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Weapons DND 5e

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0% found this document useful (0 votes)
32 views5 pages

Weapons DND 5e

Uploaded by

popokeymonkey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Simple Melee Weapons

Name Cost Damage Weight Properties


Arming sword 1 gp 1d6 slashing 3 lb. Flexible (1d4), light
Brass knuckles 5 gp 1d4 bludgeoning 1 lb. Glove, light, nimble
Club 1 sp 1d4 bludgeoning 2 lb. Brawler, light, versatile (1d6)
Dagger 2 gp 1d4 piercing 1 lb. Execute, finesse, light, thrown (range 20/60)
Greatclub 2 sp 2d4 bludgeoning 10 lb. Brawler, heavy, two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, nimble, thrown (range 20/60)
Hidden knife 25 gp 1d4 piercing 1 lb. Execute, finesse, glove, hidden, light
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120), versatile (1d8)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Bludgeon, light, thrown (20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. Demolish, versatile (1d8)
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Agile, versatile (1d8)
Scythe 5 gp 2d4 slashing 5 lb. Heavy, reach, two-handed
Sickle 1 gp 1d4 slashing 2 lb. Disarm, light, finesse
Shortspear 1 gp 1d6 piercing 3 lb. Finesse, thrown (range 20/60), versatile (1d8)
Unarmed Strike — 1d1 bludgeoning — Light, nimble

Martial Melee Weapons


Name Cost Damage Weight Properties
Bastard sword 30 gp 1d10 slashing 6 lb. Heavy, variable, versatile (1d12)
Battleaxe 10 gp 1d8 slashing 4 lb. Lacerate, versatile (1d10)
Broadsword 30 gp 2d4 slashing 4 lb. Defensive, flexible (1d4)
Chain sickle 5 gp 1d6 slashing 4 lb. Finesse, flexible (1d6), reach, two-handed, variable
Chain club 5 gp 1d6 bludgeoning 4 lb. Bludgeon, finesse, flexible (1d6), two-handed
Claymore 70 gp 2d8 slashing 30 lb. Heavy, two-handed, reach, unwieldy (5)
Cutlass 25 gp 1d8 slashing 2 lb. Finesse, swift
Double-bladed scimitar 100 gp 2d4 slashing 6 lb. Deflect, finesse, flexible (1d4), two-handed
Double-headed axe 100 gp 1d6 slashing 10 lb. Flexible (1d6), heavy, lacerate, two-handed
Double-headed hammer 100 gp 1d6 bludgeoning 10 lb. Bludgeon, flexible (1d6), heavy, two-handed
Double-headed spear 100 gp 1d6 piercing 6 lb. Finesse, flexible (1d6), reach, two-handed
Estoc 25 gp 1d8 piercing 2 lb. Finesse, penetrate
Flail 10 gp 1d8 bludgeoning 2 lb. Bypass, versatile (1d10)
Gauntlet, clawed 5 gp 1d6 slashing 2 lb. Finesse, glove, lacerate, light
Gauntlet, spiked 5 gp 1d6 piercing 1 lb. Finesse, glove, light, penetrate
Gauntlet, weighted 5 gp 1d6 bludgeoning 2 lb. Finesse, bludgeon, glove, light
Glaive 20 gp 1d10 slashing 6 lb. Finesse, heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, momentum (2d12), two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, momentum (3d6), two-handed
Greatscythe 40 gp 3d4 slashing 10 lb. Heavy, reach, two-handed
Halberd 20 gp 2d6 slashing 6 lb. Heavy, reach, two-handed, variable
Harpoon 1 gp 1d6 piercing 3 lb. Liquidate, special, thrown (range 15/30)
Hidden blade 25 gp 1d6 piercing 2 lb. Execute, finesse, hidden, light
Flection Blade 25 gp 1d8 slashing 3 lb. Deflect, finesse, versatile (1d10)
Khopesh 25 gp 1d6 slashing 3 lb. Disarm, finesse, light
Lance 20 gp 1d8 piercing 6 lb. Mount, reach
Longspear 25 gp 1d8 piercing 9 lb. Heavy, reach, thrown (range 20/60), versatile (1d10)
Longsword 15 gp 1d8 slashing 3 lb. Flexible (1d4), versatile (1d10)
Maul 10 gp 1d12 bludgeoning 10 lb. Bludgeon, heavy, momentum (2d12), two-handed
Morningstar 15 gp 1d8 piercing 4 lb. Penetrate, versatile (1d10)
Parrying dagger 15 gp 1d4 piercing 1 lb. Disarm, finesse, light, parry
Pike 5 gp 1d10 piercing 18 lb. Heavy, momentum (2d10), reach, two-handed
Polehammer 5 gp 2d6 bludgeoning 18 lb. Bludgeon, heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Defensive, finesse
Riding hammer 20 gp 1d8 bludgeoning 5 lb. Mount, versatile (1d10)
Saber 50 gp 1d8 slashing 4 lb. Finesse, mount
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light, nimble
Shortsword 10 gp 1d6 piercing 2 lb. Adaptable, finesse, light
Splitstaff 25 gp 1d8 bludgeoning 8 lb. Agile, heavy, reach, versatile (1d10)
Trident 5 gp 1d8 piercing 4 lb. Liquidate, thrown (range 20/60), versatile (1d10)
Martial Melee Weapons (cont.)
Name Cost Damage Weight Properties
War pick 5 gp 1d8 piercing 2 lb. Demolish, versatile (1d10)
Warhammer 15 gp 1d8 bludgeoning 2 lb. Bludgeon, versatile (1d10)
Warclub 15 gp 3d4 bludgeoning 15 lb. Brawler, heavy, two-handed
Whip 2 gp 1d4 piercing 3 lb. Disarm, finesse, light, reach
Whipblade 25 gp 1d4 slashing 3 lb. Drag, finesse, light, thrown (range 20/60), special

Simple Ranged Weapons


Name Cost Damage Weight Properties
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 (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120)
Throwing knife 5 gp 1d6 piercing 1 lb. Finesse, thrown (range 20/60)
Throwing star 5 sp 1d4 slashing 1/2 lb. Finesse, thrown (range 30/120)

Martial Ranged Weapons


Name Cost Damage Weight Properties
Blowgun 10 gp 1d1 piercing 1 lb. Ammunition (range 25/100), covert, loading
Bowblade 50 gp 1d6 piercing 4 lb. Ammunition (range 80/320), finesse, special, two-handed
Composite bow 50 gp 1d8 piercing 2 lb. Ammunition (range 100/400), finesse, heavy, two-handed
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
Crossbow, repeater 150 gp 1d6 piercing 7 lb. Ammunition (range 50/200), repeater, two-handed
Greatbow 65 gp 1d10 piercing 5 lb. Ammunition (range 200/800), cumbersome, heavy, two-handed, unwieldy (20)
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 25 gp — 25 lb. Special, thrown (range 5/20)
Wristbow 100 gp 1d4 piercing 3 lb. Ammunition (range 30/120), glove, hidden, light, loading

Advanced Ranged Weapons (Firearms)


Name Cost Damage Weight Properties
Blackpowder incendiary 125 4d6 fire 1 lb. Blackpowder, finesse, thrown (range 20/60), scatter (square 15)
gp
Blackpowder pistol 250 2d4 4 lb. Ammunition (range 25/100), blackpowder, loading, light
gp piercing
Blackpowder repeater 500 2d4 8 lb. Ammunition (range 50/200), blackpowder, repeater, two-handed
rifle gp piercing
Blackpowder rifle 500 2d6 10 lb. Ammunition (range 100/400), blackpowder, loading, two-handed
gp piercing
Blunderbuss 750 2d6 10 lb. Ammunition (range 20/30), blackpowder, cumbersome, loading, scatter (line 10),
gp piercing two-handed

Ammunition
Name Cost Damage Weight Properties
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. —
Paper Cartridge Bullets (20) 3 gp — 2 lb. —
Improvised Weapons Blessed (E). When a creature is hit with a Blessed
weapon or ammunition, the target cannot take reactions
Sometimes characters don’t have their weapons and until the end of their next turn.
have to attack with whatever is at hand. An improvised Blinding (E). When a creature is hit with a Blinding
weapon includes any object you can wield in one or two weapon or ammunition, the target is affected by the
hands, such as broken glass, a table leg, a frying pan, a blinded condition until the end of their next turn.
wagon wheel, or a dead goblin. Often, an improvised Disabling (E). When a creature is hit with a Disabling
weapon is similar to an actual weapon and can be weapon or ammunition, the target’s speed is reduced by
treated as such. For example, a table leg is akin to a 10 feet until the end of their next turn.
club. At the DM’s option, a character proficient with a Distracting (E). When a creature is hit with a
weapon can use a similar object as if it were that Distracting weapon or ammunition, the next saving
weapon and use his or her proficiency bonus. throw the target makes before the end of the wielder’s
An object that bears no resemblance to a weapon next turn is made with disadvantage.
deals 1d4 damage (the DM assigns a damage type Elemental (E). When you hit a creature with an
appropriate to the object). If a character uses a ranged Elemental weapon or ammunition, the target takes an
weapon to make a melee attack, or throws a melee additional 2d4 of one of the following damage types
weapon that does not have the thrown property, it also (chosen when gaining this property): acid, cold, fire,
deals 1d4 damage. An improvised thrown weapon has a lightning, poison or thunder.
normal range of 20 feet and a long range of 60 feet. Exotic (E). When you hit a creature with an Exotic
Special Weapons weapon or ammunition, the target takes an additional
1d8 of one of the following damage types (chosen when
Weapons with special rules are described here. gaining this property): force, necrotic, psychic, or
Bowblade. The bowblade can be transformed into a radiant.
scimitar or back again as a bonus action. Glowing (E). As a bonus action on your turn, you can
Harpoon. When you score a hit with a thrown ranged have your Glowing weapon or ammunition shed bright
attack with the Harpoon against a Huge creature or light in a 30 foot radius, and dim light for an additional
smaller, the target cannot move further than 30 feet 30 feet. You can deactivate this effect with another
away from you as long as you hold the rope or tie it to bonus action on your turn.
an immovable object. They can free themselves with a Slaying (E). When you hit a creature with an Slaying
successful DC 15 Strength (Athletics) check to rip the weapon or ammunition, the target takes an additional
rope or use their action to pull out the harpoon, dealing 2d6 damage if it is of one of the following creature types
1d6 piercing damage to themselves unless they succeed (chosen when gaining this property): aberrations,
on a DC 15 Wisdom (Medicine) check to pull it out beasts, celestials, constructs, dragons, elementals, fey,
safely. fiends, giants, monstrosities, oozes, plants, undead or
Net. A Large or smaller creature hit by a net is two distinct humanoid races (such as gnolls and orcs).
restrained until it is freed. A net has no effect on Switching (E). When you hit a creature with an
creatures that are formless, or creatures that are Huge Switching weapon or ammunition, you can use a bonus
or larger. A creature can use its action to make a DC 15 action immediately afterwards to switch places with the
Strength (Athletics) check, freeing itself or another target.
creature within its reach on a success. Dealing 20 Adaptable. When you make an opportunity attack
slashing damage to the net (AC 20) also frees the with this weapon, you have advantage on the attack roll.
creature without harming it, ending the effect and Agile. When making an attack with an agile weapon,
destroying the net. When you use an action, bonus you use your choice of your Strength or Dexterity
action, or reaction to attack with a net, you can make modifier for the attack and damage rolls when you wield
only one attack with the net regardless of the number of the weapon in two hands. You must use the same
attacks you can normally make. modifier for both rolls.
Whipblade. When you make a thrown ranged attack Ammunition. You can use a weapon that has the
with the Whipblade, the blade gets pulled back into your ammunition property to make a ranged attack only if
hand as part of the attack. you have ammunition to fire from the weapon. Each
time you attack with the weapon, you expend one piece
Weapon Properties of ammunition. Drawing the ammunition from a quiver,
Many weapons have special properties related to their case, or other container is part of the attack (you need a
use, as shown in the Weapons tables. free hand to load a one-handed weapon).
Armor Piercing (E). You have advantage on attack At the end of the battle, you can recover half your
rolls with an Armor Piercing weapon or ammunition expended ammunition by taking a minute to search the
when attacking a creature that has an AC of 20 or battlefield. If you use a weapon that has the ammunition
higher. property to make a melee attack, you treat the weapon
as an improvised weapon. A sling must be loaded to dragging attack. If you’re able to make multiple attacks
deal any damage when used this way. with the Attack action, this attack replaces one of them.
Blackpowder. When fired, Blackpowder weapons The target of your dragging attack must be no larger
emit a deafening crack audible 300 feet away. If a than one size larger than you and must be within range
Blackpowder weapon is exposed to heavy rain, of your weapon. Make an attack roll contested by the
submerged, or drenched in water by a similar means, target’s Strength (Athletics) check or Dexterity
then it cannot fire. A character cannot use this weapon (Acrobatics) check. If you win the contest, the attack
again until they complete a short rest in dry conditions. causes no damage or other ill effect, but the target gets
Blackpowder bullets and grenades are destroyed after pulled up to 10 feet in a direction of your choice.
being used. Execute. If you make an attack with an executing
Bludgeon. If you make an attack with this weapon weapon and score a hit against an incapacitated,
and score a critical hit against a creature wearing paralyzed, restrained, surprised or unconscious
armor, you can roll one additional damage die when creature, you can roll one additional damage die when
determining the extra damage it takes. determining the damage it takes.
Brawler. If you attack with this weapon as part of the Finesse. When making an attack with a finesse
attack action on your turn, you can use a bonus action weapon, you use your choice of your Strength or
immediately after to shove or grapple your opponent. Dexterity modifier for the attack and damage rolls. You
Brutal. When you score a critical hit against a must use the same modifier for both rolls.
creature with a Brutal weapon, you can add an Flexible. When you take the Attack action and attack
additional weapon damage die to the damage dealt. with a flexible weapon, you can use a bonus action to
Bulky. When using this weapon to attack a target make another attack, dealing bludgeoning, piercing or
within 10 feet, you have disadvantage on the attack roll. slashing damage (your choice) equal to the value in
Bypass. When you attack a creature wielding a shield parentheses, on the property description.
with a bypassing weapon, you can ignore the bonus to Glove. A glove weapon is worn on your hand or
its AC from its shield. forearm, and you cannot be disarmed of it. You can hold
Covert. If you are hidden, a missed attack with a objects, wield weapons, and cast spells with a hand
covert weapon does not reveal you. fitted with a glove weapon, but you can only attack with
Cumbersome. When making an attack with a the glove weapon if that hand is unoccupied. It takes an
cumbersome weapon, you must use your Strength action to don or doff a glove weapon.
modifier for both the attack and damage rolls. Heavy. Small or Tiny creatures have disadvantage on
Defensive. While you are wielding a defensive attack rolls with heavy weapons. Small and Tiny
weapon and no tower shield, you gain a +1 bonus to creatures may craft versions of these weapons that are
your AC. You can add this bonus only once. more suited to them, with the size of all damage dice
Deflect. When a creature within 5 feet of you hits you reduced by one die size (3d4/2d6/1d12 -> 1d10 ->
with an attack while you are wielding a deflecting 2d4/1d8 -> 1d6 -> 1d4 -> 1d1).
weapon, you can reduce the damage as a reaction by Hidden. Your weapon is hidden inside a boot,
1d4 plus your proficiency bonus (to a minimum of 0 gauntlet, sleeve, staff, hat, cane or another possible
damage). location on your person and can be pulled out, ejected
Demolish. On a hit, your weapon deals double via a mechanism or reinserted as a bonus action. The
damage to structures and objects. weapon remains hidden unless a creature succeeds on
Disarm. You can use the Attack action to make a a DC 20 Intelligence (investigation) check to search you.
special melee attack with a disarm weapon, a disarming Lacerate. If you make an attack with a laceration
attack. If you’re able to make multiple attacks with the weapon and score a critical hit against an unarmored
Attack action, this attack replaces one of them. The creature, you can roll one additional damage die when
target of your disarming attack must be no larger than determining the extra damage it takes.
one size larger than you and must be within range if Light. When you take the Attack action and attack
your weapon. with a light weapon that you’re holding in one hand, you
Make an attack roll contested by the target’s Strength can use a bonus action to attack with a different light
(Athletics) check or Dexterity (Acrobatics) check. If you weapon that you’re holding in the other hand. You don’t
win the contest, the attack causes no damage or other ill add your ability modifier to the damage of the bonus
effect, but its weapon lands in an unoccupied attack, unless that modifier is negative.
square within 10 feet of it. You have disadvantage on If either weapon has the Thrown property, you can
the attack roll if the target is holding the item with two throw the weapon, instead of making a melee Attack
or more hands. The target has advantage on its ability with it.
check if it is larger than you, or disadvantage if it is Loading. Because of the time required to load this
smaller. weapon, you can fire only one piece of ammunition from
Drag. You can use the attack action to make a special it when you use an action, bonus action, or reaction to
melee or ranged attack with a dragging weapon, a
fire it, regardless of the number of attacks you can for this weapon.
normally make. Special. A weapon with the special property has
Liquidate. If you make an attack with a liquidation unusual rules governing its use, explained in the
weapon and score a critical hit against a creature weapon’s description (see “Special weapons” earlier in
submerged underwater, you can roll one additional this section).
damage die when determining the extra damage it Swift. When you miss an attack with a swift weapon,
takes. you gain advantage on the next attack roll you make
Momentum. If you make an attack with a momentum with that weapon against the same target.
weapon, and you have moved 20 feet or more in a Thrown. If a weapon has the thrown property, you
straight line this turn, the damage you deal changes to can throw the weapon to make a ranged attack. If the
the weapon’s momentum dice value in parenthesis. weapon is a melee weapon, you use the same ability
Mount. If you make an attack with a mount weapon modifier for that attack roll and damage roll that you
while mounted and score a hit against a creature within would use for a melee attack with the weapon.
your reach, you can roll one additional damage die For example, if you throw a hand axe, you use your
when determining the damage it takes. Strength, but if you throw a dagger, you can use either
Nimble. When you engage in two-weapon fighting your Strength or your Dexterity, since the dagger has
with a nimble weapon as your offhand weapon, you can the finesse property.
add your ability modifier to the damage of its attack. Two-Handed. This weapon requires two hands when
Parry. While you are wielding a parrying weapon and you attack with it.
one other one-handed finesse weapon, you gain a +1 Unwieldy (X). Due to being incredibly oversized,
bonus to your AC. You can add this bonus only once. having an awkward shape, or any other number of
Penetrate. If you make an attack with a penetration ergonomic problems, swinging or firing this weapon is
weapon and score a critical hit against a creature with difficult in certain situations. Weapons with this
natural armor, you can roll one additional damage die property have disadvantage on attack rolls made against
when determining the extra damage it takes. creatures within a certain range listed in the
Range. A weapon that can be used to make a ranged parentheses.
attack has a range in parentheses after the ammunition Variable. A variable weapon is multifaceted and lets
or thrown property. The range lists two numbers. The you use any part of it effectively to deal damage.
first is the weapon’s normal range in feet, and the You can switch the damage type of the a variable
second indicates the weapon’s long range. weapon to bludgeoning, piercing or slashing damage
When attacking a target beyond normal range, you (your choice) any time you attack with a variable
have disadvantage on the attack roll. You can’t attack a weapon.
target beyond the weapon’s long range. Versatile. This weapon can be used with one or two
Reach. This weapon adds 5 feet to your reach when hands. A damage value in parentheses appears with the
you attack with it, as well as when determining your property - the damage when the weapon is used with
reach for opportunity attacks with it. two hands to make a melee attack.
Repeater. When you take the attack action with a
repeating weapon, you can use a bonus action to attack
again with the same weapon. You can make this bonus
action even if the weapon has the Loading property.
Scatter. When you take the attack action and
successfully hit a creature with a scattering weapon,
measure the weapon’s Scatter range from the square
(or point of impact) that the target you hit occupies. All
creatures other than the original target that fall within
the weapon’s scatter range must make a Dexterity
saving throw against your Scatter DC. Upon a failed
save, they take damage equal to 2d6 of the same type as
the weapon that you hit with.
A weapon’s Scatter range and shape are mentioned
in its statistics. For example, a Flame Bellows has a
range of 15 feet and a Scatter range of 15 feet. This
means the weapon can hit a target within 15 feet, and
upon a hit, a 15-foot cone extending beyond the target
will determine those hit by the Scatter effect, up to a
total distance of 30 feet.
Scatter Save DC = 8 + your proficiency bonus + the
ability score modifier that you use to determine damage

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