Weapons

Simple Melee Weapons
Name Cost Damage Weight Properties
Club 1SP 1d4 Bludgeoning 2lbs Concealable, Light
Dagger 2GP 1d4 Piercing 1lbs Finesse, Light, Thrown (20/60)
Greatclub 2SP 1d8 Bludgeoning 10lbs Two-Handed
Handaxe 5GP 1d6 Slashing 2lbs Light, Thrown (20/60)
Javelin 5SP 1d6 Piercing 2lbs Thrown (30/120)
Light Hammer 2GP 1d4 Bludgeoning 2lbs Light, Thrown (20/60)
Mace 5GP 1d6 Bludgeoning 4lbs -
Quarterstaff 2SP 1d6 Bludgeoning 4lbs Concealable, Versatile (1d8)
Sickle 1GP 1d4 Slashing 2lbs Light
Spear 1GP 1d6 Piercing 3lbs Thrown (20/60), Versatile (1d8)


Simple Ranged Weapons
Name Cost Damage Weight Properties
Blowgun 10GP 1d4 Piercing 1lbs Ammunition (30/120), Concealable, Stealthy
Dart 5CP 1d4 Piercing 1/4lbs Finesse, Thrown (20/60), Concealable
Light Crossbow 25GP 1d8 Piercing 5lbs Ammunition (80/320), Loading, Two-Handed
Shortbow 5SP 1d6 Piercing 2lbs Ammunition (80/320), Two-Handed
Sling 1SP 1d4 Bludgeoning 1/4lbs Ammunition (30/120)
Martial Melee Weapons
Name Cost Damage Weight Properties
Battleaxe 10GP 1d8 Slashing 4lbs Versatile (1d10)
Flail 10GP 1d8 Bludgeoning 2lbs Reach
Glaive 20GP 1d10 Slashing 6lbs Heavy, Reach, Two-Handed
Greataxe 30GP 1d12 Slashing 7lbs Heavy, Two-Handed
Greatsword 50GP 2d6 Slashing 6lbs Heavy, Two-Handed
Halberd 20GP 1d10 Slashing 6lbs Heavy, Reach, Two-Handed
Lance 10GP 1d12 Piercing 6lbs Reach, Special
Longsword 15GP 1d8 Slashing 3lbs Versatile (1d10)
Maul 10GP 2d6 Bludgeoning 10lbs Heavy, Two-Handed
Morningstar 15GP 1d8 Piercing 4lbs Versatile (1d10)
Pike 5GP 1d10 Piercing 18lbs Heavy, Reach, Two-Handed
Rapier 25GP 1d8 Piercing 2lbs Finesse
Great Whip 15GP 1d8 Slashing 8lbs Finesse, Reach, Two-Handed
Saber 25GP 1d8 Slashing 2lbs Finesse
Shortsword 10GP 1d6 Piercing 2lbs Finesse, Light
Trident 5GP 1d6 Piercing 3lbs Thrown (20/60), Versatile (d8)
War Pick 5GP 1d8 Piercing 2lbs Versatile (1d10)
Warhammer 15GP 1d8 Bludgeoning 2lbs Versatile (1d10)
Whip 2GP 1d6 Slashing 4lbs Finesse, Reach
Martial Ranged Weapons
Name Cost Damage Weight Properties
Hand Crossbow 75GP 1d6 Piercing 3lbs Ammunition (30/120), Light, Loading
Heavy Crossbow 50GP 1d10 Piercing 18lbs Ammunition (100/400), Heavy, Loading, Two-Handed
Longbow 50GP 1d8 Piercing 2lbs Ammunition (150/600), Heavy, Two-Handed
Net 1GP 1 Bludgeoning 3lbs Ammunition (5/15), Point-Blank, Special

Weapon Properties

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.
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 in chapter 9.
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, however, you can make opportunity attacks againsta as well as when determining your reach for opportunity attacks with it.
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.


Special A weapon with the special property has unusual rules governing its use, explained in the weapon’s description 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.