Weapons
Adventurers have a multitude of different weapon types to each suited to various combat styles and situations. Whether favoring the reach of polearms, the versatility of swords, or the crushing power of blunt weapons, each type brings its own advantages and tactical options. Weapons can be split into two categories:
- Melee Weapons
- Ranged Weapons
Additionally, they can be split to their own two subcategories:
Melee v. Ranged
In general, all melee weapons have a range of 5 feet unless they have the Reach Property. Ranged weapons can be used to attack in a greater distance dependent on the number next to the Ammunition/Thrown Property.
Weapon Proficiency
Creatures WITH the weapon type proficiency:
- Add their proficiency bonus to your attack roll
Most creatures are proficient in simple weapons — both simple melee and simple ranged. On the other hand, martial weapons are more complex that not many creatures have proficiency in.
Martial and Simple weapon proficiencies is determined by your Class, Race, or other features.
Weapon Properties
Many weapons have special properties related to their use.
Finesse
Add your Strength OR Dexerity modifier to your Attack Roll
Add your Strength OR Dexterity modifier to your Attack Damage
You must use the same modifier for both rolls.
Heavy
Disadvantage on attack rolls when:
- Using a melee weapon with a Strength Score of less than 13.
- Using a ranged weapon with a Dexterity Score of less than 13.
Light
Can be used for Two-Weapon Fighting (Dual-Wield):
- As a Bonus Action, you make a bonus attack with your other/off-hand weapon.
- You DO NOT add your ability modifier to the bonus attack's attack damage
- Both weapons must have the Light property
Two-Handed
Requires two hands to attack.
Versatile
Can be used with one OR two hands.
Numbers (X)
indicate its attack damage:
X
: Weapon is held with two hands
Reach
+5 feet to your melee attack range.
Loading
Can only make one ranged attack per turn.
Range
Can conduct a ranged attack
Two numbers (X/Y)
indicate its range in feet:
- Normal Range:
X
- Long Range:
Y
- Disadvantage on your attack roll.
Ammunition
Requires the corresponding ammunition to make a ranged attack.
- Consumes ammunition (i.e. Arrows, Rocks, Stones)
- At the end of an encounter, you can recover half your ammunition
Melee attacks are considered Improvised Weapons.
Two numbers (X/Y)
indicate its range in feet:
- Normal Range:
X
- Long Range:
Y
- Disadvantage on your attack roll.
Thrown
Can conduct a ranged attack.
- Use melee attack modifiers (Strength)
- On a successful hit, weapon lands on/near the target
- On a miss, weapon lands near/far from the target
Two numbers (X/Y)
indicate its range in feet:
- Normal Range:
X
Feet - Long Range:
Y
Feet- Disadvantage on your attack roll.
Special
Is a Special Weapon.
Special Weapons
Weapons with special rules:
Lance
Disadvantage to attack a target within 5 feet of you.
Two Handed when unmounted.
Net
A Large or smaller creature hit by a net is restrained.
- No effect on creatures that are formless, or creatures that are Huge or larger.
For a creature to escape, they or another creature must do one of the following:
- Use an action to make a DC 10 Strength check
- Deal 5 slashing damage to the net (AC 10)
- Is considered an attack
- Restrained creature does not take damage
Improvised Weapons
An improvised weapon includes any object you can wield in one or two hands, such as:
- Broken glass
- Table leg
- Frying pan
- Dead goblin
Often, an improvised weapon is similar to an actual weapon and can be treated as such:
- A table leg ≈ a club
At the GM'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 GM assigns a damage type appropriate to the object).
- This includes ranged weapon melee attacks & thrown weapon attacks
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 nonmagical weapons are susceptible to silver weapons. You can silver a single weapon or ten pieces of ammunition for 100 gp.
This cost represents the price of the silver, and the time and expertise needed to add silver to the weapon without making it less effective.
Mastery Property
Each weapon has a mastery property, which is usable only by a creature who has a feature (i.e. Weapon Mastery) that unlocks this trait.
Cleave
If you successfully hit a creature with this weapon:
- Can make a melee attack roll with the weapon against a second creature
- Must be within 5 feet of the first creature you hit
- Second creature must be within your reach
- Do not add your ability modifier (unless negative)
- Can only be used once per turn
Graze
If you miss a creature with this weapon:
- Can deal damage to that creature
- Damage Dealt: ability modifier you used to make the attack roll
- Damage Type: damage type of this weapon
Nick
Two-Weapon Fighting (Dual-Wield) does not take a bonus action when making the bonus attack with this weapon.
Push
If you successfully hit a creature with this weapon:
- Can push the creature up to 10 feet
- They move straight away from you
- This movement not provoke Opportunity Attacks
- The creature must be a size Large or smaller
- They move straight away from you
Sap
If you successfully hit a creature with this weapon:
- The hit creature has Disadvantage on its next attack roll
- Disadvantage lasts until the start of your next turn
Slow
If you successfully hit a creature with this weapon AND deal damage:
- The creature gets -10 feet of movement speed
- Lasts until the start of your next turn
- Does not stack
Topple
If you successfully hit a creature with this weapon:
- Can make the creature prone
- Creature can roll Constitution saving throw
- DC: 8 + Ability Modifier Attack Roll + Proficiency Bonus
- Creature can roll Constitution saving throw
Vex
If you successfully hit a creature with this weapon AND deal damage:
- You have Advantage on your next attack roll to the creature
- CANNOT be activated with your second action attack
- Advantage does NOT apply with your second action attack
Tables
Simple Melee Weapons
Visual
(BG3 & GS)Item
Weapon Damage
Properties
Weight
Club
1d4 Bludgeoning
Sap (WM)
Light2 lb.
Dagger
1d4 Piercing
Nick (WM)
Thrown
Finesse
Light1 lb.
Greatclub
1d8 Bludgeoning
Push (WM)
Two-Handed10 lb.
Handaxe
1d6 Slashing
Vex (WM)
Thrown
Light2 lb.
Javelin
1d6 Piercing
Slow (WM)
Thrown2 lb.
Light Hammer
1d4 Bludgeoning
Nick (WM)
Thrown
Light2 lb.
Mace
1d6 Bludgeoning
Sap (WM)
5 lb.
Quarterstaff
1d6 Bludgeoning
- 1d8 Bludgeoning (Two-Handed)Topple (WM)
Versatile5 lb.
Sickle
1d4 Slashing
Nick (WM)
Light2 lb.
Spear
1d6 Piercing
- 1d8 Piercing (Two-Handed)Sap (WM)
Thrown
Versatile3 lb.
Martial Melee Weapons
Visual
(BG3 & GS)Item
Weapon Damage
Properties
Weight
Battleaxe
1d8 Slashing
- 1d10 Slashing (Two-Handed)Topple (WM)
Versatile4 lb.
Flail
1d8 Bludgeoning
Sap (WM)
2 lb.
Glaive
1d10 Slashing
Graze (WM)
Heavy
Reach
Two-Handed6 lb.
Greataxe
1d12 Slashing
Cleave (WM)
Heavy
Two-Handed7 lb.
Greatsword
2d6 Slashing
Graze (WM)
Heavy
Two-Handed6 lb.
Halberd
1d10 Slashing
Cleave (WM)
Heavy
Reach
Two-Handed6 lb.
Lance
1d12 Piercing
Topple (WM)
Reach
Special6 lb.
Longsword
1d8 Slashing
- 1d10 Slashing (Two-Handed)Sap (WM)
Versatile3 lb.
Maul
2d6 Bludgeoning
Topple (WM)
Heavy
Two-Handed10 lb.
Morningstar
1d8 Piercing
Sap (WM)
4 lb.
Pike
1d10 Piercing
Push (WM)
Heavy
Two-Handed
Reach18 lb.
Rapier
1d8 Piercing
Vex (WM)
Finesse2 lb.
Scimitar
1d6 Slashing
Nick (WM)
Finesse
Light3 lb.
Shortsword
1d6 Piercing
Vex (WM)
Finesse
Light2 lb.
Trident
1d6 Piercing
- 1d8 Piercing (Two-Handed)Topple (WM)
Thrown
Versatile5 lb.
War Pick
1d8 Piercing
Sap (WM)
Versatile2 lb.
Warhammer
1d8 Bludgeoning
- 1d10 Bludgeoning (Two-Handed)Push (WM)
Versatile2 lb.
Whip
1d4 Slashing
Slow (WM)
Finesse
Reach3 lb.
Simple Ranged Weapons
Visual
(BG3, GS, Ark)Item
Weapon Damage
Range
Properties
Weight
Light Crossbow
1d6 Piercing
80 Feet
- 320 Feet Long RangeSlow (WM)
Ammunition
Loading
Two-Handed5 lb.
Dart
1d4 Piercing
20 Feet
- 60 Feet Long RangeVex (WM)
Thrown
Finesse.25 lb.
Shortbow
1d6 Piercing
80 Feet
- 320 Feet Long RangeVex (WM)
Ammunition
Two-Handed2 lb.
Sling
1d4 Bludgeoning
30 Feet
- 120 Feet Long RangeSlow (WM)
Ammunition.25 lb.
Martial Ranged Weapons
Visual
(BG3, GS, Ark)Item
Weapon Damage
Range
Properties
Weight
Blowgun
1 Piercing
25 Feet
- 100 Feet Long RangeVex (WM)
Ammunition
Loading1 lb.
Hand Crossbow
1d6 Piercing
30 Feet
- 120 Feet Long RangeVex (WM)
Ammunition
Loading
Light3 lb.
Heavy Crossbow
1d10 Piercing
100 Feet
- 400 Feet Long RangePush (WM)
Ammunition
Loading
Two-Handed
Heavy18 lb.
Longbow
1d8 Piercing
150 Feet
- 600 Feet Long RangeSlow (WM)
Ammunition
Heavy
Two-Handed2 lb.
Musket
1d12 Piercing
40 Feet
- 120 Feet Long RangeSlow (WM)
Ammunition
Loading
Two-Handed10 lb.
Net
--
5 Feet
- 15 Feet Long RangeSpecial
Thrown4 lb.
Pistol
1d10 Piercing
30 Feet
- 90 Feet Long RangeVex (WM)
Ammunition
Loading3 lb.