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 ancestry, 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.
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.
Returning
This weapon returns to your free hand after you throw it, regardless of whether the attack hits or misses.
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.
Special Properties
Weapons with special rules are described here.
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.
Net
A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 Slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Smokepowder Satchel
When this item is thrown, it explodes on the point where it lands. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 Fire damage.
Weapon Weight
Some weapons differ in weight, making them easier or harder for some creatures to wield.
Light Weapons
A light weapon is small and easy to handle. You can wield these weapons in either hand with ease, making them ideal for use when fighting with two weapons.
Tiny creatures have disadvantage on attack rolls with anything but light weapons.
Heavy
A heavy weapon is great in size and bulk, make it too large for most creatures to use effectively.
Small creatures have disadvantage on attack rolls with heavy weapons.
Silvered Weapons
Silvered weapons are weapons coated in silver, which are particularly effective against certain kinds of creatures, most commonly vampires, lycanthropes, and certain kinds of Undead. When you hit one such creature with a silvered weapon, the attack is considered magical for the purposes of overcoming resistances, and deals an additional 1d4 Radiant damage.
Smokepowder Weapons
These weapons utilize gunpowder for explosive effect, and aren't always allowed in every campaign. A character can only gain proficiency with a Smokepowder Weapon using Skill Training , which costs double the normal amount of time to gain proficiency with that item.
Alternatively, your DM may also decide to allow you to gain proficiency with these weapons by other means.
Exotic Weapons
Exotic weapons are special, potent weapons that often come from beyond the stars, and aren't always allowed in every campaign. A character can only gain proficiency with an Exotic Weapon using Skill Training , which costs triple the normal amount of time to gain proficiency with that item.
Alternatively, your DM may also decide to allow you to gain proficiency with these weapons by other means.
Weapon Actions
Most weapons have special actions that can be performed using them. You must be proficient with a weapon to use any of its special actions.
Weapon Actions are universal, meaning if you use one of them, you cannot use that ability on any weapon until you rest for the appropriate amount of time.
For example, if you were to use Lacerate with a Sickle, you would have to complete a short or long rest to use Lacerate again, even if you switch to another weapon with Lacerate as one of its abilities.
Weapon Save DC
Some Weapon Actions require a saving throw.
Martial Power Save DC
Simple Melee Weapons
Weapon | Cost | Damage | Weight | Properties | Weapon Actions |
---|---|---|---|---|---|
Boomerang | 10gp | 1d4 Bludgeoning | 3 lbs. | Thrown (range 60/120), Returning | — |
Club | 0.1gp | 1d4 Bludgeoning | 2 lbs. | Light | Concussive Smash |
Dagger | 0.2gp | 1d4 Piercing | 1 lb. | Finesse, light, thrown (range 20/60) | Piercing Strike |
Greatclub | 0.2gp | 1d8 Bludgeoning | 10 lbs. | Two-handed | Backbreaker, Tenacity |
Handaxe | 5gp | 1d6 Slashing | 2 lbs. | Light, thrown (range 20/60) | Lacerate |
Javelin | 5sp | 1d6 Piercing | 2 lbs. | Thrown (range 30/120) | Rush Attack |
Light Hammer | 2gp | 1d4 Bludgeoning | 2 lbs. | Light, thrown (range 20/60) | Concussive Smash |
Mace | 5gp | 1d6 Bludgeoning | 4 lbs. | — | Concussive Smash |
Quarterstaff | 0.2gp | 1d6 Bludgeoning | 4 lbs. | Versatile (1d8) | Topple |
Sickle | 1gp | 1d4 Slashing | 2 lbs. | Versatile (1d8) | Lacerate |
Spear | 1gp | 1d6 Piercing | 3 lbs. | Thrown (range 20/60), versatile (1d8) | Rush Attack |
Simple Ranged Weapons
Weapon | Cost | Damage | Weight | Properties | Weapon Actions |
---|---|---|---|---|---|
Dart | 0.05gp | 1d4 Piercing | 1/4 lb. | Finesse, thrown (range 20/60) | Brace, Piercing Shot |
Light Crossbow | 25gp | 1d8 Piercing | 5 lbs. | Ammunition (range 80/320), loading, two-handed | Piercing Shot |
Shortbow | 25gp | 1d6 Piercing | 2 lbs. | Ammunition (range 80/320), two-handed | Hamstring Shot |
Sling | 0.1gp | 1d4 Bludgeoning | — | Ammunition (range 30/120) | Headcrack |
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties | Weapon Actions |
---|---|---|---|---|---|
Battleaxe | 10gp | 1d8 Slashing | 4 lbs. | Versatile (1d10) | Lacerate, Maiming Strike |
Chakram | 40gp | 1d6 Slashing | 1 lb. | Returning, thrown (range 30/60) | Lacerate |
Flail | 10gp | 1d8 Bludgeoning | 2 lbs. | — | Concussive Smash, Weakening Strike, Tenacity |
Glaive | 20gp | 1d10 Slashing | 6 lbs. | Heavy, reach, two-handed | Lacerate, Rush Attack |
Greataxe | 30gp | 1d12 Slashing | 7 lbs. | Heavy, two-handed | Cleave, Lacerate |
Greatsword | 50gp | 2d6 Slashing | 6 lbs. | Heavy, two-handed | Cleave, Lacerate |
Halberd | 20gp | 1d10 Slashing | 6 lbs. | Heavy, reach, two-handed | Cleave, Lacerate, Rush Attack |
Hookblade | 15gp | 1d8 Slashing | 4 lbs. | Versatile (1d10) | Lacerate, Grappling Strike |
Lance | 10gp | 1d12 Piercing | 6 lbs. | Reach, special | Rush Attack (mounted only) |
Longsword | 15gp | 1d8 Slashing | 3 lbs. | Versatile (1d10) | Lacerate, Rush Attack |
Maul | 10gp | 2d6 Bludgeoning | 10 lbs. | Heavy, two-handed | Concussive Smash, Backbreaker, Tenacity |
Morningstar | 15gp | 1d8 Piercing | 4 lbs. | — | Concussive Smash, Tenacity |
Pike | 5gp | 1d10 Piercing | 18 lbs. | Heavy, reach, two-handed | Rush Attack |
Rapier | 25gp | 1d8 Piercing | 2 lbs. | Finesse | Flourish, Weakening Strike |
Scimitar | 25gp | 1d6 Piercing | 3 lbs. | Finesse, light | Lacerate, Flourish |
Shortsword | 10gp | 1d6 Piercing | 2 lbs. | Finesse, light | Flourish, Piercing Strike |
Trident | 5gp | 1d6 Piercing | 4 lbs. | Thrown (range 20/60), versatile (1d8) | Maiming Strike, Rush Attack, Piercing Strike |
War Pick | 5gp | 1d8 Piercing | 2 lbs. | — | Maiming Strike, Weakening Strike |
Warhammer | 15gp | 1d8 Bludgeoning | 2 lbs. | Versatile (1d10) | Backbreaker, Concussive Smash, Weakening Strike |
Weapon | Cost | Damage | Weight | Properties | Weapon Actions |
---|---|---|---|---|---|
Whip | 2gp | 1d4 Slashing | 3 lbs. | Finesse, reach | Grappling Strike, Lacerate |
Yo-yo | 1gp | 1d4 Bludgeoning | 0.05 lbs. | Finesse, light, reach | Concussive Smash |
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties | Weapon Actions |
---|---|---|---|---|---|
Blowgun | 10gp | 1 Piercing | 1 lb. | Ammunition (range 25/100), loading | Piercing Shot |
Hand Crossbow | 75gp | 1d6 Piercing | 3 lbs. | Ammunition (range 30/120), light, loading | Mobile Shot, Piercing Shot |
Heavy Crossbow | 50gp | 1d10 Piercing | 18 lbs. | Ammunition (range 100/400), heavy, loading, two-handed | Brace, Piercing Shot |
Longbow | 50gp | 1d10 Piercing | 2 lbs. | Ammunition (range 150/600), heavy, two-handed | Brace, Hamstring Shot |
Net | 1gp | — | 3 lbs. | Special, thrown (range 15/30) | — |
Smokepowder Ranged Weapons
Weapon | Cost | Damage | Weight | Properties | Weapon Actions |
---|---|---|---|---|---|
Smokepowder Boomstick | 500gp | 1d12 Piercing | 20 lbs. | Ammunition (range 30/120), heavy, two-handed, loading | Scattershot |
Smokepowder Flintlock | 250gp | 1d10 Piercing | 1 lb. | Ammunition (range 30/120), light, loading | Piercing Shot, Mobile Shot |
Smokepowder Longrifle | 700gp | 1d12 Piercing | 20 lbs. | Ammunition (range 60/200), loading | Piercing Shot, Hamstring Shot |
Smokepowder Satchel | 175gp | — | 3 lbs. | Special, thrown (range 30/50) | — |
Exotic Melee Weapons
Weapon | Cost | Damage | Weight | Properties | Weapon Actions |
---|---|---|---|---|---|
Plasma Slicer | 2,500gp | 1d6 Radiant | 4 lbs. | Finesse | Cleave |
Farlander Longblade | 3,000gp | 1d8 Necrotic | 6 lbs. | Versatile (1d10) | Lacerate, Phase |
Farlander Whip | 2,000gp | 1d4 Necrotic | 6 lbs. | Finesse, Reach | Grappling Strike, Lacerate, Phase |
Morph Staff | 2,000gp | 1d8 Bludgeoning | 8 lbs. | Versatile (1d10) | Morph, Topple |
Exotic Ranged Weapons
Weapon | Cost | Damage | Weight | Properties | Weapon Actions |
---|---|---|---|---|---|
Ampere Rifle | 12,000gp | 1d12 Lightning | 20 lbs. | Ammunition (range 60/120), heavy, loading | Brace, Voltbeam |
Force Cannon | 8,000gp | 1d8 Force | 12 lbs. | Ammunition (range 50/100), heavy, loading | Brace, Piercing Shot |
Lightflinger | 10,000gp | 1d10 Radiant | 16 lbs. | Ammunition (range 300/600), heavy, loading | Hamstring Shot |
Starsplitter | 25,000gp | 3d4 Force | 25 lbs. | Ammunition (range 120/300), heavy, loading | — |
Stasis Rifle | 20,000gp | 1d12 Poison | 14 lbs. | Ammunition (range 50/100), heavy, loading | Stasis |
Melee Weapon Actions
Backbreaker 1/short or long rest
(Prerequisite: wielding a greatclub, maul, or warhammer you are proficient with).
As a part of your attack action, you attempt to knock the target prone. The target must make a Strength saving throw. On a failed save, the target takes its normal damage from this weapon and is knocked prone.
Brace (melee) 1/short or long rest
(Prerequisite: wielding a greatsword or greataxe you are proficient with).
By sacrificing 20ft of movement as a bonus action, you can roll your damage with your attacks with an eligible weapon you make on the same turn twice and choose the higher result.
Cleave 1/short or long rest
(Prerequisite: wielding a greataxe, greatsword, halberd, or plasma slicer you are proficient with).
When you attack with this weapon, you can choose to swing it into up to three creatures within a 5ft radius. When you do so, your attack deals half its normal damage (minimum of 1).
Concussive Smash 1/short or long rest
(Prerequisite: wielding a club, greatclub, light hammer, morningstar, mace, maul, or warhammer you are proficient with).
As an action, you can attempt to Daze a target. The target must make a Constitution saving throw. On a failed save, the target takes the normal damage from this weapon, and becomes Dazed.
Flourish 1/short or long rest
(Prerequisite: wielding a rapier, shortsword, or scimitar you are proficient with).
As a part of your attack action, you attempt to knock the target off balance. On a hit, the target takes its normal damage from this weapon, and attacks rolls against the target are made with advantage until the start of your next turn.
Grappling Strike 1/short or long rest
(Prerequisite: wielding a hookblade or whip you are proficient with).
As a part of your attack action, you attempt to grapple the target. The target must make a Dexterity saving throw. On a failed save, the target takes its normal damage from this weapon and is Grappled by you.
Lacerate 1/short or long rest
(Prerequisites: wielding a battleaxe, chakram, farlander longblade, farlander whip, glaive, greataxe, greatsword, flail, halberd, handaxe, longsword,scimitar, sickle, or whip you are proficient with).
As a part of your attack action, you attempt to inflict a bleeding wound. If you hit with this attack, the target takes the normal damage from this weapon, and must succeed a Constitution saving throw or begin Bleeding for its next two turns.
Maiming Strike 1/short or long rest
(Prerequisite: wielding a battleaxe, trident, or war pick you are proficient with).
As a part of your attack action, you attempt to maim a target. If you hit with this attack, the target takes its normal damage from this weapon, and must make a Constitution saving throw. On a failed save, the target's speed becomes 0 until the start of your next turn.
Morph Unlimited Uses
(Prerequisite: wielding a morph staff you are proficient with).
As a bonus action, you can cause this staff to change its shape to gain either a hammer head, a spike, or a blade, changing its damage type to Bludgeoning, Piercing, or Slashing damage.
Rush Attack 1/short or long rest
(Prerequisite: wielding a lance, glaive, halberd, longsword, pike, spear, or trident you are proficient with).
You rush 15ft forward in a straight line and make a melee attack with this weapon agaisnt the first creature in your path.
Piercing Strike 1/short or long rest
(Prerequisites: wielding a dagger, shortsword, trident, or war pick you are proficient with).
As a part of your attack action, you attempt to inflict a terrible wound. If you hit with this attack, the target takes its normal damage from this weapon, and must succeed a Constitution saving throw or gain Gaping Wounds for its next two turns.
Phase 1/long rest
(Prerequisite: wielding a Farlander Longblade or Farlander Whip you are proficient with).
You instantly teleport up to 15ft forward in a straight line and make a melee attack with this weapon against the first creature in your path.
Pommel Strike 1/short or long rest
(Prerequisite: wielding a longsword, rapier, shortsword, or scimitar you are proficient with).
You make a non-lethal attack with this weapon as a bonus action, dealing 1d4 Bludgeoning damage on a hit.
Tenacity Passive Feature
(Prerequisite: wielding a greatclub, flail, maul, or morningstar you are proficient with).
If you miss an attack with this weapon, you still deal 1 Bludgeoning damage to the target.
Topple 1/short or long rest
(Prerequisite: wielding a morph staff or quarterstaff you are proficient with).
As an action, you attempt to knock a creature prone with this weapon. The target must make a Dexterity saving throw. On a failed save, the target takes 1d4 Bludgeoning damage and is knocked prone. On a successful save, the target takes half damage and is not knocked prone.
Flying, swimming, or hovering creatures are shoved 5ft away from you on a failed save by this ability instead of falling prone. Climbing creatures are knocked off their surface on a failed save.
Weakening Strike 1/short or long rest
(Prerequisite: wielding a flail, rapier, warpick, or warhammer you are proficient with).
You target an enemy's hands as a non-lethal attack. On a hit, the target takes its normal damage from this weapon, and must succeed a Strength saving throw or have its melee damage reduced by by 2 for its next two turns.
Ranged Weapon Actions
Brace (ranged) 1/short or long rest
(Prerequisite: wielding an force cannon, dart, longbow, or heavy crosssbow you are proficient with).
By sacrificing 20ft of movement as a bonus action, you can roll your damage with your attacks with an eligible weapon you make on the same turn twice and choose the higher result.
Hamstring Shot 1/short or long rest
(Prerequisite: wielding a lightflinger, shortbow, smokepowder longrifle, or longbow you are proficient with).
As a part of your attack action, you attempt to wound a creature's legs to reduce its movement speed. If you hit with this attack, the target takes its normal damage from this weapon, and must succeed a Constitution saving throw. On a failed save, the target's speed becomes 0 until the end of your next turn.
Headcrack 1/short or long rest
(Prerequisite: wielding a sling you are proficient with).
As a part of your attack action, you attempt to strike at a creature's head to disorient it. If you hit with this attack, the target takes its normal damage from this weapon, and must succeed a Constitution saving throw or become Dazed until the end of your next turn.
Mobile Shot 1/short or long rest
(Prerequisite: wielding a hand crossbow or smokepowder flintlock you are proficient with).
If you take the dash action on your turn, you can use your bonus action to make an attack with your hand crossbow.
Piercing Shot 1/short or long rest
(Prerequisite: wielding an blowgun, dart, force cannon, light crossbow, hand crossbow, heavy crossbow, or smokepowder flintlock you are proficient with).
As a part of your attack action, you attempt to inflict a terrible wound. If you hit with this attack, the target takes its normal damage from this weapon, and must succeed a Constitution saving throw or gain Gaping Wounds for its next two turns.
Scattershot Passive Feature
(Prerequisite: wielding a smokepowder boomstick you are proficient with).
If you miss an attack with this weapon, you deal 1 Piercing damage.
Stasis 1/long rest
(Prerequisite: wielding a stasis rifle you are proficient with).
As a part of your attack action, you fire concentrated spatial energy at a creature to slow its movement. The target must succeed a Constitution saving throw or gain 1 stack of Slowed.
Voltbeam 1/long rest
(Prerequisite: wielding an ampere rifle you are proficient with).
As a part of your attack action, you fire an overcharged lightning shot. If you hit a creature with this attack, the lightning arcs to all creatures in a 5ft radius of the original target. Creatures within this zone must make a Constitution saving throw, taking 1d6 Lightning damage on a failed save, or half as much on a success.