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 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 1.5 meters of you, whereas a ranged weapon is used to attack a target at a distance.
Your species, 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.
|Simple Melee Weapons|
|Club||1 cp||1d4 bludgeoning||1 kg||Light|
|Dagger||2 sp||1d4 piercing||0.45 kg||Finesse, light, thrown (range 4.5/18 m.)|
|Greatclub||2 cp||1d8 bludgeoning||4 kg||Heavy, two-handed|
|Hammer||2 sp||1d6 bludgeoning||1 kg||Thrown (range 4.5/18 m.)|
|Hatchet||5 sp||1d4 slashing||1 kg||Light, thrown (range 4.5/18 m.)|
|Katar||3 sp||1d4 piercing||0.45 kg||Finesse, light|
|Mace||5 sp||1d6 bludgeoning||1.75 kg||Versatile (1d8)|
|Pick||2 sp||1d6 piercing||0.45 kg||Versatile (1d8)|
|Quarterstaff||2 cp||1d8 bludgeoning||1.75 kg||Two-handed|
|Sai||2 sp||1d4 piercing||0.45 kg||Finesse, light, thrown (range 4.5/18 m.)|
|Sickle||1 sp||1d4 slashing||1 kg||Finesse, light|
|Spear||1 sp||1d6 piercing||1.25 kg||Versatile (1d8), thrown (range 4.5/18 m.)|
|Simple Ranged Weapons|
|Blowgun||10 sp||1 piercing||0.45 kg||Ammunition (range 9/35 m.), loading|
|Crossbow||25 sp||1d8 piercing||2.25 kg||Ammunition (range 18/90 m.), loading, two-handed|
|Dart||½ cp||1d4 piercing||0.11 kg||Finesse, light, thrown (range 4.5/18 m.)|
|Shortbow||25 sp||1d6 piercing||1 kg||Ammunition (range 18/90 m.), two-handed|
|Shuriken||½ cp||1d4 piercing||0.11 kg||Finesse, light, thrown (range 4.5/18 m.)|
|Sling||1 cp||1d4 bludgeoning||—||Ammunition (range 9/35 m.)|
|Martial Melee Weapons|
|Battleaxe||10 sp||1d8 slashing||1.75 kg||Versatile (1d10)|
|Falchion||30 sp||1d8 slashing||1.25 kg||Finesse|
|Flail||10 sp||1d8 bludgeoning||1 kg||Versatile (1d10)|
|Glaive||20 sp||1d10 slashing||2.75 kg||Heavy, reach, two-handed|
|Greataxe||30 sp||1d12 slashing||3.25 kg||Heavy, two-handed|
|Greatpick||20 sp||1d12 piercing||3.75 kg||Heavy, two-handed|
|Greatsword||50 sp||1d12 slashing||2.75 kg||Heavy, two-handed|
|Halberd||20 sp||1d10 slashing||2.75 kg||Heavy, reach, two-handed|
|Kama||5 sp||1d6 slashing||1 kg||Finesse, light|
|Kukri||7 sp||1d6 slashing||1 kg||Finesse, light|
|Lance||10 sp||1d8 piercing||2.75 kg||Reach, special, two-handed|
|Longspear||5 sp||1d8 piercing||1.75 kg||Versatile (1d10), thrown (range 9/35 m.)|
|Longsword||15 sp||1d8 slashing||1.25 kg||Versatile (1d10)|
|Maul||10 sp||1d12 bludgeoning||4.5 kg||Heavy, two-handed|
|Morningstar||15 sp||1d8 piercing||1.75 kg||Versatile (1d10)|
|Pike||5 sp||1d10 piercing||3.75 kg||Heavy, reach, two-handed|
|Rapier||25 sp||1d8 piercing||1 kg||Finesse|
|Scimitar||25 sp||1d6 slashing||1 kg||Finesse, light|
|Shortsword||10 sp||1d6 piercing||1 kg||Finesse, light|
|Trident||5 sp||1d8 piercing||1.75 kg||Versatile (1d10), thrown (range 9/35 m.)|
|Warhammer||15 sp||1d8 bludgeoning||1 kg||Versatile (1d10)|
|Warpick||5 sp||1d8 piercing||1 kg||Versatile (1d10)|
|Whip||2 sp||1d4 slashing||1.25 kg||Finesse, reach|
|Martial Ranged Weapons|
|Bola||5 sp||1 bludgeoning||1 kg||Special, thrown (range 18/35 m.)|
|Hand Crossbow||75 sp||1d6 piercing||1.25 kg||Ammunition (range 9/35 m.), light, loading|
|Heavy Crossbow||50 sp||1d10 piercing||8 kg||Ammunition (range 35/185 m.), heavy, loading, two-handed|
|Longbow||50 sp||1d8 piercing||1 kg||Ammunition (range 35/185 m.), heavy, two-handed|
|Net||1 sp||—||1.25 kg||Special, thrown (range 1.5/4.5 m.)|
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 (unless it has the loading property). 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 for the attack and damage rolls. You must use the same ability 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. See the rules for two-weapon fighting in the Combat section.
Loading. This weapon takes time to reload. Once you fire a piece of ammunition from it, you must have a free hand and use an action or bonus action to reload it before you can fire another piece of ammunition from it. Repeating versions of crossbows, which have 5 shots per cartridge, can be purchased at your GM’s discretion for 100 sp more than than a cost of a normal crossbow.
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 meters, 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 1.5 meters to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. See the rules for opportunity attacks in the Combat section.
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 for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a hatchet, 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.
Drawing a thrown weapon from an article of clothing such as a tunic meant to hold daggers, a quiver, or another accessible container is part of the attack. At the end of the battle, you can recover all of your expended thrown weapons by taking a minute to search the battlefield.
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 close 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.
In many cases, 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 their 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 4.5 meters and a long range of 9 meters.
Some monsters that have immunity or resistance to nonmagical attacks 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 sp. 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.
Bola. A Large or smaller creature hit by a bola is grappled until it is freed. A bola 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 Brawn check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the ropes of a bola (10 Defense) also frees the creature without harming it, ending the effect and destroying the bola.
Lance. When mounted, if you moved at least 3 meters on the action before your attack, add 1d6 damage to the attack’s damage roll. While mounted, you can wield the weapon in one hand, though two lances can never be wielded at the same time.
Additionally, you have disadvantage when you use a lance to attack a target within 1.5 meters of you.
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 Brawn check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (10 Defense) also frees the creature without harming it, ending the effect and destroying the net.
|Arrows (20)||1 sp||0.45 kg|
|Blowgun needles (50)||1 sp||0.45 kg|
|Crossbow bolts (20)||1 sp||¾ kg|
|Sling bullets (25)||5 cp||¾ kg|
Arrows(1 sp, 0.45 kg)
An arrow used as a melee weapon is treated as an improvised weapon with the properties of a dagger.
Crossbow bolts(1 sp, ¾ kg)
An crossbow bolt used as a melee weapon is treated as an improvised weapon with the properties of a dagger.