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 the 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.
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.
Many
Weapons have special
Properties related to their use, as shown in the
Weapons table.
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.
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.
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.
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.
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.
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.
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 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
Weapon |
Cost |
Damage |
Weight |
Properties |
Simple Melee Weapons
|
Club |
1 sp |
1d4 bludgeoning |
2 lb. |
Light |
Dagger |
2 gp |
1d4 piercing |
1 lb. |
Finesse, light, thrown (range 20/60) |
Greatclub |
2 sp |
1d8 bludgeoning |
10 lb. |
Two-handed |
Handaxe |
5 gp |
1d6 slashing |
2 lb. |
Light, thrown (range 20/60) |
Javelin |
5 sp |
1d6 piercing |
2 lb. |
Thrown (range 30/120) |
Light hammer |
2 gp |
1d4 bludgeoning |
2 lb. |
Light, thrown (range 20/60) |
Mace |
5 gp |
1d6 bludgeoning |
4 lb. |
— |
Quarterstaff |
2 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) |
Simple Ranged Weapons
|
Crossbow, light
|
25 gp |
1d8 piercing |
5 lb. |
Ammunition (range 80/320), loading, two-handed |
Dart |
5 cp |
1d4 piercing |
1/4 lb. |
Finesse, thrown (range 20/60) |
Shortbow |
25 gp |
1d6 piercing |
2 lb. |
Ammunition (range 80/320), two-handed |
Sling |
1 sp |
1d4 bludgeoning |
— |
Ammunition (range 30/120) |
Martial Melee Weapons
|
Battleaxe |
10 gp |
1d8 slashing |
4 lb. |
Versatile (1d10) |
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 Weapons
|
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) |