Weapons - D&D 2024 Edition
Weapon | Cost | Damage | Weight | Properties | Mastery |
---|---|---|---|---|---|
Simple Melee Weapons | |||||
Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light | Slow |
Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) | Nick |
Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed | Push |
Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | Vex |
Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) | Slow |
Light Hammer | 2 sp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) | Nick |
Mace | 5 gp | 1d6 bludgeoning | 4 lb. | — | Sap |
Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | Topple |
Sickle | 1 gp | 1d4 slashing | 2 lb. | Light | Nick |
Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) | Sap |
Simple Ranged Weapons | |||||
Crossbow, Light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed | Slow |
Dart | 5 cp | 1d4 piercing | ¼ lb. | Finesse, thrown (range 20/60) | Vex |
Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | Vex |
Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) | Slow |
Martial Melee Weapons | |||||
Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) | Topple |
Flail | 10 gp | 1d8 bludgeoning | 2 lb. | — | Sap |
Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | Graze |
Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed | Cleave |
Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed | Graze |
Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | Cleave |
Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, two-handed (unless mounted) | Topple |
Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) | Sap |
Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | Topple |
Morningstar | 15 gp | 1d8 piercing | 4 lb. | — | Sap |
Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed | Push |
Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse | Vex |
Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light | Nick |
Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light | Vex |
Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | Topple |
War Pick | 5 gp | 1d8 piercing | 2 lb. | — | Sap |
Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | Push |
Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach | Slow |
Martial Ranged Weapons | |||||
Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading | Vex |
Crossbow, Hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading | Vex |
Crossbow, Heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed | Push |
Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | Slow |
Ammunition | |||||
Arrows (20) | 1 gp | — | 1 lb. | ||
Bolts (20) | 1 gp | — | 1 ½ lb. | ||
Firearm Bullets (10) | 3 gp | — | 2 lb. | ||
Sling Bullets (20) | 4 cp | — | 1 ½ lb. | ||
Needles (50) | 1 gp | — | 1 lb. | ||
Firearms | |||||
Musket | 500 gp | 1d12 piercing | 10 lb. | Ammunition (range 40/120 Bullet), loading, two-handed | Slow |
Pistol | 250 gp | 1d10 piercing | 3 lb. | Ammunition (range 30/90 Bullet), loading | Vex |
Automatic Rifle | - | 2d8 piercing | 8 lb. | Ammunition (range 80/240 Bullet), Burst Fire, Reload (30), Two-Handed | Slow |
Hunting Rifle | - | 2d10 piercing | 8 lb. | Ammunition (range 80/240 Bullet), Reload (5), Two-Handed | Slow |
Revolver | - | 2d8 piercing | 3 lb. | Ammunition (range 40/120 Bullet), Reload (6) | Sap |
Semiautomatic Pistol | - | 2d6 piercing | 3 lb. | Ammunition (range 50/150 Bullet), Reload (15) | Vex |
Shotgun | - | 2d8 piercing | 7 lb. | Ammunition (range 30/90 Bullet), Reload (2), Two-Handed | Push |
Antimatter Rifle | - | 6d8 necrotic | 10 lb. | Ammunition (range 120/360 Energy Cell), Reload (2), Two-Handed | Sap |
Laser Pistol | - | 3d6 radiant | 2 lb. | Ammunition (range 40/120 Energy Cell), Reload (50) | Vex |
Laser Rifle | - | 3d8 radiant | 7 lb. | Ammunition (range 100/300 Energy Cell), Reload (30), Two-Handed | Slow |
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, 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 (except bullets/cells). If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see "Improvised Weapons" below).
Burst Fire: Expend 10 ammo as an action to make a 10-foot cube within range. Each creature in the cube must make a DC 15 Dex Save or take the weapon's damage.
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: You must have Strength 13+ for heavy melee weapons or Dexterity 13+ for heavy ranged weapons, otherwise you have disadvantage on Attack rolls.
Light: When you Attack with two Light weapons equipped, you can make an extra Attack as a Bonus Action with the offhand weapon. You cannot add a positive attribute modifier to an offhand attack's damage roll.
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.
Reload: You can make the specified number of shots before you must reload with an action or bonus action.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged Attack, and can draw it as part of the 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.
Improvised Weapons: Sometimes Characters don't have their Weapons and have to Attack with whatever is at hand. An Improvised Weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin. A weapon also counts as improvised if it's wielded in a way contrary to its design.
You don't add your proficiency bonus to improvised attacks, and it deals 1d4 damage of an appropriate damage type. Improvised weapons have a range of 20/60
Sometimes an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to 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.
Mastery Properties
Weapon masteries can only be used if a character has a feature, such as Weapon Mastery, that unlocks the property.
Cleave: If you hit a creature with a melee attack roll using this weapon, you can make another attack with this weapon against a second creature within 5 feet of the first that's also in your reach. This additional attack cannot add a positive attribute bonus to the damage roll. You can make this extra attack only once per turn.
Graze: If your attack roll with this weapon misses the target, you still deal 0 damage + any relevant attribute modifier.
Nick: The extra attack from a Light weapon can be made as part of the original Attack action instead of as a Bonus Action. You can only make this extra attack once per turn.
Push: If you hit a creature that's Large or smaller with this weapon, you can push them up to 10 feet straight away.
Sap: If you hit a creature with this weapon, they have Disadvantage on their next attack roll before the start of your next turn.
Slow: If you hit and deal damage to a creature with this weapon, you can reduce their Speed by 10 feet until the start of your next turn. This effect doesn't stack.
Topple: If you hit a creature with this weapon, you can force them to make a Constitution save with DC 8 + ability modifier + proficiency. On a failed save, they're prone.
Vex: If you hit and deal damage to a creature with this weapon, you have Advantage on your next attack roll against them before the end of your next turn.
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