Melee weapons

Weapon Name

Damage

Size

Properties

Weight

Cost

Simple melee weapons

Club

1d6

Bludgeoning

Light

-

2 lb.

1 sp

Dagger

1d4

Piercing

Light, small

Finesse, parry

1 lb.

2 gp

Greatclub

1d8

Bludgeoning

Heavy,

two-handed

Mass

10 lb.

2 sp

Handaxe

1d6

Slashing

Light

Thrown (range 20/60)

2 lb.

5 gp

Javelin

1d6

Piercing

-

Thrown (range 50/150)

2 lb.

5 sp

Knife

1d4

Piercing

Light, small

Finesse, thrown (range 15/45)

1/2 lb.

5 sp

Knuckle gloves

1d4

Bludgeoning

Light

Crushing, special

1 lb.

2 gp

Hammer

1d4

Bludgeoning

Light

Mass

2 lb.

2 gp

Mace

1d6

Bludgeoning

Light

Crushing

3 lb.

5 gp

Pickaxe

1d6

Piercing

Light

Piercing

2 lb.

2 gp

Quarterstaff

1d6

Bludgeoning

-

Versatile (mass)

4 lb.

2 sp

Sap

1d4

Bludgeoning

Light, small

Crushing, finesse, special

1 lb.

2 sp

Sickle

1d4

Slashing

Light, small

Brutal

2 lb.

1 gp

Spear

1d8

Piercing

-

Thrown (range 25/75), versatile (finesse)

3 lb.

1 gp

Martial melee weapons

Battleaxe

1d8

Slashing

-

Tearing, versatile (1d10)

4 lb.

10 gp

Bill hook

1d10

Piercing

Heavy,

Two-handed

Long, piercing, reach

6 lb.

15 gp

Broadsword

2d4

Slashing

-

Parry

4 lb.

15 gp

Falchion

1d8

Slashing

-

Parry, tearing

6 lb.

12 gp

Flail

1d4

Bludgeoning

-

Brutal, mass

4 lb.

10 gp

Glaive

2d6

Slashing

Heavy,

Two-handed

Long, reach

6 lb.

20 gp

Greataxe

1d12

Slashing

Heavy,

Two-handed

Brutal, tearing

7 lb.

30 gp

Greatsword

2d6

Slashing

Heavy,

Two-handed

Brutal, parry

6 lb.

50 gp

Heavy Flail

2d4

Bludgeoning

Heavy,

Two-handed

Brutal, mass

10 lb.

8 gp

Heavy Mace

1d8

Bludgeoning

Heavy

Crushing, piercing

8 lb.

12 gp

Hunting Spear

1d8

Piercing

-

Piercing, versatile (1d10)

6 lb.

10 gp

Lance

1d12

Piercing

Heavy

Long, reach, special

6 lb.

10 gp

Longsword

1d8

Slashing

-

Parry, versatile (1d10)

3 lb.

35 gp

Maul

1d10

Bludgeoning

Heavy,

Two-handed

Crushing, mass

10 lb.

10 gp

Morningstar

2d4

Piercing

Heavy

Brutal

4 lb.

15 gp

Net

-

-

Special, thrown (5/15)

3 lb.

1 gp

Pike

1d12

Piercing

Heavy,

Two-handed

Long, reach

12 lb.

5 gp

Poleaxe

1d10

Slashing

Heavy,

Two-handed

Long, reach, tearing

6 lb.

20 gp

Polehammer

1d10

Bludgeoning

Heavy,

Two-handed

Crushing, long, reach

8 lb.

25 gp

Rapier

1d8

Piercing

-

Finesse, parry

2 lb.

25 gp

Scimitar

1d6

Slashing

Light

Brutal, finesse, parry

3 lb.

25 gp

Shortsword

1d6

Piercing

Light

Finesse, parry, piercing

2 lb.

10 gp

Trident

1d8

Piercing

-

Thrown (range 20/60), versatile (brutal)

4 lb.

5 gp

War pick

1d8

Piercing

Heavy

Piercing, tearing

3 lb.

5 gp

War scythe

1d10

Slashing

Heavy,

Two-handed

Brutal, long, reach

8 lb.

25 gp

War spear

1d8

Piercing

-

Reach, versatile (long)

8 lb.

10 gp

Warhammer

1d4

Bludgeoning

Heavy

Crushing, mass, versatile (1d6)

3 lb.

15 gp

Whip

1d4

Slashing

Light, Small

Finesse, reach

3 lb.

2 gp

 

Special Weapons

Weapons with special rules are described here. 

Knuckle glove. Knuckle gloves come in sets one for each hand. Knuckle gloves are worn as gloves and as such do not occupy the wielders hands. While wielding knuckle gloves the hand must be empty or holding only small weapons to be used to make an attack. Attacks with the knuckle glove counts as unarmed strikes as well as attacks with a simple weapon.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. 

Net. A large or smaller creature hit by a net is grappled by the net until it is freed or until you use the net to attack another creature. A net has no effect on creatures that are formless, or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 damage to the net (AC 10) also frees the creature without harming it, ending the grapple and destroying the net. The net is immune to bludgeoning, poison, and psychic damage.

When you throw the net and hit a larger or smaller creature, it is also restrained while it is grappled. By the net. When you use an action, bonus action, or reaction to make a ranged attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Sap. A creature reduced to 0 hit points by a sap is stable and unconscious until it regains any hit points.

Size Properties

Different weapons have different size that dictates how they are used - some weapons are large and bulky and require two hands to use, while other weapons are small and easy to conceal.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. You can attack with two weapons (see the two-fighting rules above) if at least one of the weapons have this feature.

Heavy. You must have at least 13 strength to use a heavy weapon effectively. A character with a strength score lower than 13 have disadvantage on attack rolls using heavy weapons. You can ignore the heavy property of ranged weapons with the trigger property if the weapon is mounted or resting on something (like a wall or if the character is lying prone on the ground).

Small. This weapon is particularly small, making it easier to conceal. You roll with advantage when trying to hide or conceal this weapon. You can draw a small weapon you are carrying at any time during your turn or another creature’s turn (see normal rules for changing weapons above).

Two-handed. You must use two hands to wield this weapon. Small and smaller characters cannot use two-handed melee weapons.

 

Special Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table. These properties represent the different designs awards different weapons different use in combat. Character only get the benefits on attacks from the weapon they are attacking with, even if they are wielding another weapon (e.g. you do not gain the brutal benefit when attacking with a dagger even if you wield a sickle in your other hand; you must attack with the sickle to get this benefit).

Brutal. You deal an additional 1d4 damage on the first attack made with advantage each turn. This damage is not multiplied on a critical hit.

Crushing. When you score a critical with this weapon, the target’s speed is halved, and the target has disadvantage on the next d20 roll it makes. Both effect end at the end of the targets next turn.

Finesse. When making an attack with a finesse weapon, you can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Long. When you wield this weapon, you get a +1 bonus to AC against any melee attacks made by a creature that moved into your reach the same turn that creature makes the attack.

Mass. You deal +2 damage on melee attacks made with this weapon on your turn.

Parry. You can use your reaction to parry when you are hit by a melee attack. Parrying gives you a +1 bonus to AC against the triggering attack, potentially turning it into a miss.

Piercing. You can re-roll one d20 of the first attack made with advantage each turn.

Range. A weapon that can be used to make a ranged attack has a range shown 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 with this weapon.

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 - below the weapon tables).

Tearing. If you score a critical hit with this weapon, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Thrown. If a weapon has this property, you can throw the weapon making 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 knife, you can use either your Strength or your Dexterity, since the knife has the finesse property.

Versatile. This weapon can be used with one or two hands. If you have a hand free when you take the attack action with this weapon you can wield the weapon with two hands when you attack with it. When you wield a versatile weapon in two hands, you gain the benefit in the parenthesis when making melee attacks with the weapon. If the benefit is a dice value, the weapon’s damage dice increases to this dice. If the benefit listed is a weapon property, the weapon gains this property. Small or smaller characters must use versatile weapon with two hands.