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
Club 2d4 Bludgeoning Light Slow, Topple 2 lb. 1 sp
Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60), Seeping Nick, Withdraw 1 lb. 2 gp
Greatclub 1d10 Bludgeoning Two-Handed Push, Overdraw 10 lb. 2 sp
Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex, Excel 2 lb. 5 gp
Javelin 2d4 Piercing Thrown (Range 30/120) Brutal, Piercing 2 lb. 5 sp
Light Hammer 1d6 Bludgeoning Light, Thrown (Range 20/60) Sap, Topple 2 lb. 2 gp
Mace 1d8 Bludgeoning Overdraw, Brutal 4 lb. 5 gp
Quarterstaff 1d8 Bludgeoning Versatile (1d10) Topple, Nick 4 lb. 2 sp
Sickle 2d4 Slashing Light Graze, Withdraw 2 lb. 1 gp
Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8) Push, Slow 3 lb. 1 gp
Unarmed strike 1d4 Bludgeoning Light Push, Withdraw - -
Simple Ranged Weapons
Name Damage Properties Mastery Weight Cost
Dart 1d4 Piercing Light, Thrown (Range 20/60), Seeping Vex, Sap 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), Loading, Catapult Slow, Topple - 1 sp

Martial Weapons

Martial Melee Weapons
Name Damage Properties Mastery Weight Cost
Battleaxe 1d10 Slashing Versatile (1d12) Topple, Cleave 4 lb. 10 gp
Flail 1d12 Bludgeoning Sap, Sundering 2 lb. 10 gp
Glaive 2d6 Slashing Heavy, Reach, Two-Handed Graze, Excel 6 lb. 20 gp
Greataxe 2d8 Slashing Heavy, Two-Handed Cleave, Brutal 7 lb. 30 gp
Greatsword 2d8 Slashing Heavy, Two-Handed Cleave, Sap 6 lb. 50 gp
Halberd 2d6 Slashing Heavy, Reach, Two-Handed Slow, Pull 6 lb. 20gp
Lance 1d12 Piercing Heavy, Reach, Two-Handed (unless mounted) Topple, Precision 6 lb. 10 gp
Longsword 1d10 Slashing Versatile (1d12) Sap, Withdraw 3 lb. 15 gp
Maul 2d8 Bludgeoning Heavy, Two-Handed Topple, Overdraw 10 lb. 10gp
Morningstar 1d12 Piercing Sundering, Excel 4 lb. 15 gp
Pike 1d12 Piercing Heavy, Reach, Two-Handed Push, Precision 18 lb. 5 gp
Rapier 1d10 Piercing Finesse Vex, Withdraw 2 lb. 5 gp
Scimitar 1d8 Slashing Finesse, Light Slow, Excel 3 lb. 25 gp
Shortsword 1d8 Piercing Finesse, Light Vex, Nick 2 lb. 10 gp
Trident 1d10 Piercing Thrown (Range 20/60), Versatile (1d12) Topple, Excel 4lb. 5 gp
Warhammer 1d10 Bludgeoning Versatile (2d6) Push, Overdraw 5 lb. 15 gp
War Pick 1d10 Piercing Versatile (2d6) Sundering, Brutal 2 lb. 5 gp
Whip 1d6 Slashing Finesse, Reach (15 ft), Light Pull, Precision 3 lb. 2 gp
Martial Ranged Weapons
Name Damage Properties Mastery Weight Cost
Blowgun 1d4 Piercing Ammunition (Range 30/40; Needle), Seeping Vex, Sap 1 lb. 10 gp
Hand Crossbow 1d6 Piercing Ammunition (Range 30/120; Bolt), Light, Loading Sundering, Excel 3 lb. 75 gp
Heavy Crossbow 1d10 Piercing Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed Brutal, Piercing 18 lb. 50 gp
Longbow 1d8 Piercing Ammunition (Range 150/600; Arrow), Heavy, Two-Handed Piercing, Steady 2 lb. 50 gp
Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Push, Steady 10 lb. 500 gp
Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex, Excel 3 lb. 250 gp

Weapon Properties

Here are definitions of the properties in the Properties column of the Weapons table.

Property Description
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 When you make an attack with a Light weapon using an Attack Action, you can make one extra attack with a different weapon with the Light property in that Attack Action. If the first weapon was not a Light weapon, you make the attack using a bonus action. You don’t add your ability modifier to the extra attack’s damage.
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 Adds a number of feet equal to the value in the parentheses (default 5 feet) to your reach when you attack with it, as well as your reach for Opportunity Attacks.
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.
Seeping Gives a bonus equal to your proficiency bonus to the DC for saving throws made to resist poisons applied to this weapon.
Catapult You can use any object that can fit in one hand as the ammunition for this weapon, and it applies any additional effects that would happen from throwing the object.
Scatter Whenever you hit with this weapon, reduce the damage dealt by a damage die for every 5ft the target is away from a square adjacent to you. This can only reduce the damage to a minimum of one damage die.
Capacity A weapon with a Capactiry has an amount of Ammunition that can be loaded into the weapon, specified in the parentheses. Attacks cannot be made with the weapon while no Ammunition is loaded and it can be reloaded by expending an attack during your attack action.

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 If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. The second attack does not add your ability modifier to the damage.
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 When a creature within reach of this weapon misses an attack, you can use your reaction to make an attack against that creature with this weapon. This attack deals 1d4 damage instead of the weapon's normal damage.
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.
Pull If you hit a creature with a melee attack with this weapon, you can pull the creature up to 10 feet straight towards yourself if it is Large or smaller.
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 If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
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 If you hit a creature with this weapon, you have Advantage on your next attack roll against that creature before the end of your next turn.
Precision If you hit a creature with this weapon exactly at the maximum of its normal range or reach, you can reroll any weapon damage dice and take the greater.
Withdraw You don't provoke opportunity attacks from any creatures you've hit with this weapon this turn.
Excel Increases the chance to land a critical hit by 1 with this weapon. So critical hits on 20s will become 19s and 20s.
Brutal Adds two additional weapon damage die whenever you land a critical hit with this weapon.
Piercing If you hit a creature with an attack made with this weapon, you can make an attack against the first creature directly behind the original creature that is still within your range/reach.
Overdraw Once on your turn, before you make an attack roll witth this weapon, you can reduce your remaining movement to 0 on your turn to make the attack deal twice the weapon damage.
Steady Once on your turn, before you make an attack roll witth this weapon, you can reduce your remaining movement to 0 on your turn to instead add double your proficiency bonus to your attack roll.
Sundering Whenever you land a critical hit with this weapon, it becomes Sundered (it loses 3 AC).

Ammunition

Type Amount Storage Weight Cost
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
Name Damage Properties Mastery Weight Cost
Shotgun 3d8 Piercing Reach (15 ft), Ammunition (Bullet), Capacity(2), Scatter, Two-Handed, Heavy Topple, Brutal 6 lb. 300 gp
Hand Shotgun 3d4 Piercing Reach (15 ft), Ammunition (Bullet), Capacity(2), Scatter, Light, Heavy Topple, Brutal 4 lb. 180 gp

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.