Weapons
The weapons of the fifth-edition SRD, as its tables print them.
SRD 5.1 (2014)
| Name | Cost | Weight | Damage | Properties |
|---|---|---|---|---|
| Simple Melee Weapons | ||||
| Club | 1 sp | 2 lb. | 1d4 bludgeoning | Light |
| Dagger | 2 gp | 1 lb. | 1d4 piercing | Finesse, light, thrown (range 20/60) |
| Greatclub | 2 sp | 10 lb. | 1d8 bludgeoning | Two-handed |
| Handaxe | 5 gp | 2 lb. | 1d6 slashing | Light, thrown (range 20/60) |
| Javelin | 5 sp | 2 lb. | 1d6 piercing | Thrown (range 30/120) |
| Light hammer | 2 gp | 2 lb. | 1d4 bludgeoning | Light, thrown (range 20/60) |
| Mace | 5 gp | 4 lb. | 1d6 bludgeoning | — |
| Quarterstaff | 2 sp | 4 lb. | 1d6 bludgeoning | Versatile (1d8) |
| Sickle | 1 gp | 2 lb. | 1d4 slashing | Light |
| Spear | 1 gp | 3 lb. | 1d6 piercing | Thrown (range 20/60), versatile (1d8) |
| Simple Ranged Weapons | ||||
| Crossbow, light | 25 gp | 5 lb. | 1d8 piercing | Ammunition (range 80/320), loading, two-handed |
| Dart | 5 cp | 1/4 lb. | 1d4 piercing | Finesse, thrown (range 20/60) |
| Shortbow | 25 gp | 2 lb. | 1d6 piercing | Ammunition (range 80/320), two-handed |
| Sling | 1 sp | — | 1d4 bludgeoning | Ammunition (range 30/120) |
| Martial Melee Weapons | ||||
| Battleaxe | 10 gp | 4 lb. | 1d8 slashing | Versatile (1d10) |
| Flail | 10 gp | 2 lb. | 1d8 bludgeoning | — |
| Glaive | 20 gp | 6 lb. | 1d10 slashing | Heavy, reach, two-handed |
| Greataxe | 30 gp | 7 lb. | 1d12 slashing | Heavy, two-handed |
| Greatsword | 50 gp | 6 lb. | 2d6 slashing | Heavy, two-handed |
| Halberd | 20 gp | 6 lb. | 1d10 slashing | Heavy, reach, two-handed |
| Lance | 10 gp | 6 lb. | 1d12 piercing | Reach, special |
| Longsword | 15 gp | 3 lb. | 1d8 slashing | Versatile (1d10) |
| Maul | 10 gp | 10 lb. | 2d6 bludgeoning | Heavy, two-handed |
| Morningstar | 15 gp | 4 lb. | 1d8 piercing | — |
| Pike | 5 gp | 18 lb. | 1d10 piercing | Heavy, reach, two-handed |
| Rapier | 25 gp | 2 lb. | 1d8 piercing | Finesse |
| Scimitar | 25 gp | 3 lb. | 1d6 slashing | Finesse, light |
| Shortsword | 10 gp | 2 lb. | 1d6 piercing | Finesse, light |
| Trident | 5 gp | 4 lb. | 1d6 piercing | Thrown (range 20/60), versatile (1d8) |
| War pick | 5 gp | 2 lb. | 1d8 piercing | — |
| Warhammer | 15 gp | 2 lb. | 1d8 bludgeoning | Versatile (1d10) |
| Whip | 2 gp | 3 lb. | 1d4 slashing | Finesse, reach |
| Martial Ranged Weapons | ||||
| Blowgun | 10 gp | 1 lb. | 1 piercing | Ammunition (range 25/100), loading |
| Crossbow, hand | 75 gp | 3 lb. | 1d6 piercing | Ammunition (range 30/120), light, loading |
| Crossbow, heavy | 50 gp | 18 lb. | 1d10 piercing | Ammunition (range 100/400), heavy, loading, two-handed |
| Longbow | 50 gp | 2 lb. | 1d8 piercing | Ammunition (range 150/600), heavy, two-handed |
| Net Not in the game yet | 1 gp | 3 lb. | — | Special, thrown (range 5/15) |
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 5 feet 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.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
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.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). 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 have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
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 (see “Special Weapons” later in this section).
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.
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.
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 his or her 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 20 feet and a long range of 60 feet.
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Special Weapons
Weapons with special rules are described here.
SRD 5.2.1 (2024)
| Name | Cost | Weight | Damage | Properties | Mastery |
|---|---|---|---|---|---|
| Simple Melee Weapons | |||||
| Club | 1 SP | 2 lb. | 1d4 Bludgeoning | Light | Slow |
| Dagger | 2 GP | 1 lb. | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick |
| Greatclub | 2 SP | 10 lb. | 1d8 Bludgeoning | Two-Handed | Push |
| Handaxe | 5 GP | 2 lb. | 1d6 Slashing | Light, Thrown (Range 20/60) | Vex |
| Javelin | 5 SP | 2 lb. | 1d6 Piercing | Thrown (Range 30/120) | Slow |
| Light Hammer | 2 GP | 2 lb. | 1d4 Bludgeoning | Light, Thrown (Range 20/60) | Nick |
| Mace | 5 GP | 4 lb. | 1d6 Bludgeoning | — | Sap |
| Quarterstaff | 2 SP | 4 lb. | 1d6 Bludgeoning | Versatile (1d8) | Topple |
| Sickle | 1 GP | 2 lb. | 1d4 Slashing | Light | Nick |
| Spear | 1 GP | 3 lb. | 1d6 Piercing | Thrown (Range 20/60), Versatile (1d8) | Sap |
| Simple Ranged Weapons | |||||
| Dart | 5 CP | 1/4 lb. | 1d4 Piercing | Finesse, Thrown (Range 20/60) | Vex |
| Light Crossbow | 25 GP | 5 lb. | 1d8 Piercing | Ammunition (Range 80/320; Bolt), Loading, Two-Handed | Slow |
| Shortbow | 25 GP | 2 lb. | 1d6 Piercing | Ammunition (Range 80/320; Arrow), Two-Handed | Vex |
| Sling | 1 SP | — | 1d4 Bludgeoning | Ammunition (Range 30/120; Bullet) | Slow |
| Martial Melee Weapons | |||||
| Battleaxe | 10 GP | 4 lb. | 1d8 Slashing | Versatile (1d10) | Topple |
| Flail | 10 GP | 2 lb. | 1d8 Bludgeoning | — | Sap |
| Glaive | 20 GP | 6 lb. | 1d10 Slashing | Heavy, Reach, Two-Handed | Graze |
| Greataxe | 30 GP | 7 lb. | 1d12 Slashing | Heavy, Two-Handed | Cleave |
| Greatsword | 50 GP | 6 lb. | 2d6 Slashing | Heavy, Two-Handed | Graze |
| Halberd | 20 GP | 6 lb. | 1d10 Slashing | Heavy, Reach, Two-Handed | Cleave |
| Lance | 10 GP | 6 lb. | 1d10 Piercing | Heavy, Reach, Two-Handed (unless mounted) | Topple |
| Longsword | 15 GP | 3 lb. | 1d8 Slashing | Versatile (1d10) | Sap |
| Maul | 10 GP | 10 lb. | 2d6 Bludgeoning | Heavy, Two-Handed | Topple |
| Morningstar | 15 GP | 4 lb. | 1d8 Piercing | — | Sap |
| Pike | 5 GP | 18 lb. | 1d10 Piercing | Heavy, Reach, Two-Handed | Push |
| Rapier | 25 GP | 2 lb. | 1d8 Piercing | Finesse | Vex |
| Scimitar | 25 GP | 3 lb. | 1d6 Slashing | Finesse, Light | Nick |
| Shortsword | 10 GP | 2 lb. | 1d6 Piercing | Finesse, Light | Vex |
| Trident | 5 GP | 4 lb. | 1d8 Piercing | Thrown (Range 20/60), Versatile (1d10) | Topple |
| Warhammer | 15 GP | 5 lb. | 1d8 Bludgeoning | Versatile (1d10) | Push |
| War Pick | 5 GP | 2 lb. | 1d8 Piercing | Versatile (1d10) | Sap |
| Whip | 2 GP | 3 lb. | 1d4 Slashing | Finesse, Reach | Slow |
| Martial Ranged Weapons | |||||
| Blowgun | 10 GP | 1 lb. | 1 Piercing | Ammunition (Range 25/100; Needle), Loading | Vex |
| Hand Crossbow | 75 GP | 3 lb. | 1d6 Piercing | Ammunition (Range 30/120; Bolt), Light, Loading | Vex |
| Heavy Crossbow | 50 GP | 18 lb. | 1d10 Piercing | Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed | Push |
| Longbow | 50 GP | 2 lb. | 1d8 Piercing | Ammunition (Range 150/600; Arrow), Heavy, Two-Handed | Slow |
Weapons
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. To use that property, you must have a feature that lets you use it.
Weapon Proficiency
Anyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it. A player character’s features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block.
Properties
Here are definitions of the properties in the Properties column of the Weapons table.
Ammunition
You 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.
Finesse
When 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.
Heavy
You 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.
Light
When 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.
Loading
You 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.
Range
A 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.
Reach
A 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.
Thrown
If 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-Handed
A Two-Handed weapon requires two hands when you attack with it.
Versatile
A 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.
Cleave
If 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.
Graze
If 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.
Nick
When 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.
Push
If 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.
Sap
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Slow
If 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.
Topple
If 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.
Vex
If 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.
Improvised Weapons
If you use an object—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in “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.