best Protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

Heavy Armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.

Ring⁠ Mail: This armor is Leather Armor with heavy rings sewn into it. The rings help reinforce the armor against blows from Swords and axes. Ring Mail is inferior to Chain Mail, and it's usually worn only by those who can’t afford better armor.

Chain⁠ Mail: Made of interlocking metal rings, Chain Mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Splint: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible Chain Mail protects the joints.

Plate: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Armor

Light Armor

Armor Cost AC Strength Stealth Weight
Padded
5 gp 11 + Dex modifier Disadvantage 8 lb.
Leather
10 gp 11 + Dex modifier 10 lb.
Studded leather
45 gp 12 + Dex modifier 13 lb.

Medium Armor

Armor Cost AC Strength Stealth Weight
Hide
10 gp 12 + Dex modifier (max 2) 12 lb.
Chain shirt
50 gp 13 + Dex modifier (max 2) 20 lb.
Scale mail
50 gp 14 + Dex modifier (max 2) Disadvantage 45 lb.
Breastplate
400 gp 14 + Dex modifier (max 2) 20 lb.
Half plate
750 gp 15 + Dex modifier (max 2) Disadvantage 40 lb.

Heavy Armor

Name Cost AC Strength Stealth Weight
Ring mail
30 gp 14 Disadvantage 40 lb.
Chain mail
75 gp 16 Str 13 Disadvantage 55 lb.
Splint
200 gp 17 Str 15 Disadvantage 60 lb.
Plate
1,500 gp 18 Str 15 Disadvantage 65 lb.

Shield

Name Cost AC Strength Stealth Weight
Shield
10 gp +2 6 lb.
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Simple Weapons

NameCostDamageWeightProperties
Club1 Sp1D4 Bludgeoning2 LbsLight
Dagger2 Gp1D4 Piercing1 LbsFinesse, Light, Thrown (20/60)
Great-Club2 Sp1D8 Bludgeoning10 LbsTwo-Handed
Hand-Axe5 Gp1D6 Slashing2 LbsLight, Thrown (20/60)
Javelin5 Sp1D6 Piercing2 LbsThrown (30/120)
Light Hammer2 Gp1D4 Bludgeoning2 LbsLight, Thrown (20/60)
Mace5 Gp1D6 Bludgeoning4 Lbs-
Quarterstaff2 Sp1D6 Bludgeoning4 LbsVersatile (1D8)
Sickle1 Gp1D4 Slashing2 LbsLight
Spear1 Gp1D6 Piercing3 LbsThrown (20/60), Versatile (1D8)

Simple Ranged Weapons

NameCostDamageWeightProperties
Crossbow, Light25 Gp1D8 Piercing5 LbsAmmunition, Range (80/320), Loading, Two-Handed
Dart5 Cp1D4 Piercing1/4 LbsFinesse, Thrown (20/60)
Shortbow25 Gp1D6 Piercing2 LbsAmmunition, Range (80/320), Two-Handed
Sling1 Sp1D4 Piercing-Ammunition, Range (30/120)

Martial Weapons

NameCostDamageWeightProperties
Battleaxe10 Gp1D8 Slashing4 LbsVersatile (1D10)
Flail10 Gp1D8 Bludgeoning2 Lbs-
Glaive20 Gp1D10 Slashing6 LbsHeavy, Reach, Two-Handed
Greataxe30 Gp1D12 Slashing7 LbsHeavy, Two-Handed
Great-sword50 Gp2D6 Slashing6 LbsHeavy, Two-Handed
Halberd20 Gp1D10 Slashing6 LbsHeavy, Reach, Two-Handed
Lance10 Gp1D12 Piercing6 LbsReach, Special
Long-sword15 Gp1D8 Slashing3 LbsVersatile (1D10)
Maul10 Gp2D6 Bludgeoning10 LbsHeavy, Two-Handed
Morning-star15 Gp1D8 Piercing4 Lbs-
Pike5 Gp1D10 Piercing18 LbsHeavy, Reach, Two-Handed
Rapier25 Gp1D8 Piercing2 LbsFinesse
Scimitar25 Gp1D6 Slashing3 LbsFinesse, Light
Short-sword10 Gp1D6 Piercing2 LbsFinesse, Light
Trident5 Gp1D6 Piercing4 LbsThrown (20/60), Versatile (1D8)
War pick5 Gp1D8 Piercing2 Lbs-
War-hammer15 Gp1D8 Bludgeoning2 LbsVersatile (1D10)
Whip2 Gp1D4 Slashing3 LbsFinesse, Reach

Martial Ranged Weapons

NameCostDamageWeightProperties
Blowgun10 Gp1 Piercing1 LbsAmmunition, Range (25/100), Loading
Crossbow, Hand75 Gp1D6 Piercing3 LbsAmmunition, Range (30/120), Light, Loading
Crossbow, Heavy50 Gp1D10 Piercing18 LbsAmmunition, Range (100/400), Heavy, Loading, Two-Handed
Longbow50 Gp1D8 Piercing2 LbsAmmunition, Range (150/600), Heavy, Two-Handed
Net1 Gp-3 LbsSpecial, Thrown (5/15)

Ammunition

Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.

Heavy

Small creatures have disadvantage on attack rolls with heavy weapons.

Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading

Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Reach

This weapon adds 5 feet to your reach when you attack with it.

Special

A weapon with the special property has unusual rules governing its use.

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed

This weapon requires two hands to use.

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property the damage when the weapon is used with two hands to make a melee attack.

Silvered Weapons

Some monsters that have immunity or resistance to non-magical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 Gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Special Weapons

Weapons with special rules are described here.

Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are form less, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

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