The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the following details:
Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons.
Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance.
Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage.
Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the “Properties” section.
Mastery. Each weapon has a mastery property, which is defined in the “Mastery Properties” section later in this chapter. To use that property, you must have a feature that lets you use it.
Simple Weapons
Simple Melee Weapons | |||||
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Club |
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Light |
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2 lb. | 1 sp |
Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60), |
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1 lb. | 2 gp |
Greatclub |
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Two-Handed |
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10 lb. | 2 sp |
Handaxe | 1d6 Slashing | Light, Thrown (Range 20/60) |
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2 lb. | 5 gp |
Javelin |
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Thrown (Range 30/120) |
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2 lb. | 5 sp |
Light Hammer |
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Light, Thrown (Range 20/60) |
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2 lb. | 2 gp |
Mace |
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— |
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4 lb. | 5 gp |
Quarterstaff |
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Versatile |
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4 lb. | 2 sp |
Sickle |
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Light |
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2 lb. | 1 gp |
Spear | 1d6 Piercing | Thrown (Range 20/60), Versatile (1d8) |
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3 lb. | 1 gp |
Unarmed strike |
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Simple Ranged Weapons | |||||
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Name | Damage | Properties | Mastery | Weight | Cost |
Dart | 1d4 Piercing | Light, Thrown (Range 20/60), |
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1/4 lb. | 5 cp |
Light Crossbow | 1d8 Piercing | Ammunition (Range 80/320; Bolt), Loading, Two-Handed | Slow, Graze | 5b. | 25 gp |
Shortbow | 1d6 Piercing | Ammunition (Range 80/320; Arrow), Two-Handed | Vex, Steady | 2lb. | 25 gp |
Sling | 1d4 Bludgeoning | Ammunition (Range 30/120; Bullet), |
Slow, Topple | - | 1 sp |
Martial Weapons
Martial Melee Weapons | |||||
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Name | Damage | Properties | Mastery | Weight | Cost |
Battleaxe |
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Versatile |
Topple, Cleave | 4 lb. | 10 gp |
Flail |
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— |
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2 lb. | 10 gp |
Glaive |
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Heavy, Reach, Two-Handed |
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6 lb. | 20 gp |
Greataxe |
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Heavy, Two-Handed |
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7 lb. | 30 gp |
Greatsword |
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Heavy, Two-Handed |
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6 lb. | 50 gp |
Halberd |
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Heavy, Reach, Two-Handed |
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6 lb. | 20gp |
Lance |
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Heavy, Reach, Two-Handed (unless mounted) |
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6 lb. | 10 gp |
Longsword |
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Versatile |
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3 lb. | 15 gp |
Maul |
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Heavy, Two-Handed |
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10 lb. | 10gp |
Morningstar |
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— |
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4 lb. | 15 gp |
Pike |
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Heavy, Reach, Two-Handed |
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18 lb. | 5 gp |
Rapier |
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Finesse |
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2 lb. | 5 gp |
Scimitar |
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Finesse, Light |
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3 lb. | 25 gp |
Shortsword |
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Finesse, Light |
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2 lb. | 10 gp |
Trident |
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Thrown (Range 20/60), Versatile |
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4lb. | 5 gp |
Warhammer |
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Versatile |
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5 lb. | 15 gp |
War Pick |
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Versatile |
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2 lb. | 5 gp |
Whip |
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Finesse, |
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3 lb. | 2 gp |
Martial Ranged Weapons | |||||
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Name | Damage | Properties | Mastery | Weight | Cost |
Blowgun |
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Ammunition |
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1 lb. | 10 gp |
Hand Crossbow | 1d6 Piercing | Ammunition (Range 30/120; Bolt), Light, Loading |
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3 lb. | 75 gp |
Heavy Crossbow | 1d10 Piercing | Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed |
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18 lb. | 50 gp |
Longbow | 1d8 Piercing | Ammunition (Range 150/600; Arrow), Heavy, Two-Handed |
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2 lb. | 50 gp |
Musket | 1d12 Piercing | Ammunition (Range 40/120; Bullet), Loading, Two-Handed |
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10 lb. | 500 gp |
Pistol | 1d10 Piercing | Ammunition (Range 30/90; Bullet), Loading |
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3 lb. | 250 gp |
Weapon Properties
Here are definitions of the properties in the Properties column of the Weapons table.
Property | Description |
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Ammunition | You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. |
Finesse | When making an attack with a Finesse weapon, 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 | You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. |
Light |
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Loading | You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make. |
Range | The range in the parentheses shows weapon’s normal range in feet followed by 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 long range. |
Reach |
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Thrown | You can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. |
Two‑Handed | Requires two hands when you attack with it. |
Versatile | Can be used with one or two hands and deals the damage in the parentheses when used with two hands to make a melee attack. |
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Mastery Properties
Each weapon has two mastery properties, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks a property for the character. The properties are defined below.
Cleave |
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Graze | If your attack roll with this weapon misses a creature, you can deal damage from this weapon to that creature equal to the ability modifier you used to make the attack roll. |
Nick |
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Push | If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. |
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Sap | If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
Slow |
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Topple | If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 + attack roll ability modifier + Proficiency Bonus). On a failed save, the creature has the Prone condition. |
Vex |
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Ammunition
Type | Amount | Storage | Weight | Cost |
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Arrows | 20 | Quiver | 1 lb. | 1 GP |
Bolts | 20 | Case | 1 1/2 lb. | 1 GP |
Bullets, Firearm | 10 | Pouch | 2 lb. | 3 GP |
Bullets, Sling | 20 | Pouch | 1 1/2 lb. | 4 CP |
Needles | 50 | Pouch | 1 lb. | 1 GP |
Optional Exotic Weapons
Exotic Martial Weapons | |||||
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Name | Damage | Properties | Mastery | Weight | Cost |
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Improvised Weapons
If you use an object — such as a table leg, frying pan, or bottle — as a makeshift weapon, see Improvised Weapons in the rules glossary. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack.
Improvised Weapons (Rules Glossary)
An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below.
Proficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapon.
Damage. On a hit, the weapon deals 1d6 damage of a type the DM thinks is appropriate for the object.
Range. If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet.
Weapon Equivalents. If an improvised weapon resembles a Simple or Martial weapon, the DM may say it functions as that weapon and uses that weapon's rules. For example, the DM could treat a table leg as a Club.