Weapons#

Simple Melee Weapons#

NameDamagePropertiesMastery
Club1d4 BludgeoningLightSlow
Dagger1d4 PiercingFinesse, Light, Thrown (Range 20/60)Nick
Greatclub1d8 BludgeoningTwo-HandedPush
Handaxe1d6 SlashingLight, Thrown (Range 20/60)Vex
Javelin1d6 PiercingThrown (Range 30/120)Slow
Light Hammer1d4 BludgeoningLight, Thrown (Range 20/60)Nick
Mace1d6 BludgeoningSap
Quarterstaff1d6 BludgeoningVersatile (1d8)Topple
Sickle1d4 SlashingLightNick
Spear1d6 PiercingThrown (Range 20/60), Versatile (1d8)Sap

Simple Ranged Weapons#

NameDamagePropertiesMastery
Dart1d4 PiercingFinesse, Thrown (Range 20/60)Vex
Light Crossbow1d8 PiercingAmmunition (Range 80/320; Bolt), Loading, Two-HandedSlow
Shortbow1d6 PiercingAmmunition (Range 80/320; Arrow), Two-HandedVex
Sling1d4 BludgeoningAmmunition (Range 30/120; Bullet)Slow

Martial Melee Weapons#

NameDamagePropertiesMastery
Battleaxe1d8 SlashingVersatile (1d10)Topple
Flail1d8 BludgeoningSap
Glaive1d10 SlashingHeavy, Reach, Two-HandedGraze
Greataxe1d12 SlashingHeavy, Two-HandedCleave
Greatsword2d6 SlashingHeavy, Two-HandedGraze
Halberd1d10 SlashingHeavy, Reach, Two-HandedCleave
Lance1d10 PiercingHeavy, Reach, Two-Handed (unless mounted)Topple
Longsword1d8 SlashingVersatile (1d10)Sap
Maul2d6 BludgeoningHeavy, Two-HandedTopple
Morningstar1d8 PiercingSap
Pike1d10 PiercingHeavy, Reach, Two-HandedPush
Rapier1d8 PiercingFinesseVex
Scimitar1d6 SlashingFinesse, LightNick
Shortsword1d6 PiercingFinesse, LightVex
Trident1d8 PiercingThrown (Range 20/60), Versatile (1d10)Topple
Warhammer1d8 BludgeoningVersatile (1d10)Push
War Pick1d8 PiercingVersatile (1d10)Sap
Whip1d4 SlashingFinesse, ReachSlow

Martial Ranged Weapons#

NameDamagePropertiesMastery
Blowgun1 PiercingAmmunition (Range 25/100; Needle), LoadingVex
Hand Crossbow1d6 PiercingAmmunition (Range 30/120; Bolt), Light, LoadingVex
Heavy Crossbow1d10 PiercingAmmunition (Range 100/400; Bolt), Heavy, Loading, Two-HandedPush
Longbow1d8 PiercingAmmunition (Range 150/600; Arrow), Heavy, Two-HandedSlow

Properties#

Some weapons have special traits, listed below.

Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.

Finesse. When making an attack with a Finesse weapon, 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. You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 15 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.

Range. A Ranged weapon 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 is 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 long range.

Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.

Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.


Mastery#

If you have mastered a particular weapon, your attacks with that weapon gain special traits as follows:

Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Armor#

A shield gives a +2 bonus to your AC while held. You cannot use a shield and a two-handed weapon at the same time. Light and Medium armors allow you to add your Dexterity Modifier to your AC. Some armors are bulky enough that they give you Disadvantage to Stealth checks.

Light ArmorArmor Class (AC)StrengthStealth
Padded Armor11 + DexDisadvantage
Leather Armor11 + Dex
Studded Leather Armor12 + Dex
Medium ArmorArmor Class (AC)StrengthStealth
Hide Armor12 + Dex (max 2)
Chain Shirt13 + Dex (max 2)
Scale Mail14 + Dex (max 2)Disadvantage
Breastplate14 + Dex (max 2)
Half Plate Armor15 + Dex (max 2)Disadvantage
ArmorArmor Class (AC)StrengthStealth
Ring Mail14Disadvantage
Chain Mail16Over 12Disadvantage
Splint Armor17Over 14Disadvantage
Plate Armor18Over 14Disadvantage