Weapons

Items

#PHB2014

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 the worlds of D&D, 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 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

Simple Melee Weapons

Weapon Name Cost Damage Weight Properties
Simple Melee Weapons
- Club 1 sp 1d4 bludgeoning 2 lb. Light
- Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
- Great club 2 sp 1d8 bludgeoning 10 lb. Two-handed
- Hand axe 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 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
- Mace 5 gp 1d6 bludgeoning 4 lb. -
- Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
- Sickle 1 gp 1d4 slashing 2 lb. Light
- Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons

Weapon Name cost Damage Weight Properties
- Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
- Dart 5 cp 1d4 piercing 1/4 lb. Finesse, 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)
See also Ammunitions.

Martial Melee Weapons

Weapon Name Cost Damage Weight Properties
Martial Melee Weapons
- Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
- Flail 10 gp 1d8 bludgeoning 2 lb. -
- Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
- Great axe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
- Great sword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
- Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, 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
- Morningstar 15 gp 1d8 piercing 4 lb. -
- 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
- Short sword 10 gp 1d6 piercing 2 lb. Finesse, light
- Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
- War pick 5 gp 1d8 piercing 2 lb. -
- Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
- Whip 2 gp 1d4 slashing 3 lb. Finesse, reach

Martial Ranged Weapons

Weapon Name Cost Damage Weight Properties
- Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
- 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 5/15)
Pistol 250 gp 1d10 piercing 3 lb. Ammunition (range 30/90), loading
Musket 500 gp 1d12 piercing 10 lb. Ammunition (range 40/120), loading, two-handed
See also Ammunitions.

Weapon Proficiency

Your race, 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.

Weapon Properties

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, (20 ammo each) 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 (see Improvised Weapons below). 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 modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy:

Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny 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.

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 shown 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.

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 (see Special Weapons below).

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. This property is relevant only when you attack with the weapon, not when you simply hold 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.

Firearms Properties

Firearms use special ammunition, and some of them have the burst fire or reload property.

Ammunition:

The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make.

Burst Fire:

A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.

Reload:

A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).

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 DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the DM 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.

Special Weapons

Weapons with special rules are described here.

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: 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 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.


#XGtE

Adamantine Weapons

Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft Adamantine Armor, the metal is also used for weapons.

Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.

The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

Weapons

Name Damage Properties
Simple Melee Weapons
Adamantine Club 1d4 Bludgeoning Light
Adamantine Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60)
Adamantine Greatclub 1d8 Bludgeoning Two-Handed
Adamantine Handaxe 1d6 Slashing Light, Thrown (Range 20/60)
Adamantine Javelin 1d6 Piercing Thrown (Range 30/120)
Adamantine Light Hammer 1d4 Bludgeoning Light, Thrown (Range 20/60)
Adamantine Mace 1d6 Bludgeoning
Adamantine Quarterstaff 1d6 Bludgeoning Versatile (1d8)
Adamantine Sickle 1d4 Slashing Light
Adamantine Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8)
Martial Melee Weapons
Adamantine Battleaxe 1d8 Slashing Versatile (1d10)
Adamantine Flail 1d8 Bludgeoning
Adamantine Glaive 1d10 Slashing Heavy, Reach, Two-Handed
Adamantine Greataxe 1d12 Slashing Heavy, Two-Handed
Adamantine Greatsword 2d6 Slashing Heavy, Two-Handed
Adamantine Halberd 1d10 Slashing Heavy, Reach, Two-Handed
Adamantine Lance 1d10 Piercing Heavy, Reach, Two-Handed (unless mounted)
Adamantine Longsword 1d8 Slashing Versatile (1d10)
Adamantine Maul 2d6 Bludgeoning Heavy, Two-Handed
Adamantine Morningstar 1d8 Piercing
Adamantine Pike 1d10 Piercing Heavy, Reach, Two-Handed
Adamantine Rapier 1d8 Piercing Finesse
Adamantine Scimitar 1d6 Slashing Finesse, Light
Adamantine Shortsword 1d6 Piercing Finesse, Light
Adamantine Trident 1d8 Piercing Thrown (Range 20/60), Versatile (1d10)
Adamantine Warhammer 1d8 Bludgeoning Versatile (1d10)
Adamantine War Pick 1d8 Piercing Versatile (1d10)
Adamantine Whip 1d4 Slashing Finesse, Reach
Ammunition
Adamantine Arrow - -
Adamantine Bolt - -
Adamantine Firearm Bullet - -
Adamantine Sling Bullet - -
Adamantine Needle - -
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