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# DND 5E WEAPONS REVISED
Weapon Name | Cost | Damage | Weight | Properties | |:---------:|:----:|:------:|:------:|:----------:| |**Simple Weapons**| | Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light| | Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, Light, thrown (20/60), Conceal| | Dirk | 4 gp | 1d4 piercing | 1 lb. | Finesse, Mercy Strike, Light, Conceal | Greatclub | 2 sp | 1d8 bludgeoning |10 lb. | Two-Handed, Smashing | Reinforced Greatclub | 1 gp | 2d4 bludgeoning | 12 lb. | Two-Handed, Staggering, Smashing, Heavy | Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (20/60) | Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (30/120) | Light Hammer | 2 gp| 1d4 bludgeoning | 2 lb. | Light, thrown (20/60) | Knobbed Mace | 5 gp| 1d6 bludgeoning | 4 lb. | Light | Flanged Mace | 5 gp| 1d8 bludgeoning | 4 lb. | - | Quarterstaff | 2 sp| 1d6 bludgeoning | 4 lb. | Versatile (1d8), Reliable | Reinforced Quarterstaff | 1 gp| 1d8 bludgeoning | 6 lb. | Two-Handed, Reliable, Trip | Sickle | 2 gp| 1d6 slashing | 2 lb. | Light, Finesse, Trip | Spear | 1 gp| 1d6 piercing | 3 lb. | Thrown (20/60), versatile (1d8), Precise | Scythe | 4 gp| 1d8 slashing | 7 lb. | Heavy, Two-Handed, Reach | Claws | 6 gp| 1d6 piercing/slashing | 3 lb. | Finesse, Light | Chakram | 4 gp| 1d4 slashing | 2 lb. | Light, Thrown (20/60) |**Simple Ranged Weapons**| | Crossbow, Light | 25 gp| 1d8 piercing | 5 lb. | Ammunition (80/320), loading, Two-Handed, Puncturing | Dart | 5 cp| 1d4 piercing | 1/4 lb. | Finesse, thrown (20/60), Silent | Shortbow | 25 gp| 1d6 piercing | 2 lb. | Ammunition (80/320), Two-Handed, Puncturing | Recurve bow | 30 gp| 1d6 piercing | 3 lb. | Ammunition (80/320), Two-Handed, Precise | Sling | 1 sp| 1d4 bludgeoning | 1/2 lb. | Ammunition (30/120), Staggering Weapon Name | Cost | Damage | Weight | Properties | |:---------:|:----:|:------:|:------:|:----------:| |**Martial Weapons**| | Battleaxe | 10 gp| 1d8 slashing | 4 lb. | Versatile (1d10), Reliable | Flail | 10 gp| 1d8 bludgeoning | 3 lb. | Shield wrap, Versatile (2d4), Devious | Falchion | 15 gp| 1d8 slashing | 3 lb. | Versatile (1d6+1d4) | Glaive | 20 gp| 1d12 slashing |8 lb. | Heavy, reach, Two-Handed, Reliable | Greataxe | 30 gp| 1d12 slashing | 8 lb. | Heavy, Two-Handed, Smashing | Greatsword | 40 gp| 2d6 slashing | 7 lb. | Heavy, Two-Handed | Halberd | 30 gp| 1d10 piercing/slashing | 8 lb. | | Pike | 20 gp| 2d6 piercing | 10 lb. |
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Weapon Name | Cost | Damage | Weight | Properties | |:---------:|:----:|:------:|:------:|:----------:| | Lance | 30 gp| 2d8 piercing | 7 lb. | Reach, Lance Special, Heavy | Longsword | 15 gp| 1d8 slashing | 3 lb. | Versatile (1d10) | Broadsword | 15 gp| 2d4 slashing | 3 lb. | Reliable | Katana | 30 gp| 1d8 slashing | 3 lb. | Finesse, Versatile (1d10) | Claymore | 30 gp| 1d10 slashing | 10 lb. | Versatile (1d12), Super Heavy | Maul | 30 gp| 2d6 bludgeoning | 10 lb. | Heavy, Two-Handed, Smashing | Morningstar | 15 gp| 1d8 piercing | 4 lb. | Puncturing | Rapier | 25 gp| 1d8 piercing | 2 lb. | Finesse, Puncturing | Parrying Rapier | 35 gp| 1d6 piercing | 2 lb. | Finesse, Disarm, Parry | Scimitar | 25 gp| 1d6 slashing | 3 lb. | Finesse, Light, Parry | Curved Scimitar | 25 gp| 1d6 slashing | 4 lb. | Finesse, Light, Disarm | Shortsword | 10 gp| 1d6 piercing/slashing | 2 lb. | Finesse, Light | Trident | 10 gp| 1d6 piercing | 4 lb. | Thrown (20/60), versatile (1d8), Puncturing, Precise | War pick | 10 gp| 2d4 piercing | 3 lb. | Puncturing | Warhammer | 15 gp| 1d8 bludgeoning | 4 lb. | Versatile (1d10), Smashing | Whip | 2 gp| 1d4 slashing | 3 lb. | Finesse, reach, Devious, Trip, Pull | Kusagirama | 10 gp| 1d6 slashing | 3 lb. | Light, Finesse, Trip, Reach, Elegant |**Martial Ranged Weapons**| | Blowgun | 10 gp| 1 piercing | 1 lb. | Ammunition (25/100), loading | Crossbow, hand | 75 gp| 1d6 piercing | 3 lb. | Ammunition (30/120), Light, loading, Puncturing | Crossbow, Heavy | 50 gp| 1d10 piercing | 18 lb. | Ammunition (100/400), Heavy, loading, Two-Handed, Puncturing | Longbow | 50 gp| 1d8 piercing | 7 lb. | Ammunition (150/600), Heavy, Two-Handed, Puncturing | Greatbow | 80 gp| 1d12 piercing | 25 lb. | Ammunition (300/800), Heavy, Two-Handed, Puncturing, Super Heavy | Net | 1 gp| - | 3 lb. | Special, thrown (5/15) | Bola | 5 gp| - | 2 lb. | Special, thrown (15/30)
\pagebreak ### Mercy Strike These weapons are some of the thinnest and sharpest, making them ideal for assassinations and mercy kills. When you roll a natural 19 on an attack, you score a Critical Hit. ### Staggering If you are proficient with this weapon and you score a Critical Hit, the force of the weapon can cause the target to have -1 AC until the start of your next turn. ### Reliable Such weapons are generally rather sturdy and built for war. Thus they grant +1 to checks and saves for doing or resisting combat manuevers (Shove, Grapple etc.). ### Trip When you hit an enemy with an attack, you can use your bonus action to try to trip the target (STR check against STR/DEX). ### Precise Attacks with these weapons are particularly precise, causing all strikes to have a +1 to hit. ### Parry If not wielding a shield, you can use a Reaction to add +1 AC against a creatures attack/-s for the rest of the turn. ### Puncturing These weapons can more often than others cause a deeper wound. When you roll a natural 19, you can cause an extra 1d4 damage. ### Unwieldy These are exceptionally long weapons that simply cannot function within 5 feet. These weapons do 1d6 bludgeoning damage and have disadvantage when used at 5ft range. ### Conceal Advantage on all checks to conceal this weapon. ### Disarm Weight and curvature grant these weapons the finesse to wrap other weapons and disarm the opponent. When you hit an enemy with an attack, you can use your bonus action to try to disarm your opponent (STR check against STR/DEX). This trick can work only once per enemy. \columnbreak ### Pull When you hit an enemy with an attack, you can use your bonus action to try to pull the enemy 5 ft towards you. ### Shield-wrap These weapons have the potential to bend around shields granting a +1 to hit against all shield users. ### Silent Using this weapon causes no sounds to be made. The target creature needs to be combat alert or highly perceptive to notice the initial attack made with this weapon. ### Devious These weapons can hit in surprising ways and from odd angles, even after the initial strike has missed. After using an attack action, you can use your bonus action to automatically hit an opponent for 1d4 damage. This trick can only work once per enemy. ### Smashing When you score a Critical Hit, double your STR bonus for that weapon strike. ### Lance Special The Lance does its normal damage (2d8) only if used mounted and only after moving at least 10 feet in the direction of the target. If used dismounted or without prior movement, it becomes Unwieldy and must be used with both hands. ### Heavy A heavy weapons size and bulk make it too large for small and weaker creature to use effectively. Small creatures have disadvantage on attack rolls made with heavy weapons. Other creatures must have a STR score of 13+ to wield without disadvantage. ### Super heavy These are even more massive weapons that only the might can wield. They require a STR score of 16+ to wield without disadvantage. ### Elegant Finesse weapons that require even more skill than strength. Wielders must have a DEX score of 16+ to wield without disadvantage.