The weapons tables below shows the most common weapons used, 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 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.
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.
Martial Melee Weapons
Martial Melee Weapons | Cost | Damage | Weight | Properties |
---|
Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |
Flail | 10 gp | 1d8 bludgeoning | 2 lb. | - |
Glaive | 12 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |
Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |
Halberd | 20 gp | 1d10 slashing/piercing | 6 lb. | Heavy, reach, two-handed, special |
Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special, water-native |
Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |
Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
Morningstar | 15 gp | 1d8 piercing/bludgeoning | 4 lb. | - |
Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed, special |
Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |
Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light |
Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light, water-native |
Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8), water-native |
War Pick | 5 gp | 1d8 piercing | 4 lb. | Special |
Warhammer | 15 gp | 1d8 bludgeoning | 4 lb. | Versatile (1d10) |
Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
Martial Ranged Weapons
Martial Ranged Weapons | Cost | Damage | Weight | Properties |
---|
Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |
Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading, water-native |
Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed, water-native |
Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |
Net | 1 gp | - | 3 lb. | Special, thrown (range 5/15), water-native |
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,
Bolt 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.
If you use a weapon that has the ammunition property to make a
melee attack, you treat the weapon as an
improvised weapon. A
Sling must be loaded to deal any damage when used in this way.
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. Small creatures, and those with low
Strength have
Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature or any creature with Strength 12 or less to use effectively.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons and for
rogue sneak attacks. (see
Cunning Combatant)
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 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.
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description.
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 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.
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. You must decide if you are holding the weapon
one-handed or
two-handed at the beginning of your
turn. If you do not declare that your are holding it two-handed at the beginning of your turn, it is assumed you are holding it one-handed.
Water-native. This weapon can be used without penalty while fighting
underwater.
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