Ranged weapons

Weapon Name

Damage

Size

Properties

Weight

Cost

Simple ranged weapons

Blowgun

1

Piercing

-

Ammunition (range 25/100), loading, special

1 lb.

10 gp

Crossbow, light

1d8

Piercing

Two-handed

Ammunition (range 80/320), loading, trigger

5 lb.

25 gp

Dart

1d4

Piercing

Light, small

Finesse, thrown (range 20/60)

1/4 lb.

5 cp

Shortbow

1d6

Piercing

Two-handed

Ammunition (range 80/320), overdraw

2 lb.

25 gp

Sling

1d4

Bludgeoning

Small

Ammunition (range 30/120), crushing, loading, overdraw

-

1 sp

Martial Ranged Weapons

Bola

-

Small

Thrown (15/60), special

1 lb.

5 gp

Crossbow, hand

1d6

Piercing

Light

Ammunition (range 30/120), loading, trigger

3 lb.

75 gp

Crossbow, heavy

1d12

Piercing

Heavy,

Two-handed

Ammunition (range 100/400), loading, piercing, trigger

14 lb.

50 gp

Crossbow, repeating

2d4

Piercing

Two-handed

Ammunition (range 40/160), reload (5), piercing, trigger

8 lb.

75 gp

Longbow

1d10

Piercing

Heavy,

Two-handed

Ammunition (range 150/600), overdraw, tearing

4 lb.

50 gp

Recurve bow

1d8

Piercing

Two-handed

Ammunition (range 100/400), overdraw, piercing

3 lb.

60 gp

 

Special Weapons

Blowgun. When you are hidden from a creature and miss it with a ranged attack using the blowgun, making the attack doesn't reveal your position. Also, needle darts designed for delivering poison only deal 1 point of piercing damage on a hit.

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

When you use an action, bonus action, or reaction to attack with a Bola, you can make only one attack regardless of the number of attacks you can normally make.

Special Ammunition

Weapons that use bolts or arrows as ammunition can replace them with special ammunition. Special ammunition halves the range of the ranged weapon but modifies the weapon when fired.

Special bolts and arrows

  • Blunt (20). The ranged weapon deals bludgeoning instead of piercing damage and has the crushing property. 20 of these special arrows or bolts costs 5 gp.

  • Broadhead (20). The ranged weapon deals slashing instead of piercing damage and has the tearing property. 20 of these special arrows or bolts costs 5 gp.

  • Corkshrew (20). Does not suffer penalties when shooting into water. 20 of these special arrows or bolts costs 5 gp.

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 have a sickle in your other hand; you must attack with the sickle to get this benefit).

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, case, or other container is part of the attack (loading a weapon requires two hands, one to handle the weapon and one to manipulate the ammunition). 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.

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.

Loading. Because of the time required to load this weapon, you can fire the weapon only once per turn, regardless of the number of attacks you can normally make.

Overdraw. When you make ranged attacks with this weapon, you can use Strength modifier instead of Dexterity, for the damage rolls.

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.

Reload. You can make a number of attacks with this weapon equal to the number in the parenthesis before it needs reloading. reloading this weapon requires an action.

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.

Trigger. The prone condition does not impose disadvantage on attack rolls with this weapon.