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.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 damageKnives 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 damageA 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 damageA 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 damageThe 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 damageA 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 damageThere 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 damageThis 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 damageA 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 damageBrass 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 damageA 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 damageA 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 damageA 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 damageA 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 damageA 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 damageA 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 damageA 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 damageA 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 damageAn 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 damageA 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 damageA 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 damageA 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 damageThe 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 damageHeavy shields are designed to have great defensive and offensive power.
Heavy, two-handed
Spiked Shield
shield (+1 AC), 1d6 piercing damageThis 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
shieldThis 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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