**# Weapons

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The Weapons table in this section shows the game’s main weapons. The table lists the cost and weight of each weapon, as well as the following details:

Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons.

Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance.

Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage.

Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the “Properties” section.

Mastery. Each weapon has a mastery property, which is defined in the “Mastery Properties” section later in this chapter. To use that property, you must have a feature that lets you use it.

Simple Weapons

Simple Melee Weapons
NameDamagePropertiesMasteryWeightCost
Club1d4 BludgeoningLightSlow2 lb.1 SP
Dagger1d4 PiercingFinesse, Light, Thrown (Range 20/60)Nick1 lb.2 GP
Greatclub1d8 BludgeoningTwo-HandedPush10 lb.2 SP
Handaxe1d6 SlashingLight, Thrown (Range 20/60)Vex2 lb.5 GP
Javelin1d6 PiercingThrown (Range 30/120)Slow2 lb.5 SP
Light Hammer1d4 BludgeoningLight, Thrown (Range 20/60)Nick2 lb.2 GP
Mace1d6 BludgeoningSap4 lb.5 GP
Quarterstaff1d6 BludgeoningVersatile (1d8)Topple4 lb.2 SP
Sickle1d4 SlashingLightNick2 lb.1 GP
Spear1d6 PiercingThrown (Range 20/60), Versatile (1d8)Sap3 lb.1 GP
Simple Ranged Weapons
NameDamagePropertiesMasteryWeightCost
Dart1d4 PiercingFinesse, Thrown (Range 20/60)Vex1/4 lb.5 CP
Light Crossbow1d8 PiercingAmmunition (Range 80/320; Bolt), Loading, Two-HandedSlow5 lb.25 GP
Shortbow1d6 PiercingAmmunition (Range 80/320; Arrow), Two-HandedVex2 lb.25 GP
Sling1d4 BludgeoningAmmunition (Range 30/120; Bullet)Slow-1 SP

Martial Weapons

Martial Melee Weapons
NameDamagePropertiesMasteryWeightCost
Battleaxe1d8 SlashingVersatile (1d10)Topple4 lb.10 GP
Flail1d8 BludgeoningSap2 lb.10 GP
Glaive1d10 SlashingHeavy, Reach, Two-HandedGraze6 lb.20 GP
Greataxe1d12 SlashingHeavy, Two-HandedCleave7 lb.30 GP
Greatsword2d6 SlashingHeavy, Two-HandedGraze6 lb.50 GP
Halberd1d10 SlashingHeavy, Reach, Two-HandedCleave6 lb.20 GP
Lance1d10 PiercingHeavy, Reach, Two-Handed (unless mounted)Topple6 lb.10 GP
Longsword1d8 SlashingVersatile (1d10)Sap3 lb.15 GP
Maul2d6 BludgeoningHeavy, Two-HandedTopple10 lb.10 GP
Morningstar1d8 PiercingSap4 lb.15 GP
Pike1d10 PiercingHeavy, Reach, Two-HandedPush18 lb.5 GP
Rapier1d8 PiercingFinesseVex2 lb.25 GP
Scimitar1d6 SlashingFinesse, LightNick3 lb.25 GP
Shortsword1d6 PiercingFinesse, LightVex2 lb.10 GP
Trident1d8 PiercingThrown (Range 20/60), Versatile (1d10)Topple4 lb.5 GP
Warhammer1d8 BludgeoningVersatile (1d10)Push5 lb.15 GP
War Pick1d8 PiercingVersatile (1d10)Sap2 lb.5 GP
Whip1d4 SlashingFinesse, ReachSlow3 lb.2 GP
Martial Ranged Weapons
NameDamagePropertiesMasteryWeightCost
Blowgun1 PiercingAmmunition (Range 25/100; Needle), LoadingVex1 lb.10 GP
Hand Crossbow1d6 PiercingAmmunition (Range 30/120; Bolt), Light, LoadingVex3 lb.75 GP
Heavy Crossbow1d10 PiercingAmmunition (Range 100/400; Bolt), Heavy, Loading, Two-HandedPush18 lb.50 GP
Longbow1d8 PiercingAmmunition (Range 150/600; Arrow), Heavy, Two-HandedSlow2 lb.50 GP
Musket1d12 PiercingAmmunition (Range 40/120; Bullet), Loading, Two-HandedSlow10 lb.500 GP
Pistol1d10 PiercingAmmunition (Range 30/90; Bullet), LoadingVex3 lb.250 GP

Weapon Properties

Here are definitions of the properties in the Properties column of the Weapons table.

PropertyDescription
AmmunitionYou can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
FinesseWhen making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
HeavyYou have Disadvantage on 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.
LightWhen you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
LoadingYou can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
RangeA Range weapon 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 is 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 long range.
ReachA Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
ThrownIf a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Two-HandedA Two-Handed weapon requires two hands when you attack with it.
VersatileA Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery Properties

Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.

PropertyDescription
CleaveIf you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
GrazeIf your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
NickWhen you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
PushIf you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
SapIf you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
SlowIf you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
ToppleIf you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
VexIf you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Ammunition

TypeAmountStorageWeightCost
Arrows20Quiver1 lb.1 GP
Bolts20Case1 1/2 lb.1 GP
Bullets, Firearm10Pouch2 lb.3 GP
Bullets, Sling20Pouch1 1/2 lb.4 CP
Needles50Pouch1 lb.1 GP

Improvised Weapons

If you use an object — such as a table leg, frying pan, or bottle — as a makeshift weapon, see Improvised Weapons in the rules glossary. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack.

Improvised Weapons (Rules Glossary)

An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below.

Proficiency. Don’t add your Proficiency Bonus to attack rolls with an improvised weapon.

Damage. On a hit, the weapon deals 1d4 damage of a type the DM thinks is appropriate for the object.

Range. If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet.

Weapon Equivalents. If an improvised weapon resembles a Simple or Martial weapon, the DM may say it functions as that weapon and uses that weapon’s rules. For example, the DM could treat a table leg as a Club.