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Weapons & Shields, Expanded

Weapon Proficiency

Your race, class, and feats can grant you Proficiency with certain Weapons or categories of Weapons. The two categories are simple and martial. Most people can use simple Weapons with Proficiency. These Weapons include clubs, maces, and other Weapons often found in the hands of commoners. Martial Weapons, including Swords, axes, and polearms, require more specialized Training to use effectively. Most warriors use martial Weapons because these Weapons put their Fighting style and Training to best use.   Proficiency with a weapon allows you to add your Proficiency bonus to the Attack roll for any Attack you make with that weapon. If you make an Attack roll using a weapon with which you lack Proficiency, you do not add your Proficiency bonus to the Attack roll.  

SRD Weapon Propierties

Many Weapons have special Properties related to their use, as shown in the Weapons table.  
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 (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
Small Creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small 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 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 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.
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 “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.
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.
 

Important Notice

* Items with an asterisk indicate a weapon that has been altered in a way visible in the table.
 
+ Items with a plus indicate a weapon that does not appear in published 5e material or has been given the [i>]pecial property. More details on these weapons are included below.
   

Simple Melee Weapons

Name Cost Damage Weight Properties
Club* 1 sp 1d6 bludgeoning 2 lb. Light
Greatclub* 2 sp 2d4 bludgeoning 10 lb. Two-handed
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 20/60)
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 30/90)
Mace* 5 gp 2d4-1 bludgeoning 4 lb.
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Shortsword* 10 gp 1d6 piercing 2 lb. Finesse, light
Sickle+ 1 gp 1d4 slashing 2 lb. Light, special
Knife+ 1 gp 1d4 piercing 1 lb. Finesse, thrown (range 20/60)
Wakizashi+ 10 gp 1d4 slashing 3 lb. Finesse, versatile (1d6)
War Scythe 3 gp 1d8 slashing 5 lb. Reach, two-handed
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach

Knife

simple melee weapon, 1d4 piercing damage
  Knives are great for cooking, throwing, and stabbing.
  Finesse, thrown (range 20/60)
  When you would normally gain a dagger with your starting equipment, you can choose to instead gain a knife.
 
 

Sickle

simple melee weapon, 1d4 slashing damage
  A sickle is a small weapon, most often used to harvest crops.
  Light
  Special.
You can add your ability modifier to the sickle's damage even if you don't have the Two-Weapon Fighting Style.
 
 

Wakizashi

simple melee weapon, 1d4 slashing damage
  A wakizashi is a sword typically used by young monks and samurai fighters. It has a design similar to the katana but is shorter and easier to wield effectively.
  Finesse, versatile (1d6)
 
 

War Scythe

simple melee weapon, 1d8 slashing damage
  The design of the war scythe is based on an agricultural hand tool for mowing grass or gleaning crops. Many adventurers have grown accustomed to operating scythes and find it easy to use this weapon.
  Reach, two-handed
 

Simple Ranged Weapons

Name Cost Damage Weight Properties
Blowgun+ 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading, special
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Dense Rock+ 2 sp 1d6 bludgeoning 3 lb. Thrown (range 10/30)
Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Shortbow 25 gp 1d6 piercing 8 lb. Ammunition (range 80/320), two-handed
Simple Hand Crossbow+ 30 gp 1d4 piercing 4 lb. Ammunition (range 30/120), light, loading
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120)
 
   

Blowgun

simple ranged weapon, 1 piercing damage
  A blowgun is a weapon consisting of a long narrow tube for shooting light projectiles.
  Ammunition (range 25/100), loading
  Special.
When you are hiding, missing with an attack roll does not reveal your location.
 
 

Dense Rock

simple ranged weapon, 1d6 bludgeoning damage
  There isn't anything special about this rock, aside from how it's a bit heavier than you'd expect.
  Thrown (range 10/30)
  Unlike most ranged weapons, you add your Strength modifier to a rock's attack and damage rolls.
 
   

Simple Hand Crossbow

simple ranged weapon, 1d4 piercing damage
  This variation of the hand crossbow was designed to be less expensive to create and easier to use.
  Ammunition (range 30/120), loading
  When you would normally gain a light crossbow as a weapon proficiency or piece of starting equipment, you can choose to instead gain a simple hand crossbow.
 
 
 

Martial Melee Weapons

Name Cost Damage Weight Properties
Bardiche+ 10 gp 1d6 slashing 4 lb. Light, reach
Battleaxe* 10 gp 1d8 slashing 4 lb. Thrown (range 20/60)
Brass Knuckles+ 5 gp 1d4 bludgeoning 1 lb. Light, special
Bullwhip+ 5 gp 1d6 slashing 4 lb. Finesse, reach
Dagger+ 2 gp 1d4 piercing 1 lb. Finesse, light, special, thrown (range 30/90)
Flail* 10 gp 2d4-1 bludgeoning 2 lb. Versatile (3d4-1)
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe+ 30 gp 1d12 slashing 7 lb. Heavy, special, thrown (range 10/20)
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd* 20 gp 1d8 slashing 6 lb. Reach
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 30/90)
Katana+ 25 gp 1d10 slashing 3 lb. Finesse, two-handed
Poniard+ 3 gp 1d6 piercing 2 lb. Finesse, thrown (range 20/60)
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword* 15 gp 1d8 slashing 3 lb. Versatile (1d12)
Maul+ 10 gp 1d6 bludgeoning 10 lb. Heavy, versatile (1d12)
Morningstar* 15 gp 2d4 piercing 4 lb.
Pike* 5 gp 1d8 piercing 18 lb. Heavy, reach (15 ft.), two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Spear* 5 gp 1d6 piercing 10 lb. Reach, thrown (range 20/60), versatile (1d10)
Stockwhip+ 5 gp 1d4 slashing 2 lb. Finesse, light, reach
Trident* 5 gp 1d6 piercing 4 lb. Finesse, thrown (range 20/60), versatile (1d8)
Warhammer+ 15 gp 1d8 bludgeoning 3 lb. Special
War Pick* 5 gp 1d8 piercing 2 lb. Light
 

Bardiche

martial melee weapon, 1d6 slashing damage
  A bardiche is a long, thin pole with an axeblade at the end. It looks similar to a halberd but weighs a bit less.
  Light, reach
  The bardiche qualifies for the Polearm Master feat.
 
 

Brass Knuckles

martial melee weapon, 1d4 bludgeoning damage
  Brass knuckles are pieces of metal shaped to fit around the knuckles for hand-to-hand combat.
  Light
  Special.
If you have the Unarmed Fighting Style or belong to a race with natural weapons, this weapon's damage die increases to 2d4.
  Attacks made using brass knuckles are weapon attacks, not unarmed strikes.
 
 

Bullwhip

martial melee weapon, 1d6 slashing damage
  A bullwhip is a single-tailed whip, usually made of braided leather, designed as a tool for working with livestock.
  Finesse, reach
 
 

Dagger

martial melee weapon, 1d4 piercing damage
  A dagger is a knife with a very sharp point and usually two sharp edges, designed for both stabbing and throwing.
  Finesse, light, thrown (range 30/90)
  Special.
You can dual wield with a dagger, even if the other weapon isn't light.
 
 

Greataxe

martial melee weapon, 1d12 slashing damage
  A tool used for felling the largest trees, and the largest foes.
  Heavy, thrown (range 10/20)
  Special.
You must use two hands when you make a melee attack with this weapon.
 
 

Katana

martial melee weapon, 1d10 slashing damage
  A katana is a sword characterized by a curved, single-edged blade with a long grip to accommodate two hands.
  Finesse, two-handed
  The katana qualifies as a monk weapon.
 
 

Poniard

martial melee weapon, 1d6 piercing damage
  A poniard is a long knife with a continuously tapering, acutely pointed blade and crossguard.
  Finesse, thrown (range 20/60)
 
 

Maul

martial melee weapon, 1d6 bludgeoning damage
  A maul is a long-handled hammer with a heavy head of wood, lead, or iron. It can be wielded with both hands for greater leverage.
  Heavy, versatile (1d12)
  As a heavy weapon, the maul qualifies for the Great Weapon Master feat, even when held in one hand.
 
 

Stockwhip

martial melee weapon, 1d4 slashing damage
  A stockwhip is a type of whip made of a long, tapered length of flexible, plaited leather with a stiff handle and thong able to pivot along the handle easily.
  Finesse, light, reach
 
   

Warhammer

martial melee weapon, 1d8 bludgeoning damage
  A warhammer is a long-handled weapon, often used to defend fortified walls and against mounted opponents.
  Special.
Before you make an attack with a warhammer, you can choose to attack using the hammer's maximum leverage, provided you are proficient with the weapon.
You take a -2 penalty to the attack roll, and if the attack hits, the damage die is increased to 1d12.
 
 

Martial Ranged Weapons

Name Cost Damage Weight Properties
Atlatl+ 1 gp 1d8 piercing 1 lb. Ammunition (range 60/180), finesse, loading
Discus+ 30 gp 1d8 bludgeoning 5 lb. Finesse, heavy, thrown (range 80/160)
Hand Crossbow 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Heavy Crossbow 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 (range 5/15)
Shot Put+ 10 gp 1d10 bludgeoning 16 lb. Heavy, thrown (range 30/60)
Shuriken+ 5 gp 1d6 piercing 1/4 lb. Finesse, light, thrown (range 30/90)
 
 

Atlatl

martial ranged weapon, 1d8 piercing damage
  An atlatl is a tool that uses leverage to achieve greater velocity in spear or javelin-throwing, and includes a bearing surface which allows the user to store energy during the throw.
  Ammunition (range 60/180), finesse, loading
  The atlatl uses spears and javelins as ammunition.
 
 

Discus

martial ranged weapon, 1d8 bludgeoning damage
  A discus is a heavy disc that can be thrown a great distance using the proper technique.
  Finesse, heavy, thrown (range 80/160)
 
 

Shot Put

martial ranged weapon, 1d10 bludgeoning damage
  A shot put is a heavy spherical ball designed to be thrown with great force.
  Heavy, thrown (range 20/40)
  Unlike most ranged weapons, you add your Strength modifier to a shot put's attack and damage rolls.
 
 

Shuriken

martial ranged weapon, 1d6 piercing damage
  A shuriken is a concealed weapon often used to distract or misdirect. With the right technique, it can inflict deadly force.
  Finesse, light, thrown (range 30/90)
 
 

Shields

Name Cost AC Damage Weight Properties
Buckler+ 5 gp +1 1d4 bludgeoning 3 lb. Light
Heavy Shield+ 30 gp +2 1d8 bludgeoning 15 lb. Heavy, two-handed
Shield 10 gp +2 6 lb.
Spiked Shield+ 15 gp +1 1d6 piercing 6 lb.
Tower Shield+ 75 gp +2 18 lb. Heavy, special, versatile
 

Buckler

shield (+1 AC), 1d4 bludgeoning damage
  The buckler is a small, round shield, gripped in the fist with a central handle behind the boss. Its lightweight design allows its wielder to bash opponents while still using it defensively.
  Light
 
 

Heavy Shield

shield (+2 AC), 1d8 bludgeoning damage
  Heavy shields are designed to have great defensive and offensive power.
  Heavy, two-handed
 
 

Spiked Shield

shield (+1 AC), 1d6 piercing damage
  This weapon has a design similar to an ordinary shield. Sharp spikes made of wood or metal have been added so it can be used for attacking.
 
 

Tower Shield

shield
  This shield was built to be massive and maximally protective.
  Heavy
  Special.
Using the tower shield blocks more than ordinary attacks. You receive a +2 bonus to Dexterity saving throws when you wield it.
If you are wielding this shield, you cannot cast spells that require somatic or material components unless you have the War Caster feat.
  Versatile.
If you hold this shield in one hand, you can wield a weapon in your other hand, but that weapon must have the light
property. If you hold it in two hands, the shield's AC bonus increases to +3.
You can gain the benefit of holding the shield with two hands whenever both of your hands are free. (For instance, you could throw a handaxe on your turn and still receive this benefit, or you could repeatedly draw and stow a war pick to receive the benefit every other turn.)
 

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