Simple Weapons

The weapons tables below shows the most common weapons used, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged.   A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.   Most people can use simple weapons with proficiency . These weapons include clubs, maces, and other weapons often found in the hands of commoners.  

Simple Melee Weapons


Simple Melee WeaponsCostDamageWeightProperties
Club1 sp1d4 bludgeoning2 lb.Light
Dagger2 gp1d4 piercing1 lb.Finesse, light, thrown (range 20/60),water-native
Greatclub2 sp1d8 bludgeoning10 lb.Two-handed
Handaxe5 gp1d6 slashing2 lb.Light, thrown (range 20/60)
Javelin5 sp1d6 piercing2 lb.Thrown (range 30/120),water-native
Light Hammer2 gp1d4 bludgeoning2 lb.Light, thrown (range 20/60)
Mace5 gp1d6 bludgeoning4 lb.-
Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)
Sickle1 gp1d4 slashing2 lb.Light
Spear1 gp1d6 piercing3 lb.Thrown (range 20/60), versatile (1d8),water-native
 

Simple Ranged Weapons


Simple Ranged WeaponsCostDamageWeightProperties
Crossbow, Light25 gp 1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed,water-native
Dart5 cp 1d4 piercing1/4 lb.Finesse, thrown (range 20/60),water-native
Shortbow25 gp 1d6 piercing2 lb.Ammunition (range 80/320), two-handed
Sling1 sp 1d4 bludgeoning-Ammunition (range 30/120)
 

Weapon Properties:

  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, Bolt 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. 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.   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.   Water-native. This weapon can be used without penalty while fighting underwater.

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