Simple Melee Weapons

Item Cost Damage Weight Properties
Club 1 sp 1d4 bludgeoning 2 lb. Light
Crook 5 sp 1d8 bludgeoning 4 lb. Tripping, two-handed
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, natatorial, thrown (20/60)
Dagger, poison reservoir 30 gp 1d4 piercing 1 lb. Finesse, light, natatorial, special, thrown (20/60)
Dagger, punch 10 gp 1d4 piercing 1 lb. Deadly, finesse, light, natatorial
Fustibalus (staff sling) 2 gp 4 lb. Special
staff portion 1d6 bludgeoning Versatile (1d8)
sling portion 1d4 bludgeoning Ammunition (45/180), two-handed
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Hammer, light 2 gp 1d4 bludgeoning 2 lb. Light, thrown (20/60)
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (20/60)
Hatchet 3 gp 1d4 slashing 2 lb. Finesse, light, thrown (20/60)
Hook (baling hook, gaff, or prosthetic hand) 4 gp 1d3 piercing 1 lb. Disarming
Javelin 5 sp 1d6 piercing 2 lb. Natatorial, thrown (30/120)
Knobkerrie 4 sp 1d4 bludgeoning 3 lb. Light, special, thrown (10/20)
Mace 5 gp 1d6 bludgeoning 4 lb. -
Mace, liturgical 30 gp 1d6 bludgeoning 4 lb. Special
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sap 4 gp 1d4 bludgeoning 2 lb. Special
Scourge 3 gp 1d3+1 piercing 3 lb. Finesse, light, special
Scythe 5 gp 1d8 slashing 4 lb. Tripping, two-handed
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d6 piercing 3 lb. Natatorial, thrown (20/60), versatile (1d8)
Spear, short 5 sp 1d4 piercing 2 lb. Natatorial, thrown (30/90), light
Stake, wooden 1 cp 1d3 piercing 1 lb. Ersatz, light
Stiletto 5 gp 1d3 piercing 1 lb. Breach, finesse, light
War pick, light 3 gp 1d4+1 piercing 2 lb. -

Descriptions

Simple weapons are described below.
  Club. A club is simply a heavy stick or rod used for clubbing. It is typically made of wood. Clubs come in many variations.
  Crook. A short staff with a large blunt hook at one end, used by shepherds to control flocks of sheep or goats.
  Dagger. A dagger is a short blade on a handle, typically with a cross-guard to protect the hand. Most dagger blades are double-sided with a pointed tip.
  Dagger, Poison Reservoir. A well in the handle of this weapon is designed to hold liquid poison without it drying out; small, hidden channels connect the reservoir to various points along the blade.
  As an action or bonus action, you can depress a subtle switch on the handle and flick your wrist, forcing the stored dose of poison out of the reservoir, through the channels, and onto the blade.
  Dagger, Punch. This weapon functions as a normal dagger, except that the handle is set perpendicular to the blade. Thrusts with the weapon use a punching motion.
  Fustibalus. A long leather sling is attached to the end of this staff. The staff affectively adds length to the user’s arm, allowing the sling to be used at greater range.
  This weapon has two profiles, one when used as a staff and the other for the sling. Weapon properties with each profile apply only to that type of use.
  Greatclub. A longer, larger version of a club, so big that it requires two hands to wield.
  Hammer, Light. A small hammer weighted for throwing and shaped for devastating impact.
  Handaxe. A simple weapon with a short handle and a bearded chopping blade at the end. A handaxe is suitably-balanced for throwing.
  Hatchet. This weapon resembles a handaxe with a smaller, un-bearded blade and a lighter handle.
  Hook. Hooks are often attached to handles to serve as tools for lifting bales of hay. They can also serve as weapons. In certain cultures, hooks on cinched caps are common prostheses for lost hands.
  Javelin. A short, light spear balanced for throwing with significant range.
  Knobkerrie. A club with a weighty head balanced for throwing. A knobkerrie can be the subject of a shillelagh spell but, if the weapon is thrown, the spell ends before it can affect the attack or damage rolls.
  Mace. A mace is a simple weapon, a blunt weight at the end of a handle. The head sometimes bears flanges or knobs to decorate the weapon or intensify its impacts.
  Mace, Liturgical. This mace has a large, hollow reservoir intended for holy water. The head of the weapon contains dozens of holes that are normally covered by an internal bladder. When the mace strikes a target, the impact jars and compresses the internal bladder, momentarily exposing the holes and dousing the target with liquid.
  If filled with holy water, the liturgical mace inflicts an additional 1d6 radiant damage against a fiend or undead. Likewise, unholy water inflicts an additional 1d6 necrotic damage against a celestial. If filled with defoliant, the liturgical mace inflicts an additional 1d6 acid damage against a plant creature.
  A single flask of holy water, unholy water, or defoliant provides enough liquid to fill the mace, allowing the weapon to be used twice before it is empty. The internal components of the liturgical mace are too delicate to survive loading it with any harsh or volatile alchemies like acid and alchemist’s fire, or with poisons of any kind.
  Quarterstaff. A quarterstaff is a long, straight stick, about as long as a Medium humanoid is tall, or even longer. Quarterstaffs can be banded with iron or made with other metals, but they are traditionally wooden.
  Sap. A sap consists of a heavy weight within a sleeve of leather or other padded material. Its purpose is to knock out creatures without killing them.
  Once per turn, you can use this weapon to attempt a sapping attack if you have not made (and will not make) a Sneak Attack that turn. A sapping attack requires a precise blow to a vulnerable portion of the target’s head. The target of a sapping attack can use its reaction to protect its head, automatically negating any sapping attempts with such devices until the start of its next turn. It is therefore prudent to use this device only on targets that are surprised or otherwise prevented from using reactions.
  If your sapping attack succeeds and the target is not reduced to 0 hit points, roll 2d6 to calculate a sapping number. If you have the Sneak Attack class feature, roll your Sneak Attack dice and add the result to your sapping number. If the number generated is equal to or higher than the target’s remaining hit points, the target becomes unconscious. Otherwise, the sapping roll has no effect.
  A sapped creature regains consciousness after 1d4 hours or when it is healed for at least 1 hit point. At the Dungeon Master’s discretion, other effects can also relieve this unconsciousness.
  Constructs, oozes, plants, and undead are immune to sapping effects.
  Scourge. This short, multi-lash whip is the sort used for administering punishments. It is more intimidating than effective when used as a weapon.
  Any creature wearing armor (or with natural armor) has resistance to the damage inflicted by this weapon.
  Scythe. A two-handed implement with a curled handle and a large, perpendicular, sickle-like blade.
  Sickle. An agricultural tool with a hooked blade, used for harvesting plants.
  Spear. A long-hafted weapon with a simple point affixed to one end.
  Spear, Short. A hafted weapon with a simple point at one end. A short spear is typically shorter and thicker than a javelin and may be suitable for off-hand use.
  Stake, Wooden. This weapon is a short, sturdy wooden stick sharpened at one end. The other end is typically flat, suitable for hammering the shaft into the ground or into the heart of a resting vampire.
  Stiletto. This long, narrow blade is designed to slip between the plates of armor or the links of chain mail.
  War Pick, Light. The smallest version of a war pick, this weapon consists of a handle with a perpendicular spike affixed to one end. Picks are ideal for finding gaps in armor or punching straight through it.