Simple Weapons

Name Cost Damage Weight Properties
Club 1 Sp 1D4 Bludgeoning 2 Lbs Light
Dagger 2 Gp 1D4 Piercing 1 Lbs Finesse, Light, Thrown (20/60)
Great-Club 2 Sp 1D8 Bludgeoning 10 Lbs Two-Handed
Hand-Axe 5 Gp 1D6 Slashing 2 Lbs Light, Thrown (20/60)
Javelin 5 Sp 1D6 Piercing 2 Lbs Thrown (30/120)
Light Hammer 2 Gp 1D4 Bludgeoning 2 Lbs Light, Thrown (20/60)
Mace 5 Gp 1D6 Bludgeoning 4 Lbs -
Quarterstaff 2 Sp 1D6 Bludgeoning 4 Lbs Versatile (1D8)
Sickle 1 Gp 1D4 Slashing 2 Lbs Light
Spear 1 Gp 1D6 Piercing 3 Lbs Thrown (20/60), Versatile (1D8)

Simple Ranged Weapons

Name Cost Damage Weight Properties
Crossbow, Light 25 Gp 1D8 Piercing 5 Lbs Ammunition, Range (80/320), Loading, Two-Handed
Dart 5 Cp 1D4 Piercing 1/4 Lbs Finesse, Thrown (20/60)
Shortbow 25 Gp 1D6 Piercing 2 Lbs Ammunition, Range (80/320), Two-Handed
Sling 1 Sp 1D4 Piercing - Ammunition, Range (30/120)

Martial Weapons

Name Cost Damage Weight Properties
Battleaxe 10 Gp 1D8 Slashing 4 Lbs Versatile (1D10)
Flail 10 Gp 1D8 Bludgeoning 2 Lbs -
Glaive 20 Gp 1D10 Slashing 6 Lbs Heavy, Reach, Two-Handed
Greataxe 30 Gp 1D12 Slashing 7 Lbs Heavy, Two-Handed
Great-sword 50 Gp 2D6 Slashing 6 Lbs Heavy, Two-Handed
Halberd 20 Gp 1D10 Slashing 6 Lbs Heavy, Reach, Two-Handed
Lance 10 Gp 1D12 Piercing 6 Lbs Reach, Special
Long-sword 15 Gp 1D8 Slashing 3 Lbs Versatile (1D10)
Maul 10 Gp 2D6 Bludgeoning 10 Lbs Heavy, Two-Handed
Morning-star 15 Gp 1D8 Piercing 4 Lbs -
Pike 5 Gp 1D10 Piercing 18 Lbs Heavy, Reach, Two-Handed
Rapier 25 Gp 1D8 Piercing 2 Lbs Finesse
Scimitar 25 Gp 1D6 Slashing 3 Lbs Finesse, Light
Short-sword 10 Gp 1D6 Piercing 2 Lbs Finesse, Light
Trident 5 Gp 1D6 Piercing 4 Lbs Thrown (20/60), Versatile (1D8)
War pick 5 Gp 1D8 Piercing 2 Lbs -
War-hammer 15 Gp 1D8 Bludgeoning 2 Lbs Versatile (1D10)
Whip 2 Gp 1D4 Slashing 3 Lbs Finesse, Reach

Martial Ranged Weapons

Name Cost Damage Weight Properties
Blowgun 10 Gp 1 Piercing 1 Lbs Ammunition, Range (25/100), Loading
Crossbow, Hand 75 Gp 1D6 Piercing 3 Lbs Ammunition, Range (30/120), Light, Loading
Crossbow, Heavy 50 Gp 1D10 Piercing 18 Lbs Ammunition, Range (100/400), Heavy, Loading, Two-Handed
Longbow 50 Gp 1D8 Piercing 2 Lbs Ammunition, Range (150/600), Heavy, Two-Handed
Net 1 Gp - 3 Lbs Special, Thrown (5/15)

Ammunition

Vou can use a weapon that has the ammunition properly lo 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.

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 as well as when determining your reach for opportunity attacks with it.

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 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 close 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.

In many cases, 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 DM'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 DM 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.

Silvered Weapons

Some monsters that have immunity or resistance to non-magical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 Gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Special Weapons

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 form less, 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.