D&D Weapons

Weapons in D&D 5e are divided into two main categories: simple and martial. Your race, class, and feats determine which weapons you're proficient with. When you make an attack with a weapon, you add your proficiency bonus to the attack roll if you're proficient with that weapon. You also add your relevant ability modifier (Strength for most melee weapons, Dexterity for finesse and ranged weapons) to both attack and damage rolls.

Weapon Properties

Many weapons have special properties that define how they work:

  • Ammunition: You need ammunition to fire a ranged weapon. Drawing ammunition is part of the attack.
  • Finesse: You can use Strength or Dexterity for attack and damage rolls.
  • Heavy: Small creatures have disadvantage on attack rolls with heavy weapons.
  • Light: Ideal for two-weapon fighting. You can fight with a light weapon in each hand.
  • Loading: You can fire only one piece of ammunition when you use an action, bonus action, or reaction to fire this weapon, regardless of how many attacks you can normally make.
  • Range: Shows two numbers - normal range and long range (with disadvantage).
  • Reach: Adds 5 feet to your reach for melee attacks.
  • Special: The weapon has unusual rules (see weapon description).
  • Thrown: You can throw the weapon to make a ranged attack.
  • Two-Handed: Requires two hands to use.
  • Versatile: Can be used with one or two hands. The damage shown in parentheses is for two-handed use.

Simple Melee Weapons

NameCostDamageWeightProperties
Club1 sp1d4 bludgeoning2 lbsLight
Dagger2 gp1d4 piercing1 lbFinesse, light, thrown (20/60)
Greatclub2 sp1d8 bludgeoning10 lbsTwo-handed
Handaxe5 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 (80/320), loading, two-handed
Dart5 cp1d4 piercing1/4 lbFinesse, thrown (20/60)
Shortbow25 gp1d6 piercing2 lbsAmmunition (80/320), two-handed
Sling1 sp1d4 bludgeoning-Ammunition (30/120)

Martial Melee Weapons

NameCostDamageWeightProperties
Battleaxe10 gp1d8 slashing4 lbsVersatile (1d10)
Flail10 gp1d8 bludgeoning2 lbs-
Glaive20 gp1d10 slashing6 lbsHeavy, reach, two-handed
Greataxe30 gp1d12 slashing7 lbsHeavy, two-handed
Greatsword50 gp2d6 slashing6 lbsHeavy, two-handed
Halberd20 gp1d10 slashing6 lbsHeavy, reach, two-handed
Lance10 gp1d12 piercing6 lbsReach, special
Longsword15 gp1d8 slashing3 lbsVersatile (1d10)
Maul10 gp2d6 bludgeoning10 lbsHeavy, two-handed
Morningstar15 gp1d8 piercing4 lbs-
Pike5 gp1d10 piercing18 lbsHeavy, reach, two-handed
Rapier25 gp1d8 piercing2 lbsFinesse
Scimitar25 gp1d6 slashing3 lbsFinesse, light
Shortsword10 gp1d6 piercing2 lbsFinesse, light
Trident5 gp1d6 piercing4 lbsThrown (20/60), versatile (1d8)
War Pick5 gp1d8 piercing2 lbs-
Warhammer15 gp1d8 bludgeoning2 lbsVersatile (1d10)
Whip2 gp1d4 slashing3 lbsFinesse, reach

Martial Ranged Weapons

NameCostDamageWeightProperties
Blowgun10 gp1 piercing1 lbAmmunition (25/100), loading
Crossbow, Hand75 gp1d6 piercing3 lbsAmmunition (30/120), light, loading
Crossbow, Heavy50 gp1d10 piercing18 lbsAmmunition (100/400), heavy, loading, two-handed
Longbow50 gp1d8 piercing2 lbsAmmunition (150/600), heavy, two-handed
Net1 gp-3 lbsSpecial, thrown (5/15)