Weapons
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 fantasy gaming worlds, 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 5ft of you, whereas a ranged weapon is used to attack a target at a distance.
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.
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 20ft and a long range of 60ft.
Table- Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Melee Weapons | ||||
| Club | 1 sp | 1d4 bludgeoning | 2lb. | Light |
| Dagger | 2 gp | 1d4 piercing | 1lb. | Finesse, light, thrown (range 20/60) |
| Greatclub | 2 sp | 1d8 bludgeoning | 10lb. | Two-handed |
| Handaxe | 5 gp | 1d6 slashing | 2lb. | Light, thrown (range 20/60) |
| Javelin | 5 sp | 1d6 piercing | 2lb. | Thrown (range 30/120) |
| Light hammer | 2 gp | 1d4 bludgeoning | 2lb. | Light, thrown (range 20/60) |
| Mace | 5 gp | 1d6 bludgeoning | 4lb. | - |
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4lb. | Versatile (1d8) |
| Sickle | 1 gp | 1d4 slashing | 2lb. | Light |
| Spear | 1 gp | 1d6 piercing | 3lb. | Thrown (range 20/60), versatile (1d8) |
| Simple Ranged Weapons | ||||
| Crossbow, light | 25 gp | 1d8 piercing | 5lb. | Ammunition (range 80/320), loading, two-handed |
| Dart | 5 cp | 1d4 piercing | 0.25lb. | Finesse, thrown (range 20/60) |
| Shortbow | 25 gp | 1d6 piercing | 2lb. | Ammunition (range 80/320), two-handed |
| Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) |
| Martial Melee Weapons | ||||
| Battleaxe | 10 gp | 1d8 slashing | 4lb. | Versatile (1d10) |
| Flail | 10 gp | 1d8 bludgeoning | 2lb. | - |
| Glaive | 20 gp | 1d10 slashing | 6lb. | Heavy, reach, two-handed |
| Greataxe | 30 gp | 1d12 slashing | 7lb. | Heavy, two-handed |
| Greatsword | 50 gp | 2d6 slashing | 6lb. | Heavy, two-handed |
| Halberd | 20 gp | 1d10 slashing | 6lb. | Heavy, reach, two-handed |
| Lance | 10 gp | 1d12 piercing | 6lb. | Reach, special |
| Longsword | 15 gp | 1d8 slashing | 3lb. | Versatile (1d10) |
| Maul | 10 gp | 2d6 bludgeoning | 10lb. | Heavy, two-handed |
| Morningstar | 15 gp | 1d8 piercing | 4lb. | - |
| Pike | 5 gp | 1d10 piercing | 18lb. | Heavy, reach, two-handed |
| Rapier | 25 gp | 1d8 piercing | 2lb. | Finesse |
| Scimitar | 25 gp | 1d6 slashing | 3lb. | Finesse, light |
| Shortsword | 10 gp | 1d6 piercing | 2lb. | Finesse, light |
| Trident | 5 gp | 1d6 piercing | 4lb. | Thrown (range 20/60), versatile (1d8) |
| War pick | 5 gp | 1d8 piercing | 2lb. | - |
| Warhammer | 15 gp | 1d8 bludgeoning | 2lb. | Versatile (1d10) |
| Whip | 2 gp | 1d4 slashing | 3lb. | Finesse, reach |
| Martial Ranged Weapons | ||||
| Blowgun | 10 gp | 1 piercing | 1lb. | Ammunition (range 25/100), loading |
| Crossbow, hand | 75 gp | 1d6 piercing | 3lb. | Ammunition (range 30/120), light, loading |
| Crossbow, heavy | 50 gp | 1d10 piercing | 18lb. | Ammunition (range 100/400), heavy, loading, two-handed |
| Longbow | 50 gp | 1d8 piercing | 2lb. | Ammunition (range 150/600), heavy, two-handed |
| Net | 1 gp | - | 3lb. | Special, thrown (range 5/15) |
- name Weapons
- type Equipment
- related
- /equipment/weapon-types
- /equipment/weapon-properties
- /equipment/silvered-weapons