More actions
Weapons are a type of equipment that is used in attacks that deal damage. Weapons give access to special weapon actions, provides the wielder is proficient with them, and are an essential tool for any adventurer.
Overview
Each weapon is either melee or ranged, and deals a specific type of physical damage: Bludgeoning, Piercing, or Slashing.
Weapons are further categorised as either martial or simple. Martial weapons deal more damage than simple weapons, but more specialised training to properly use.
Additionally, each weapons has a set of properties which determine how the weapon may be used.
Weapon slots
Each character has a main hand slot and an off-hand slot, both of which can equip weapons.
Weapons are classified as either one-handed, two-handed or versatile. One-handed weapons only take up one weapon slot, whereas two-handed take up both. Versatile weapons can be wielded as either one-handed or two-handed weapons, the latter of which deals greater damage.
One-handed weapons allow the creature to equip a shield in their off-hand, but one-handed weapons can also be dual wielded if both weapons have the light property.[note 1]
Proficiency
Classes give proficiency with weapons or category of weapons, allowing the creature to add their proficiency bonus to their attack rolls.
Proficiency in the equipped main hand weapon unlocks its weapon actions. Off-hand weapons do not grant weapon actions.
Properties
Weapons can have various special properties:
Property | Description |
---|---|
Enchantment (+1, +2, +3) | This weapon is magically enchanted. It overcomes resistances to bludgeoning, piercing and slashing damage from non-magical weapons. You also add the corresponding bonuses (+1, +2, etc.) to any attack and damage rolls made with this weapon. |
Finesse | You use the higher one of your Strength and Dexterity for attack and damage rolls. |
Light | Can be wielded in your off-hand as a secondary weapon, if your main-hand weapon is also light. |
Range | Every ranged weapon has a normal range and a long range. Creatures that are beyond normal range but within long range can be attacked, albeit with Disadvantage. Creatures outside of long range cannot be attacked. |
Extra Reach | A melee weapon with this property can be used to attack enemies up to 2.5 m / 8 ft away, instead of the regular 1.5 m / 5 ft. |
Silvered | (Not implemented.) Some monsters are immune or resistant to nonmagical weapons, but susceptible to silver weapons. |
Special | Various special rules apply to the weapon, explained in its description. |
Thrown | A melee weapon with this property can be thrown for a ranged attack, and will benefit from the Ability Score Modifier (Strength) and Proficiency Bonus as usual, instead of being treated as an Improvised Weapon. This combines with the Finesse property: if you throw a Dagger, which has both Thrown and Finesse, you can use your Dexterity Modifier for the attack and damage rolls. |
Two-Handed | Indicates that this is a two-handed weapon. It has to be wielded with both hands when making an attack with it, but can still be just carried in one. |
Versatile | Indicates that this is a versatile weapon. It can be used with one hand or both hands. Typically, using a versatile weapon with both hands offers a higher maximum damage. |
Martial weapons
Martial weapons require extensive training to effectively use in combat. Martial Classes such as Barbarian, Fighter, Paladin, and Ranger have Proficiency with all martial weapons at Level 1. Otherwise, one can obtain martial proficiency by taking the appropriate Feat at Level 4. A creature's Race and Class may also grant it proficiency with specific types of martial weapons; see Proficiencies granted by Race and Class below.
Melee Martial Weapons | ||
---|---|---|
One-Handed | Versatile | Two-Handed |
|
|
|
Ranged Martial Weapons | ||
One-Handed | Versatile | Two-Handed |
|
(none) |
|
Simple weapons
Simple weapons are easy to learn and use. Every Class except Druid, Wizard, and Sorcerer is proficient with all simple weapons at Level 1. Otherwise, one can obtain simple weapon proficiency by taking the appropriate Feat at Level 4. A creature's Race and Class may also grant it proficiency with specific types of simple weapons; see Proficiencies granted by Race and Class below.
- Druid: Club, Dagger, Javelin, Mace, Quarterstaff, Sickle, Spear
- Wizard, Sorcerer: Dagger, Quarterstaff, Light Crossbow
Melee Simple Weapons | ||
---|---|---|
One-Handed | Versatile | Two-Handed |
|
|
|
Ranged Simple Weapons | ||
One-Handed | Versatile | Two-Handed |
(none) | (none) |
|
Proficiencies granted by Race and Class
Racial Weapon Proficiencies | |
---|---|
Drow | , , |
Dwarf | , , , |
Elf | , , , |
Githyanki | , , |
Half-Elf, Human | , , , |
Class Weapon Proficiencies | |
Barbarian, Fighter, Paladin, Ranger | Martial weapons, Simple weapons (In effect, all weapons except Improvised.) |
Bard, Rogue | Simple weapons, , , , |
Cleric | Simple weapons, , |
Druid | , , , , , , , |
Monk | Simple weapons, |
Sorcerer, Wizard | , , |
Warlock | Simple weapons |
Improvised Weapons
Objects that aren't actually weapons can nevertheless be used as Improvised Weapons. Note that this is not the same as using a non-weapon item that resembles a weapon strongly enough to allow it to be used as such. For example, when Salami is used as a weapon, it actually functions as a Club, not as an Improvised Weapon.
Weapon properties table
The following table summarizes all weapon types in the game and provides a quick overview of their properties. The columns 1H-dmg and 2H-dmg list the dice rolled for one-handed and two-handed damage, as well as the average damage this will provide.
If the Range column is empty, it indicates a standard melee range of 1.5 m / 5 ft, while Reach stands for the extended melee range of 2.5 m / 8 ft and Thrown indicates that the weapon can be thrown up to a maximum of 18 m / 60 ft. The ranges listed for ranged weapons is their normal range; they also have an extended range which is double, but confers Disadvantage on the Attack Roll.
Weapon | 1H-dmg | 2H-dmg | Finesse | Weight | Range | Damage Type | Category |
---|---|---|---|---|---|---|---|
1d4 / 2.5 | Light | Bludgeoning | Simple | ||||
1d4 / 2.5 | Yes | Light | Thrown | Piercing | Simple | ||
1d6 / 3.5 | Light | Thrown | Slashing | Simple | |||
1d6 / 3.5 | Thrown | Piercing | Simple | ||||
1d4 / 2.5 | Light | Thrown | Bludgeoning | Simple | |||
1d6 / 3.5 | Bludgeoning | Simple | |||||
1d4 / 2.5 | Light | Slashing | Simple | ||||
1d6 / 3.5 | 1d8 / 4.5 | Bludgeoning | Simple | ||||
1d6 / 3.5 | 1d8 / 4.5 | Thrown | Piercing | Simple | |||
1d8 / 4.5 | Bludgeoning | Simple | |||||
1d8 / 4.5 | Bludgeoning | Martial | |||||
1d8 / 4.5 | Piercing | Martial | |||||
1d8 / 4.5 | Yes | Piercing | Martial | ||||
1d6 / 3.5 | Yes | Light | Slashing | Martial | |||
1d6 / 3.5 | Yes | Light | Piercing | Martial | |||
1d8 / 4.5 | Piercing | Martial | |||||
1d8 / 4.5 | 1d10 / 5.5 | Slashing | Martial | ||||
1d8 / 4.5 | 1d10 / 5.5 | Slashing | Martial | ||||
1d6 / 3.5 | 1d8 / 4.5 | Thrown | Piercing | Martial | |||
1d8 / 4.5 | 1d10 / 5.5 | Bludgeoning | Martial | ||||
1d10 / 5.5 | Heavy | Reach | Slashing | Martial | |||
1d12 / 6.5 | Heavy | Slashing | Martial | ||||
2d6 / 7 | Heavy | Slashing | Martial | ||||
1d10 / 5.5 | Heavy | Reach | Slashing | Martial | |||
2d6 / 7 | Heavy | Bludgeoning | Martial | ||||
1d10 / 5.5 | Heavy | Reach | Piercing | Martial | |||
1d8 / 4.5 | 18 m / 60 ft | Piercing | Simple | ||||
1d6 / 3.5 | 18 m / 60 ft | Piercing | Simple | ||||
1d6 / 3.5 | Light | 15 m / 50 ft | Piercing | Martial | |||
1d10 / 5.5 | 18 m / 60 ft | Piercing | Martial | ||||
1d8 / 4.5 | 18 m / 60 ft | Piercing | Martial |
Unused Weapons
Two types of weapons cannot be normally obtained in-game, but are still present in the game files along with their unique proficiencies.
Weapon | 1H-dmg | 2H-dmg | Finesse | Weight | Range | Damage Type |
---|---|---|---|---|---|---|
1d4 | Yes | 18 m / 60 ft | Piercing | |||
1d4 | 18 m / 60 ft | Bludgeoning |
Notes
- In Early Access there were two properties called Heavy and Loading. These are properties in the tabletop game, but their effects were never implemented and they didn't make it into the final game.
Footnotes