Weapon Types & Proficiencies

Any character can wield any weapon, but only a character with proficiency can add their PB to attack rolls with those weapons.

Melee Weapons

Melee weapons are used to attack nearby targets within reach. Unless the weapon has the Reach property, melee weapons have a reach of 5 feet.

Ranged Weapons

Ranged weapons are used to attack targets at a distance.

Simple Weapons

Simple weapons require little experience to use effectively.

Martial Weapons

Martial weapons, including swords, axes, and polearms, require training to use effectively.


WeaponCostDamageWeightWeapon OptionProperties
Simple Melee Weapons
Club1 sp1d4 bludgeoning2 lb.BashLight
Dagger2 gp1d4 piercing1 lb.Pinning ShotFinesse, Light, Thrown (range 20/60 ft.)
Greatclub2 sp1d8 bludgeoning10 lb.BashTwo-handed
Handaxe5 gp1d6 slashing2 lb.HamstringLight, Thrown (range 20/60 ft.)
Javelin5 sp1d6 piercing2 lb.Pinning ShotThrown (range 30/120 ft.)
Light hammer2 sp1d4 bludgeoning2 lb.BashLight, Thrown (range 20/60 ft.)
Mace5 gp1d6 bludgeoning4 lb.Bash
Quarterstaff2 sp1d6/1d8 bludgeoning4 lb.BashVersatile
Sickle1 gp1d4 slashing2 lb.HamstringLight
Spear1 gp1d6/1d8 piercing3 lb.Pull, TripThrown (range 20/60 ft.), Versatile
Simple Ranged Weapons
Crossbow, light25 gp1d8 piercing5 lb.Ammunition (range 80/320 ft.), Loading, Two-handed
Dart5 cp1d4 piercing1/4 lb.Finesse, Thrown (range 20/60 ft.)
Shortbow25 gp1d6 piercing2 lb.Ammunition (range 80/320 ft.), Two-handed
Sling1 sp1d4 bludgeoningRicochet ShotAmmunition (range 30/120 ft.)
Martial Melee Weapons
Battleaxe10 gp1d8/1d10 slashing4 lb.Disarm, HamstringVersatile
Flail10 gp1d8 bludgeoning2 lb.Bash, Disarm
Glaive20 gp1d10 slashing6 lb.TripHeavy, Reach, Two-handed
Greataxe30 gp1d12 slashing7 lb.Disarm, HamstringHeavy, Two-handed
Greatsword50 gp2d6 slashing6 lb.Disarm, HamstringHeavy, Two-handed
Halberd20 gp1d10 slashing6 lb.TripHeavy, Reach, Two-handed
Lance10 gp1d12 piercing6 lb.Reach, Special
Longsword15 gp1d8/1d10 slashing3 lb.Disarm, HamstringVersatile
Maul10 gp2d6 bludgeoning10 lb.Bash, DisarmHeavy, Two-handed
Morningstar15 gp1d8 piercing4 lb.Disarm
Pike5 gp1d10 piercing18 lb.TripHeavy, Reach, Two-handed
Rapier25 gp1d8 piercing2 lb.DisarmFinesse
Scimitar25 gp1d6 slashing3 lb.HamstringFinesse, Light
Scythe20 gp2d4 slashing4 lb.Pull, TripReach, Two-handed
Shortsword10 gp1d6 piercing2 lb.DisarmFinesse, Light
Trident5 gp1d6/1d8 piercing4 lb.DisarmThrown (range 20/60 ft.), Versatile
War pick5 gp1d8 piercing2 lb.Disarm
Warhammer15 gp1d8/1d10 bludgeoning2 lb.Bash, DisarmVersatile
Whip2 gp1d4 slashing3 lb.Pull, TripFinesse, Reach
Martial Ranged Weapons
Blowgun10 gp1 piercing1 lb.Ammunition (range 25/100 ft.), Loading
Crossbow, hand75 gp1d6 piercing3 lb.Pinning ShotAmmunition (range 30/120 ft.), Light, Loading
Crossbow, heavy50 gp1d10 piercing18 lb.Pinning ShotAmmunition (range 100/400 ft.), Heavy, Loading, Two-handed
Longbow50 gp1d8 piercing2 lb.Pinning ShotAmmunition (range 150/600 ft.), Heavy, Two-handed

Improvised Weapons

When in doubt about how much damage an object should deal, find a weapon on the Weapons table most like the object and use its damage die. For example, a table leg is a lot like a club. At the GM’s discretion, a character proficient with a weapon can use a similar object as if it were that weapon and add their PB as normal.

If a character uses a ranged weapon to make a melee attack or throws a melee weapon that doesn’t have the Thrown property, those are improvised weapons, and typically deal 1d4 damage of an appropriate damage type. An improvised thrown weapon typically has range of 20 feet and a long range of 60 feet.

Weapon Options

This section offers options for using weapons in ways other than dealing damage. The Weapon Option column on the Weapons table shows which weapons can be used to perform which weapon options. A character can use a weapon option only if the character is wielding and is proficient with an appropriate weapon.

Weapon Option Saves. If an option requires a creature to make an ability check or save, the DC equals 8 + the attacker’s PB + the attacker’s STR or DEX modifier (attacker’s choice).

Unless specified otherwise, a weapon attack used to perform a weapon option has only the option’s listed effect and doesn’t deal normal weapon damage. Weapon options can be used only when a wielder takes the Attack action on their turn, unless a feature like the fighter’s Martial Action allows a weapon option attack to be performed as a bonus action. Characters with the Multiattack feature can perform a weapon option in place of one of the attacks granted by Multiattack.

At the GM’s discretion, some weapon options might not work against certain creatures. For example, the trip weapon option might not work against a creature without discernable legs, such as an ooze, or that is anchored or attached to the ground in some way, such as a tree with animated limbs.


Make an attack roll with this weapon. On a hit, the target has disadvantage on its next attack roll.


Make an attack roll with this weapon. On a hit, the target must succeed on a STR or DEX save (target’s choice) or drop a weapon, shield, or object it is wielding. The dropped item lands in an unoccupied space within 5 feet of the target. If no unoccupied space is within range, the item lands at the target’s feet.


Make an attack roll with this weapon. On a hit, the target’s base movement speed is reduced by 10 feet for 1 minute. A creature’s speed can’t be reduced by more than 10 feet with this weapon option. A creature within 5 feet of the target can take an action to tend the wound with a successful WIS (Medicine) check (against your weapon option DC), ending the effect on the target. The effect also ends if the target receives any magical healing.

Pinning Shot

Make an attack roll with this weapon against a Large or smaller creature. On a hit, the target must succeed on a STR or DEX save (target’s choice) or its speed becomes 0 feet until the end of its next turn. A creature, including the target, can use its action to attempt to free the target with a STR (Athletics) check or a DEX (Acrobatics) check (the creature’s choice) versus the attacker’s weapon option DC. On a success, the target is freed and can move as normal. A target must make only one check to free itself, using the highest DC of characters performing this weapon option, regardless of the number of arrows or bolts holding it in place.


Make an attack roll with this weapon against a Large or smaller creature. On a hit, the target is pulled up to 5 feet closer to you. If this movement would pull a creature into damaging terrain, such as lava or a pit, it can make a STR or DEX (target’s choice) save to avoid the pull on a success.

Ricochet Shot

Make an attack roll with this weapon against a target you can see that has half or three-quarters cover. Your chosen target must be within 10 feet of another object or structure that isn’t the same item providing it with cover. When you do so, you can treat the target’s AC as if it wasn’t behind cover. If the attack is successful, the target takes damage from the attack as it would with a standard weapon attack. This weapon option expends the same ammunition as a normal attack with this weapon.


Make an attack roll with this weapon against a Large or smaller creature. On a hit, the target must succeed on a STR or DEX save (target’s choice) or fall prone. If the target is mounted, it has advantage on the save.

Weapon Properties

Many weapons have special properties that affect their use, as shown in the Properties column of the Weapons table.


You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. Each time you attack with the weapon, you expend one piece of ammunition. You need a free hand to load a one-handed weapon, and drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of an encounter, you can recover half your expended ammunition by taking 1 minute to search the battlefield.

If you use a weapon with the Ammunition property to make a melee attack, treat it as an improvised weapon. A sling must be loaded to deal damage when used as an improvised weapon.


When making an attack with a Finesse weapon, use your choice of your STR or DEX modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Small creatures have disadvantage on attack rolls with Heavy weapons. Tiny creatures can’t wield Heavy weapons.


A Light weapon is needed for use with two-weapon fighting.


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.


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 and up to its long range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.


This weapon adds 5 feet to your reach when you make melee attacks with it, as well as when determining your reach for opportunity attacks with it.

Special (Lance)

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.


You can throw a weapon with the Thrown property to make a ranged attack. If the weapon can also be a melee weapon, 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 or javelin, use your STR modifier, but if you throw a dagger, you can use either your STR or DEX modifier, since the dagger has the Finesse property.


This weapon requires you to use two hands when you attack with it.


This weapon can be used with one or two hands. These weapons have two damage values listed. The higher damage value is used when you use two hands to make a melee weapon attack.

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