Simple Weapons

Simple Melee 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)
Shortsword 10GP 1d6 Piercing 2lbs Finesse, Light
Sickle 1GP 1d4 Slashing 2lbs Light
Spear 1GP 1d6 Piercing 3lbs Thrown (20/60), Versatile (1d8)

Simple Ranged Weapons

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 Weapons

Martial Melee Weapons

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
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

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
War Blowgun 30GP 1d6 Piercing 2lbs Ammunition (60/240), Heavy, Two-Handed, Concealable, Stealthy
Net 1GP 1 Bludgeoning 3lbs Thrown (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.
Concealable. You have advantage on checks made to try to hide a Concealable weapon, or disguise a it as something else, such as disguising, a quarterstaff as a walking stick, or hide a Blowgun in your pocket.
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, as well as when determining your reach for opportunity attacks with it.
Stealthy. Due to their small nature, when you make an attack with a stealthy weapon, you do not reveal your location, whether you miss or hit.
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.


Generally when you gain a ranged weapon, you start with twenty pieces of ammunition for that weapon. The different types of ammunition are listed as follows. Ammunition is not always tracked out of simplicity, ask your DM if you should track your ammo. As a rule of thumb, you can spend 1 minute scouring a battlefield after a battle to find half the ammunition you used during a battle, the rest either broke, got lost, or became unusable in some other way.

Ammo Type Cost Weight Weapons Storage
Arrows (20) 1GP 1lbs Shortbow, Longbow Quiver, Holds 20 (1GP, 1lbs)
Needles (50) 1GP 1lbs Blowgun, War Blowgun Pouch, Holds 50 (5SP, 1lbs)
Bolts (20) 1GP 1.5lbs Hand Crossbow, Heavy Crossbow, Light Crossbow Case, Holds 20 (1GP, 1lbs)
Bullets (20) 4CP 1.5lbs Sling Pouch, Holds 20 (5SP, 1lbs)


Light Armor

Light Armor
Name Cost Armor Class Strength Stealth Weight
Padded 5GP 11 + Dex Mod - Disadvantage 8lbs
Leather 10GP 11 + Dex Mod - - 10lbs
Studded Leather 45GP 12 + Dex Mod - - 13lbs
Brigandine 1,500GP 13 + Dex Mod - - 15lbs
Light Carapace 10,000GP 15 + Dex Mod Str 11 - 20lbs

Medium Armor

Medium Armor
Name Cost Armor Class Strength Stealth Weight
Hide 10GP 12 + Dex Mod (Max 2) - - 12lbs
Chain Shirt 50GP 13 + Dex Mod (Max 2) - - 20lbs
Scale Mail 50GP 14 + Dex Mod (Max 2) - Disadvantage 45lbs
Breastplate 400GP 14 + Dex Mod (Max 2) - - 20lbs
Half-Plate 750GP 15 + Dex Mod (Max 2) - Disadvantage 40lbs
Laminar Plate 1,500GP 15 + Dex Mod (Max 2) Str 13 - 35lbs
Medium Carapace 15,000GP 17 + Dex Mod (Max 2) Str 13 Disadvantage 50lbs

Heavy Armor

Heavy Armor
Name Cost Armor Class Strength Stealth Weight
Ring Mail 30GP 14 - Disadvantage 40lbs
Chain Mail 50GP 16 Str 13 Disadvantage 55lbs
Splint 200GP 17 Str 15 Disadvantage 60lbs
Plate 1,500GP 18 Str 15 Disadvantage 65lbs
Lamellan Plate 2,000GP 18 Str 15 - 60lbs
Heavy Carapace 20,000GP 20 Str 17 Disadvantage 75lbs


Name Cost Armor Class Strength Properties Weight
Buckler Shield 5GP +1 - Deflect 2lbs
Round Shield 10GP +2 - - 4lbs
Tower Shield 1,500GP +3 Str 17 Heavy 45lbs

Armor Properties

Light Armor. Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. Additionally, it takes 1 minute to put light armor on and take it off.
Medium Armor. Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. Additionally, it takes 5 minutes to put medium armor on, and 1 minute to take it off.
Heavy Armor. Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative. Additionally, it takes 10 minutes to put heavy armor on, and 5 minutes to take it off
Shields. Shields take one hand to use effectively, and you can only benefit from one shield at a time. It takes one action to start using a shield and one action to stop using a shield.
The Buckler shield is a lighter, more maneuverable shield giving you a +1 AC while using it, and it has the Deflect property, meaning you can use your reaction when a creature within 5 feet of you you has you with an attack, you can reduce the damage by 1d4 + your Proficiency bonus.
The Round shield is a more standard, beefy shield, it gives you a +2 AC while using it.
The Tower shield is a tall, heavy shield, it gives you a +3 AC while using it, but if your strength score is lower then 17, your speed is reduced by 10ft, and it has the Heavy Property, meaning that any Small or Tiny size creature using it has disadvantage on attack rolls.

Spellcasting Focuses

A spellcasting focus can be used by a spellcaster to replace the material components of a spell if a specific cost is not stated or if the components are consumed by the spell, stated in the material components of the spell. There are four types of spellcasting focuses, Arcane Focuses, used by Sorcerers, Warlocks, and Wizards, Holy Symbols, used by Clerics and Pladins, Druidic Focuses, used by Druids, and Musical Instruments, used by bards. A Component Pouch can also be used to replace a spellcasting focus.

Arcane Focus (10GP, 2lbs). An Arcane Focus is used by Sorcerers, Warlocks, and Wizards. Some examples of Arcane Focuses could be a crystal, orb, rod, staff, or wand. An Arcane Focus must be held in one's hand to be used.
Druidic Focus (5GP, 1lbs). A Druidic Focus is used by Druids. Some examples of Druidic Focuses are a sprig of mistletoe, a totem, a wooden staff, or a yew wand. A Druidic Focus must be held in one's hand to be used.
Holy Symbol (5GP, 1lbs). A Holy Symbol is used by Clerics and Paladins. Some examples of Holy Symbols are an amulet, emblem, or reliquary. A Holy Symbol must be held in one's hand, worn visibly, or shown on a shield, piece of armor, weapon, or other item being held to be used.
Musical Instrument (15GP, 3lbs). A Musical Instrument is used by Bards. It must be held in one's hand to be used. Musical Instruments are found in a variety of forms, the most common of which are the Bagpipe, Drum, Dulcimer, Flute, Lute, Lyre, Horn, Pan Flute, Shawm, Viol.
Component Pouch (25GP, 5lbs). A Component Pouch can be used by any spellcaster, but one's hand must be free to grab the components held inside of it.