5e Weapons, Expanded

by Pimplup

Search GM Binder Visit User Profile

Weapons, Expanded
a myriad of viable weapon options
for your 5e character


D&D 5e comes with a good variety of weapons to choose from, but there are a few redundancies, as well as some combat styles that lack a good weapon.

Your DM may be fond of some, all, or none of these weapon options. Feel free to use this document in whichever way is beneficial to your table.


Simple Weapons
Name Cost ‎ ‎ ‎ ‎ Damage Weight ‎ Properties
Simple Melee Weapons
Club* 1 sp 1d6 bludgeoning 2 lb. Light
Greatclub* 2 sp 2d4 bludgeoning 10 lb. Two-handed
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 20/60)
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 30/90)
Mace* 5 gp 2d4-1 bludgeoning 4 lb.
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Shortsword* 10 gp 1d4 piercing 2 lb. Finesse, light
Sickle+ 1 gp 1d4 slashing 2 lb. Light, special
Knife+ 1 gp 1d4 piercing 1 lb. Finesse, thrown (range 20/60)
Wakizashi+ 10 gp 1d4 slashing 3 lb. Finesse, versatile (1d6)
War Scythe+ 3 gp 1d8 slashing 5 lb. Reach, two-handed
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Simple Ranged Weapons
Blowgun+ 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading, special
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Dense Rock+ 2 sp 1d6 bludgeoning 3 lb. Thrown (range 10/30)
Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Shortbow 25 gp 1d6 piercing 8 lb. Ammunition (range 80/320), two-handed
Simple Hand Crossbow+ 30 gp 1d4 piercing 4 lb. Ammunition (range 30/120), light, loading
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120)

* Items with an asterisk indicate a weapon that has been altered in a way visible in the table.

+ Items with a plus indicate a weapon that does not appear in published 5e material or has been given the special property. More details on these weapons are included below.

Martial Weapons
Name Cost ‎ ‎ ‎ ‎ Damage Weight ‎ Properties
Martial Melee Weapons
Battleaxe* 10 gp 1d8 slashing 4 lb. Thrown (range 20/60)
Brass Knuckles+ 5 gp 1d4 bludgeoning 1 lb. Light, special
Dagger+ 2 gp 1d4 piercing 1 lb. Finesse, light, special, thrown (range 30/90)
Flail* 10 gp 2d4-1 bludgeoning 2 lb. Versatile (3d4-1)
Greataxe+ 30 gp 1d12 slashing 7 lb. Heavy, special, thrown (range 10/20)
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 30/90)
Katana+ 25 gp 1d10 slashing 3 lb. Finesse, two-handed
Poniard+ 3 gp 1d6 piercing 2 lb. Finesse, thrown (range 20/60)
Longsword* 15 gp 1d8 slashing 3 lb. Versatile (1d12)
Maul+ 10 gp 1d6 bludgeoning 10 lb. Heavy, versatile (1d12)
Morningstar* 15 gp 2d4 piercing 4 lb.
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Trident* 5 gp 1d6 piercing 4 lb. Finesse, thrown (range 20/60), versatile (1d8)
Warhammer+ 15 gp 1d8 bludgeoning 3 lb. Special
War Pick* 5 gp 1d8 piercing 2 lb. Light
Martial Reach Weapons
Bardiche+ 10 gp 1d6 slashing 4 lb. Light, reach
Bullwhip+ 5 gp 1d6 slashing 4 lb. Finesse, reach
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Halberd* 20 gp 1d8 slashing 6 lb. Reach
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Pike* 5 gp 1d8 piercing 18 lb. Reach (15 ft.), two-handed
Rope dart+ 3 gp 1d8 piercing 2 lb. Finesse, reach, two-handed
Spear* 5 gp 1d6 piercing 10 lb. Reach, thrown (range 20/60), versatile (1d10)
Stockwhip+ 5 gp 1d4 slashing 2 lb. Finesse, light, reach
Martial Ranged Weapons
Atlatl+ 1 gp 1d8 piercing 1 lb. Ammunition (range 60/180), finesse, loading
Discus+ 30 gp 1d8 bludgeoning 5 lb. Finesse, heavy, thrown (range 80/160)
Hand Crossbow 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Heavy Crossbow 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp 3 lb. Special, thrown (range 5/15)
Shot Put+ 10 gp 1d10 bludgeoning 16 lb. Heavy, thrown (range 30/60)
Shuriken+ 5 gp 1d6 piercing 1/4 lb. Finesse, light, thrown (range 30/90)
Shields
Name Cost AC Damage Weight Properties
Buckler+ 5 gp +1 1d4 bludgeoning 3 lb. Light
Heavy Shield+ 30 gp +2 1d8 bludgeoning 15 lb. Heavy, two-handed
Shield 10 gp +2 6 lb.
Spiked Shield+ 15 gp +1 1d6 piercing 6 lb.
Tower Shield+ 75 gp +2 18 lb. Heavy, special, versatile

Shields that inflict damage qualify both as martial weapons and as shields in reference to other game mechanics.

Your Armor Class cannot benefit from more than one shield at a time. If heavy weapons impose disadvantage on your attacks, you cannot wield a heavy shield.

Knife

simple melee weapon, 1d4 piercing damage

Knives are great for cooking, throwing, and stabbing.

Finesse, thrown (range 20/60)

When you would normally gain a dagger with your starting equipment, you can choose to instead gain a knife.


Sickle

simple melee weapon, 1d4 slashing damage

A sickle is a small weapon, most often used to harvest crops.

Light

Special. You can add your ability modifier to the sickle's damage even if you don't have the Two-Weapon Fighting Style.


Wakizashi

simple melee weapon, 1d4 slashing damage

A wakizashi is a sword typically used by young monks and samurai fighters. It has a design similar to the katana but is shorter and easier to wield effectively.

Finesse, versatile (1d6)


War Scythe

simple melee weapon, 1d8 slashing damage

The design of the war scythe is based on an agricultural hand tool for mowing grass or gleaning crops. Many adventurers have grown accustomed to operating scythes and find it easy to use this weapon.

Reach, two-handed


Blowgun

simple ranged weapon, 1 piercing damage

A blowgun is a weapon consisting of a long narrow tube for shooting light projectiles.

Ammunition (range 25/100), loading

Special. When you are hiding, missing with an attack roll does not reveal your location.


Dense Rock

simple ranged weapon, 1d6 bludgeoning damage

There isn't anything special about this rock, aside from how it's a bit heavier than you'd expect.

Thrown (range 10/30)

Unlike most ranged weapons, you add your Strength modifier to a rock's attack and damage rolls.


Simple Hand Crossbow

simple ranged weapon, 1d4 piercing damage

This variation of the hand crossbow was designed to be less expensive to create and easier to use.

Ammunition (range 30/120), loading

When you would normally gain a light crossbow as a weapon proficiency or piece of starting equipment, you can choose to instead gain a simple hand crossbow.


Brass Knuckles

martial melee weapon, 1d4 bludgeoning damage

Brass knuckles are pieces of metal shaped to fit around the knuckles for hand-to-hand combat.

Light

Special. If you have the Unarmed Fighting Style or belong to a race with natural weapons, this weapon's damage die increases to 2d4.

Attacks made using brass knuckles are weapon attacks, not unarmed strikes.


Dagger

martial melee weapon, 1d4 piercing damage

A dagger is a knife with a very sharp point and usually two sharp edges, designed for both stabbing and throwing.

Finesse, light, thrown (range 30/90)

Special. You can dual wield with a dagger, even if the other weapon isn't light.


Greataxe

martial melee weapon, 1d12 slashing damage

A tool used for felling the largest trees, and the largest foes.

Heavy, thrown (range 10/20)

Special. You must use two hands when you make a melee attack with this weapon.


Katana

martial melee weapon, 1d10 slashing damage

A katana is a sword characterized by a curved, single-edged blade with a long grip to accommodate two hands.

Finesse, two-handed

The katana qualifies as a monk weapon.


Poniard

martial melee weapon, 1d6 piercing damage

A poniard is a long knife with a continuously tapering, acutely pointed blade and crossguard.

Finesse, thrown (range 20/60)


Maul

martial melee weapon, 1d6 bludgeoning damage

A maul is a long-handled hammer with a heavy head of wood, lead, or iron. It can be wielded with both hands for greater leverage.

Heavy, versatile (1d12)

As a heavy weapon, the maul qualifies for the Great Weapon Master feat, even when held in one hand.


Warhammer

martial melee weapon, 1d8 bludgeoning damage

A warhammer is a long-handled weapon, often used to defend fortified walls and against mounted opponents.

Special. Before you make an attack with a warhammer, you can choose to attack using the hammer's maximum leverage, provided you are proficient with the weapon.

You take a -2 penalty to the attack roll, and if the attack hits, the damage die is increased to 1d12.


Bardiche

martial melee weapon, 1d6 slashing damage

A bardiche is a long, thin pole with an axeblade at the end. It looks similar to a halberd but weighs a bit less.

Light, reach

The bardiche qualifies for the Polearm Master feat.


Bullwhip

martial melee weapon, 1d6 slashing damage

A bullwhip is a single-tailed whip, usually made of braided leather, designed as a tool for working with livestock.

Finesse, reach


Rope dart

martial melee weapon, 1d8 slashing damage

This weapon is a long rope with a metal dart attached at one end. The rope dart is able to be thrown and then pulled back to its user.

Finesse, reach, two-handed


Stockwhip

martial melee weapon, 1d4 slashing damage

A stockwhip is a type of whip made of a long, tapered length of flexible, plaited leather with a stiff handle and thong able to pivot along the handle easily.

Finesse, light, reach


Atlatl

martial ranged weapon, 1d8 piercing damage

An atlatl is a tool that uses leverage to achieve greater velocity in spear or javelin-throwing, and includes a bearing surface which allows the user to store energy during the throw.

Ammunition (range 60/180), finesse, loading

The atlatl uses spears and javelins as ammunition.


Discus

martial ranged weapon, 1d8 bludgeoning damage

A discus is a heavy disc that can be thrown a great distance using the proper technique.

Finesse, heavy, thrown (range 80/160)


Shot Put

martial ranged weapon, 1d10 bludgeoning damage

A shot put is a heavy spherical ball designed to be thrown with great force.

Heavy, thrown (range 20/40)

Unlike most ranged weapons, you add your Strength modifier to a shot put's attack and damage rolls.


Shuriken

martial ranged weapon, 1d6 piercing damage

A shuriken is a concealed weapon often used to distract or misdirect. With the right technique, it can inflict deadly force.

Finesse, light, thrown (range 30/90)


Buckler

shield (+1 AC), 1d4 bludgeoning damage

The buckler is a small, round shield, gripped in the fist with a central handle behind the boss. Its lightweight design allows its wielder to bash opponents while still using it defensively.

Light


Heavy Shield

shield (+2 AC), 1d8 bludgeoning damage

Heavy shields are designed to have great defensive and offensive power.

Heavy, two-handed


Spiked Shield

shield (+1 AC), 1d6 piercing damage

This weapon has a design similar to an ordinary shield, but sharp spikes made of wood, metal, or bone protrude from it.


Tower Shield

shield

This shield was built to be massive and maximally protective.

Heavy

Special. Using the tower shield blocks more than ordinary attacks. You receive a +2 bonus to Dexterity saving throws when you wield it.

If you are wielding this shield, you cannot cast spells that require somatic or material components unless you have the War Caster feat.

Versatile. If you hold this shield in one hand, you can wield a weapon in your other hand, but that weapon must have the light property. If you hold it in two hands, the shield's AC bonus increases to +3.

You can gain the benefit of holding the shield with two hands whenever both of your hands are free. (For instance, you could throw a handaxe on your turn and still receive this benefit, or you could repeatedly draw and stow a war pick to receive the benefit every other turn.)


Optional Rules


Archery. This fighting style only applies to weapons with the ammunition property.

Dedicated Weapon. This is an optional feature found in Tasha's Cauldron of Everything that improves a monk's viability. Don't use this feature, as it would make the monk class too powerful.

Heavy Weapons. Instead of imposing disadvantage on small races, they impose disadvantage unless your Strength score is 13 or higher. This helps to improve balance, specifically with shields and high-damage ranged weapons.

Hex Warrior. In order to mitigate abuse of the Hexblade Warlock multiclass, implement one of the following rules:

  1. Hex Warrior does not apply to versatile weapons.
  2. Hex Warrior is a part of Pact of the Blade, instead of a level 1 Hexblade Patron feature.
  3. Don't allow multiclassing.

Knives. Druids, sorcerers, and wizards start with proficiency in knives instead of daggers.

Lunge. before making an attack with a shield, you can choose to lunge. Doing so causes your shield's damage die to increase by 2 (1d4→1d6, 1d6→1d8, 1d8→1d10), and it causes the shield's AC bonus to drop to 0.

These effects last until the start of your next turn.

Made by Nate Wilson
Art by Wayne Reynolds – WayneReynolds.com

Weapon Alterations


Club. Damage increased to 1d6.

Greatclub. Damage increased to 2d4.

Handaxe. Moved to martial melee weapons.

Mace. Damage increased to 2d4-1.

Sickle. Receives the two-weapon fighting style bonus damage, regardless of whether you have that feature.

Spear. Moved to martial melee weapons, added reach property, two-handed damage increased to 1d10.

Battleaxe. Removed versatile property, added thrown property.

Flail. Added versatile (2d4-1/3d4-1) properties.

Greataxe. Added thrown property (only needs to be held in one hand when thrown).

Halberd. Removed heavy and two-handed properties, damage reduced to 1d8.

Longsword. Two-handed damage increased to 1d12.

Maul. Removed two-handed property, added versatile (1d6/1d12) property.

Morningstar. Damage increased to 2d4.

Shortsword. Moved to simple melee weapons, damage reduced to 1d4.

Trident. Added finesse property.

Pike. Added thrown property, damage reduced to 2d4.

War Pick. Added light property.

Whip. Moved to simple melee weapons.

Blowgun. Moved to simple ranged weapons, does not reveal position on a miss.

Multiple small changes to the range of weapons with the thrown property.

6