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Everything you need to know about weapon stats, types & properties
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Do you want to learn more about the available weapons in Dungeons & Dragons 5th edition? We’ve got you covered! There’s a wide variety of weapons that characters and enemies alike can pick up, from simple weapons to the more specialized martial weapons. In this article, we’ll provide you with all the information you need for each weapon type, including damage values and properties. That way, you can make an informed decision when it’s time to get your character a new weapon!

A Quick Overview of DnD Weapons

Weapons are classified as simple or martial, with simple weapons being easier to use and martial weapons being specialized. Beyond that, every weapon has certain assigned properties that determine how it must be used (two-handed, versatile, light, etc.). Factors like proficiency and mastery also affect weapon attacks.

Section 1 of 4:

Weapon Types in D&D 5e

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  1. 1
    Simple weaponsThere are two main weapon categories: simple and martial. Simple weapons are generally considered easy to use, and most characters or creatures can use them with proficiency. They also tend to be the weapons you’d find on a commoner or someone of lesser means.[1] Melee weapons are the ones you can wield in close combat, while ranged weapons can be used to attack from a distance.
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Simple Melee Weapons
Name Damage Properties Mastery Weight Cost
Club 1d4 bludgeoning damage Light Slow 2 lb. 1 SP
Dagger 1d4 piercing damage Finesse, Light, Thrown (range 20/60) Nick 1 lb. 2 GP
Greatclub 1d8 bludgeoning damage Two-Handed Push 10 lb. 2 SP
Handaxe 1d6 slashing damage Light, Thrown (range 20/60) Vex 2 lb. 5 GP
Javelin 1d6 piercing damage Thrown (range 30/120) Slow 2 lb. 5 SP
Light Hammer 1d4 bludgeoning damagee Light, Thrown (range 20/60) Nick 2 lb. 2 GP
Mace 1d6 bludgeoning damage N/A Sap 4 lb. 5 GP
Quarterstaff 1d6 bludgeoning damage Versatile (1d8) Topple 4 lb. 2 SP
Sickle 1d4 slashing damage Light Nick 2 lb. 1 GP
Spear 1d6 piercing damage Thrown (range 20/60), Versatile (1d8) Sap 3 lb. 1 GP
Simple Ranged Weapons
Name Damage Properties Mastery Weight Cost
Dart 1d4 piercing damage Finesse, Thrown (range 20/60) Vex 1/4 lb. 1 SP
Light Crossbow 1d8 piercing damage Ammunition (range 80/320); bolt), Loading, Two-Handed Slow 5 lb. 2 GP
Shortbow 1d6 piercing damage Ammunition (range 80/320); arrow), Two-Handed Vex 2 lb. 2 SP
Sling 1d4 bludgeoning damage Ammunition (range 30/120); bullet) Slow N/A 5 GP
  1. 1
    Martial weaponsMartial weapons generally require specialized training to use. You’ll most often see warrior-type characters (like fighters, barbarians, paladins, or rangers) using martial weapons, since they tend to be more effective and deal greater damage in combat.[2] Here are the existing martial weapons in D&D 5e:
Martial Melee Weapons
Name Damage Properties Mastery Weight Cost
Battleaxe 1d8 slashing damage Versatile (1d10) Topple 4 lb. 10 GP
Flail 1d8 bludgeoning damage N/A Sap 2 lb. 10 GP
Glaive 1d10 slashing damage Heavy, Reach, Two-Handed Graze 6 lb. 20 GP
Greataxe 1d12 slashing damage Heavy, Two-Handed Cleave 7 lb. 30 GP
Greatsword 2d6 slashing damage Heavy, Two-Handed Graze 6 lb. 50 GP
Halberd 1d10 slashing damage Heavy, Reach, Two-Handed Cleave 6 lb. 20 GP
Lance 1d10 piercing damage Heavy, Reach, Two-Handed (unless mounted) Topple 6 lb. 10 GP
Longsword 1d8 slashing damage Versatile (1d10) Sap 3 lb. 15 GP
Maul 2d6 bludgeoning damage Heavy, Two-Handed Topple 10 lb. 10 GP
Morningstar 1d8 piercing damage N/A Sap 4 lb. 15 GP
Pike 1d10 piercing damage Heavy, Reach, Two-Handed Push 18 lb. 5 GP
Rapier 1d8 piercing damage Finesse Vex 2 lb. 25 GP
Scimitar 1d6 slashing damage Finesse, Light Nick 3 lb. 25 GP
Shortsword 1d6 piercing damage Finesse, Light Vex 2 lb. 10 GP
Trident 1d8 piercing damage Thrown (range 20/60), Versatile (1d10) Topple 4 lb. 5 GP
Warhammer 1d8 bludgeoning damage Versatile (1d10) Push 5 lb. 15 GP
War Pick 1d8 piercing damage Versatile (1d10) Sap 2 lb. 5 GP
Whip 1d4 slashing damage Finesse, Reach Slow 3 lb. 2 GP
Martial Ranged Weapons
Name Damage Properties Mastery Weight Cost
Blowgun 1 piercing damage Ammunition (range 25/100; needle), Loading Vex 1 lb. 10 GP
Hand Crossbow 1d6 piercing damage Ammunition (range 30/120); bolt), Light, Loading Vex 3 lb. 75 GP
Heavy Crossbow 1d10 piercing damage Ammunition (range 100/400); bolt), Heavy, Loading, Two-Handed Push 18 lb. 50 GP
Longbow 1d8 piercing damage Ammunition (range 150/600); arrow), Heavy, Two-Handed Slow 2 lb. 50 GP
Musket 1d12 piercing damage Ammunition (range 40/120; bullet), Loading, Two-Handed Slow 10 lb. 500 GP
Pistol 1d10 piercing damage Ammunition (range 30/90; bullet), Loading Vex 3 lb. 250 GP
Section 2 of 4:

Weapon Properties, Explained

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  1. Weapons with the “Ammunition” property require the proper ammunition to make ranged attacks, with each attack expending a single piece of ammunition (bolts, arrows, bullets, and so on). A single attack involves drawing the ammunition, loading it, and firing the weapon—although you need a free hand to load one-handed weapons.[3]
    • Ammunition can generally be purchased in-game. You can also spend 1 minute after combat and recover half of the ammunition used in the fight.
  2. Finesse weapons allow you to use your Strength or Dexterity modifier for attack and damage rolls. Keep in mind that you’ll need to use the same modifier for both rolls; for instance, if you make an attack using Strength, you should also roll damage using Strength.
  3. Melee weapons with the “Heavy” property require a Strength score of at least 13 to wield properly (or a Dexterity score of at least 13 for ranged weapons). If you use a Heavy weapon without having the prerequisite ability score, you’ll have to roll attacks with disadvantage.[4]
    • Disadvantage means rolling the d20 twice and taking the lower result.
  4. When using weapons with the “Light” property, you can take the Attack action on your turn and then make an extra attack as a Bonus Action (all in the same turn). However, the extra attack must be made using a different Light weapon in your character’s off-hand, and you can’t add your ability modifier to the damage (unless it’s a negative modifier).
    • For instance, say your character has a rapier in their main hand and a shortsword in the other.
    • That means they can attack with both weapons using an action and a bonus action, but they can’t add their Dexterity modifier to the bonus action attack.
  5. Weapons with the “Loading” property require ammunition to be loaded each time you use an action, bonus action, or reaction to fire it. Additionally, only one piece of ammunition can be fired from a Loading weapon at a time.
  6. Weapons with the “Range” property have a specific range in which they can be used, noted in parentheses. Every range has two numbers: the first is the weapon’s maximum normal range, and the second is the weapon’s maximum long range. If you attack with a ranged weapon and fire at a target beyond the normal range, you’ll have to make the attack roll with disadvantage.
    • For instance, longbows have a range of 150/600. That means the normal range for a longbow is 150 feet, and the long range is 600 feet.
    • You can’t attack a target that’s further beyond a weapon’s long range. So, if an enemy were more than 600 feet away, you wouldn’t be able to attack with a longbow.
  7. Weapons with the “Reach” property add an extra 5 feet to your reach on attacks (including opportunity attacks). So, for instance, if your normal reach is 5 feet (which is the standard for most characters), you’d have a total reach of 10 feet when wielding a weapon with this property.
    • In D&D, a character’s reach determines how far away they can hit enemies with a melee weapon.
  8. Weapons with the “Thrown” property can be thrown in ranged attacks (with your character drawing the weapon as part of the attack). Some throwing weapons are also melee weapons, meaning you can either wield them normally or throw them. If a melee weapon has the “Thrown” property, your ranged attacks should use the same ability modifier on attack and damage rolls that you use on melee attacks.
  9. Simply put, two-handed weapons require your character to wield them with two hands for attacks (not one). For example, you can’t hold a two-handed weapon and a shield at the same time (unless you have a specific feat that allows it).
  10. Versatile weapons can be used with either one or two hands—your choice. Using a versatile weapon with two hands over one generally increases the amount of damage it can do. On the charts above, you’ll see a damage value in parentheses next to weapons with the “Versatile” property; that value indicates the damage dealt when using the weapon with two hands.[5]
    • For example, longswords deal 1d8 slashing damage when held in one hand, and 1d10 damage when held in two hands.
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Section 3 of 4:

Weapon Mastery Properties

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  1. Mastery properties can be used by characters who have a specific feature (like Weapon Mastery) that allows them to do so. Here are the different mastery properties a weapon can have:[6]
    • Cleave - Once per turn, when you hit a creature with a melee attack, you can make another melee attack against a second creature within 5 feet. If you hit, that second creature takes the weapon’s damage (without your ability modifier added).
    • Graze - If you make an attack and miss, you can still deal damage equal to the ability modifier used to make the attack (using the same damage type dealt by the weapon).
    • Nick - Once per turn, when making an extra attack with a Light weapon, you can make that attack part of the action (instead of as a bonus action).
    • Push - When you hit a creature that is Large or smaller, you can push them up to 10 feet away.
    • Sap - When you hit a creature with your weapon, they have disadvantage on their next attack roll (so long as they attack before the start of your next turn).
    • Slow - When you hit a creature and deal damage, you can reduce the creature’s speed by 10 feet until the start of your next turn. However, the creature’s speed can’t be reduced by more than 10 feet (even if hit multiple times).
    • Topple - Upon hitting a creature with the weapon, you can force them to make a Constitution saving throw (DC 8 plus your attack ability modifier); on a failure, the creature is knocked prone.
    • Vex - Hitting a creature and dealing damage allows you to roll the next attack against the same creature with advantage (before the end of your next turn).
Section 4 of 4:

What is weapon proficiency in D&D?

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  1. Essentially, any character can use a weapon in D&D—but you need to have proficiency with a weapon to add your proficiency bonus to attack rolls. Player characters gain proficiency through various features, including their class, race/bloodline, and optional feats during level-ups. Monsters are automatically proficient with weapons in their stat blocks.
    • For instance, if your character is proficient with simple weapons, they can make melee attacks with a dagger by rolling a d20 and adding both their ability score modifier and proficiency bonus.
    • However, if your character isn’t proficient with simple weapons, they can only make melee attacks by rolling a d20 and adding their ability score modifier—not their proficiency bonus.
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About This Article

Jess Hamlet
Co-authored by:
Board, Card, and Dice Game Expert
This article was co-authored by Jess Hamlet and by wikiHow staff writer, Glenn Carreau. Jess Hamlet is a Board, Card, and Dice Game Expert based in Springfield, Missouri. She is the owner of Village Meeple, Springfield’s first Board Game Cafe. The cafe charges an admission fee that grants customers access to over 420 board games while they enjoy the atmosphere. They also serve food and drink, sell board games and accessories, and host private events. They also host events of their own, and put on teaching sessions for a variety of tabletop games for members of the community to come learn. Their board game shop hosts a wide variety of products, including party games, small box games, kid-friendly games, and dice games. Village Meeple champions the growth of in-person gaming, educational encounters, and table-top adventure in the community. Jess received an MBA from Southwest Baptist University and a Bachelor’s in Sports Medicine and Athletic Training from Missouri State University.
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