Weapons
Weapons
Weapons
Y
our 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 Daze. When an attack roll with a daze weapon hits the
categories are simple and martial. Most people can use target's AC by 5 or more, you grants advantage on the next
simple weapons with proficiency. These weapons include attack roll against the target before the start of its next turn.
clubs, maces, and other weapons often found in the hands of Defensive. The weapon is good when fighting defensively.
commoners. Martial weapons, including swords, axes, and On your turn, you can use your bonus action to assume a
polearms, require more specialized training to use effectively. parrying stance, provided you have the weapon in hand.
Most warriors use martial weapons because these weapons Doing so grants you a +1 bonus to your AC against adjacent
put their fighting style and training to best use. Proficiency creatures until the start of your next turn or until you’re not
with a weapon allows you to add your proficiency bonus to holding the weapon.
the attack roll for any attack you make with that weapon. Disarm. When holding this weapon and successfully
If you make an attack roll using a weapon with which you disarming a creature, that creature takes damage equal to
lack proficiency, you do not add your proficiency bonus to the your Dexterity modifier (minimum of 1).
attack roll. Ensnaring. You can make grapple check whith the hand
holding this weapon as it was a free hand.
Weapon Properties Finesse. When making an attack with a finesse weapon,
Many weapons have special properties related to their use, as you use your choice of your Strength or Dexterity modifier for
shown in the Weapons table. the attack and damage rolls. You must use the same modifier
Ammunition. You can use a weapon that has the for both rolls.
ammunition property to make a ranged attack only if you Heavy. Small creatures have disadvantage on attack rolls
have ammunition to fire from the weapon. Each time you with heavy weapons. A heavy weapon’s size and bulk make it
attack with the weapon, you expend one piece of ammunition. too large for a Small creature to use effectively.
Drawing the ammunition from a quiver, case, or other Knockdown. When holding this weapon and successfully
container is part of the attack (you need a free hand to load a knock a creature prone or push it away from you, that
one-handed weapon). At the end of the battle, you can recover creature takes damage equal to your Strength modifier
half your expended ammunition by taking a minute to search (minimum of 1).
the battlefield. If you use a weapon that has the ammunition Light. A light weapon is small and easy to handle, making
property to make a melee attack, you treat the weapon as an it ideal for use when fighting with two weapons.
improvised weapon (see “Improvised Weapons” later in the Loading. Because of the time required to load this
section). A sling must be loaded to deal any damage when weapon, you can fire only one piece of ammunition from it
used in this way. when you use an action, bonus action, or reaction to fire it,
Brutal. When you hit a prone creature with a weapon regardless of the number of attacks you can normally make.
attack you make with a brutal weapon, the creature takes an Painful. When an attack roll with a painful weapon hits the
extra 1d4 damage. target's AC by 5 or more, the target suffers disadvantage on
Concealed. A concealed weapon is smaller or looks its next attack roll until the end of its next turn.
mundane and can be hidden more easily. You have advantage Range. A weapon that can be used to make a ranged attack
on Dexterity (Sleight of Hand) checks you make to keep this has a range in parentheses after the ammunition or thrown
weapon hidden. 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.
WEAPONS 1
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.
Reactive. You can set a reactive weapon to receive a
charge. As a bonus action, choose a creature you can see that
is at least 20 feet away from you. If that creatures moves
within your weapon’s reach on its next turn, you can make a
melee attack against it with your weapon as a reaction. You
can’t use this property if the creature used the Disengage
action before moving.
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, but 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.
Special Weapons
Weapons with special rules are described here.
Blowgun. When you apply a poison to a blowgun, a dose
can cover 10 pieces of ammunition instead of the usual 3.
Dagger. When you make an opportunity attack with a
dagger, you have advantage on the attack roll.
Flail. As a bonus action on your turn, you can prepare
yourself to extend your flail to sweep over targets’ shields and
covers. Until the end of this turn, your attack rolls with the
weapon gain a +2 bonus against any target using a shield or
with half cover.
Lance. You have disadvantage when you use a lance to
attack a target within 5 feet of you. Also, a lance is a heavy
weapon and requires two hands to wield weapon when you
aren’t mounted and if you damage a creature with a lance
after moving at least 30 feet straight toward a target while
mounted, the you deal an extra 1d4 damage.
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.
WEAPONS
2
Simple Weapons
Name Cost Damage Damage Type Weight Properties
Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb. Daze, light
Dagger 2 gp 1d4 piercing 1 lb. Concealed, finesse, light, special, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Daze, two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Brutal, light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Painful, thrown (range 30/120)
Light hammer 2 gp 1d6 bludgeoning 2 lb. Knockdown, light, thrown (range 20/60)
Sickle 1 gp 1d4 slashing 2 lb. Finesse, light
Mace 5 gp 1d6 bludgeoning 4 lb. Knockdown, versatile (1d8)
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Spear/Trident 1 gp 1d6 piercing 3 lb. Reactive, thrown (range 20/60), versatile (1d8)
Unarmed — 1 bludgeoning — —
Whip 2 gp 1d4 slashing 3 lb. Disarm, ensnaring, finesse, reach
Simple Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), concealed, special
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Concealed, finesse, thrown (range 20/60)
Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120), concealed, daze
WEAPONS 3
Martial Weapons
Name Cost Damage Damage Type Weight Properties
Martial Melee Weapons
Battleaxe 10 gp 1d8 slashing 4 lb. Brutal, versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb. Ensnaring, special, versatile (1d10)
Glaive 20 gp 1d10 slashing 6 lb. Defensive, heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Brutal, heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Defensive, heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Brutal, heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Defensive, versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Daze, heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb. Knockdown, versatile (1d10)
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, reactive, two-handed
Scimitar/Shortsword 15 gp 1d6 slashing 3 lb. Defensive, finesse, light
Rapier 25 gp 1d6 piercing 2 lb. Disarm, finesse, light
War pick 5 gp 1d8 piercing 2 lb. Painful, versatile (1d10)
Warhammer 15 gp 1d8 bludgeoning 2 lb. Knockdown, versatile (1d10)
Martial Ranged Weapons
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), concealed, 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
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Net 1 gp — — 3 lb. Special, thrown (range 5/15)
Artworks Credits
Armory by merl1ncz
Volcano forge by Oission
4 WEAPONS