Weapons
Weapons are a type of equipment that are used to inflict damage on creatures. Each type of weapon has a few base properties that determine how they are used, as well as the base damage they deal. Frequently, magical enchantments can adjust these properties and damage, creating weapons that are truly suited to their wielder.
Weapon Properties
Many weapons have special properties related to their use.
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 (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. A sling must be loaded to deal any damage when used 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.
Double-Sided
If you attack with a double-sided weapon with two hands as part of the Attack action on your turn, you can use a Bonus Action immediately after to make a melee attack with it. This attack deals the one-handed damage of the weapon.
Heavy
A heavy weapon is unwieldy compared to other weapons. You have Disadvantage on your 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
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.
Range
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, and if you have disadvantage on your attack roll, you cannot make an attack in a weapon's long range.
Reach
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.
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.
Improvised Weapons
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 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 20 feet and a long range of 60 feet.
Silvered Weapons
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.
Natural Weapons
Some creatures have natural weapons–claws, sharp teeth, or more deadly fists than the average person. A natural weapon is any innate ability to deal more than 1 damage with an unarmed strike, and for player characters, are usually given from ancestries, supernatural gifts, or class features (such as the Adept's Martial Arts or the Unarmed Fighting Style). Natural weapons count as weapons worth at least 1 sp for the purposes of spells and ability, but otherwise work like unarmed strikes when used to make attacks, so long as the body part being used for the attack is available. Unless otherwise stated, a creature cannot be disarmed of their natural weapons unless they lose the body part they are attached to.
Special Weapons
Weapons with special rules are described here.
Blowgun
You can poison 10 darts with a single dose of poison, instead of 3.
Flail
A flail is considered to have the Heavy property unless it is wielded with two hands.
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
When you take the Attack action on your turn, you can replace one of your attacks with a throw of the net at a creature within range. The target must succeed on a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + Your Dexterity or Strength modifier (your choice). The target succeeds automatically if it's Huge or larger, and it has advantage on the saving throw if it is within the long range of the weapon.
On a failed save, the target is Restrained until it escapes the net. To escape, the target must use its action to make a DC 10 Strength (Athletics) check, escaping on a success. A creature within 5 feet of the target can use its action to attempt the same thing. Destroying the net (AC: 10; 5 HP; Immunity to bludgeoning, poison, and psychic damage) also frees the target, ending the effect.
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Club | 1 sp | 1d4 bludgeoning | 2 lb. | Finesse, light |
Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
Greatclub | 2 sp | 1d10 bludgeoning | 10 lb. | Heavy, 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 | 1d6 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
Mace | 5 gp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
Sickle | 1 gp | 1d4 slashing | 2 lb. | Finesse, light |
Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 30/90), 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, light, 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) |
Double-sided blade | 100 gp | 1d6 slashing | 6 lb. | Double-sided, versatile (1d8) |
Double-sided mace | 100 gp | 1d6 bludgeoning | 6 lb. | Double-sided, versatile (1d8) |
Double-sided spear | 100 gp | 1d6 piercing | 6 lb. | Double-sided, versatile (1d8) |
Flail | 10 gp | 1d8 bludgeoning | 2 lb. | Reach, special |
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 |
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 |
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 | 1d8 piercing | 4 lb. | Thrown (range 20/60), versatile (1d10) |
War pick | 5 gp | 1d8 piercing | 2 lb. | Versatile (1d10) |
Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, light, reach |
Martial Ranged Weapons | ||||
Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading, special |
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 20/60) |
Musket | 500 gp | 1d12 piercing | 10 lb. | Ammunition (range 40/120), loading, two-handed |
Pistol | 250 gp | 1d10 piercing | 3 lb. | Ammunition (range 30/90), loading |