Equipment: Weapons

Simple Melee Weapons

Name Cost Damage Weight Properties Block
Club 1 sp 1d4 bludgeoning 2 lb. Light Club. Melee Weapon Attack: +{proficiency bonus + STRbonus} to hit, 5ft., one target. Hit: 1d4 + {STRbonus} bludgeoning damage.
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (20/60) Dagger. Melee Weapon Attack: +{proficiency bonus + STRbonus
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed Greatclub. Melee Weapon Attack: +{proficiency bonus + STRbonus} to hit, 5ft., one target. Hit: 1d8 + {STRbonus} bludgeoning damage.
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (20/60) Handaxe. Melee Weapon Attack: +{proficiency bonus + STRbonus} to hit, 5ft., one target. Hit: 1d6 + {STRbonus} slashing damage. Ranged Weapon Attack: +{proficiency bonus + STRbonus} to hit, range 20/60, one target. Hit: 1d6 + {STR bonus} slashing damage.
Javelin 5 sp 1d6 piercing 2 lb. Thrown (30/120) Javelin. Melee Weapon Attack: +{proficiency bonus + STRbonus} to hit, 5ft., one target. Hit: 1d6 + {STRbonus} piercing damage. Ranged Weapon Attack: +{proficiency bonus + STRbonus} to hit, range 30/120, one target. Hit: 1d6 + {STR bonus} piercing damage.
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (20/60) Light hammer. Melee Weapon Attack: +{proficiency bonus + STRbonus} to hit, 5ft., one target. Hit: 1d4 + {STRbonus} bludgeoning damage. Ranged Weapon Attack: +{proficiency bonus + STRbonus} to hit, range 20/60, one target. Hit: 1d4 + {STR bonus} bludgeoning damage.
Mace 5 gp 1d6 bludgeoning 4 lb. Mace. Melee Weapon Attack: +{proficiency bonus + STRbonus} to hit, 5ft., one target. Hit: 1d6 + {STRbonus} bludgeoning damage.
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Quarterstaff. Melee Weapon Attack (one-handed): +{proficiency bonus + STRbonus} to hit, 5ft., one target. Hit: 1d6 + {STRbonus} bludgeoning damage. Melee Weapon Attack (two-handed): +{proficiency bonus + STRbonus} to hit, 5ft., one target. Hit: 1d8 + {STRbonus} bludgeoning damage.
Sickle 1 gp 1d4 slashing 2 lb. Light Sickle. Melee Weapon Attack: +{proficiency bonus + STRbonus} to hit, 5ft., one target. Hit: 1d4 + {STRbonus} slashing damage.
Spear 1 gp 1d6 piercing 3 lb. Thrown (20/60), versatile (1d8) Spear. Melee Weapon Attack (one-handed): +{proficiency bonus + STRbonus} to hit, 5ft., one target. Hit: 1d4 + {STRbonus} piercing damage. Melee Weapon Attack (two-handed): +{proficiency bonus + STRbonus} to hit, 5ft., one target. Hit: 1d8 + {STRbonus} piercing damage. Ranged Weapon Attack: +{proficiency bonus + STRbonus} to hit, range 20/60, one target. Hit: 1d6 + {STR bonus} piercing damage.

Martial Melee Weapons

Name Cost Damage Weight Properties Block
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb.
Glaive 20 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 6 lb. Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb.
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
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
Trident 5 gp 1d6 piercing 4 lb. Thrown (20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb.
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach

Simple Ranged Weapons

Name Cost Damage Weight Properties Block
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition, range (80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition, range (80/320), two-handed
Sling 1 sp 1d4 piercing Ammunition, range (30/120)

Martial Ranged Weapons

Name Cost Damage Weight Properties Block
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
Crossbow, heavy 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 (5/15)

Ammunition

Ammunition Cost Weight
Arrows (20) 1 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1.5 lb.
Sling bullets (20) 4 cp 1.5 lb.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons tables above.

Property Description
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. Loading a one-handed weapon requires a free hand. 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 Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny 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 shown 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 maximum 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. This property also determines your reach for opportunity attacks with a reach weapon.
Special A weapon with the special property has unusual rules governing its use, explained in the weapon's description (See below)
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 to use. This property is relevant only when you attack with the weapon, not when you simply hold 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.