Ad placeholder
Weapons
Weapons are a type of equipment that is used in attacks that deal damage. Weapons also give proficient wielders access to special weapon actions, and are an essential tool for any adventurer.
Overview
Weapons |
---|
Lists of weapons by category |
Lists of weapons by range |
Lists of weapons by type |
|
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 require more specialised training to properly use.
Additionally, each weapon 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 its proficiency bonus to its 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. 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 The ranges listed for ranged weapons is their normal range; they also have an extended range which is double that, but confers disadvantage to the attacker.
Weapon | Damage | Range | Properties | |
---|---|---|---|---|
1h | 2h | |||
Simple melee weapons | ||||
1d4 Bludgeoning | 1.5 m (5 ft) | Light | ||
1d4 Piercing | 1.5 m (5 ft) | Finesse, Light, Thrown | ||
1d6 Slashing | 1.5 m (5 ft) | Light, Thrown | ||
1d6 Piercing | 1.5 m (5 ft) | Thrown | ||
1d4 Bludgeoning | 1.5 m (5 ft) | Light, Thrown | ||
1d6 Bludgeoning | 1.5 m (5 ft) | |||
1d4 Slashing | 1.5 m (5 ft) | Light | ||
1d6 Bludgeoning | 1d8 Bludgeoning | 1.5 m (5 ft) | Versatile | |
1d6 Piercing | 1d8 Piercing | 1.5 m (5 ft) | Versatile, Thrown | |
1d8 Bludgeoning | 1.5 m (5 ft) | Two-handed | ||
Martial melee weapons | ||||
1d8 Bludgeoning | 1.5 m (5 ft) | |||
1d8 Piercing | 1.5 m (5 ft) | |||
1d8 Piercing | 1.5 m (5 ft) | Finesse | ||
1d6 Slashing | 1.5 m (5 ft) | Finesse, Light | ||
1d6 Piercing | 1.5 m (5 ft) | Finesse, Light | ||
1d8 Piercing | 1.5 m (5 ft) | |||
1d8 Slashing | 1d10 Slashing | 1.5 m (5 ft) | Versatile | |
1d8 Slashing | 1d10 Slashing | 1.5 m (5 ft) | Versatile | |
1d6 Piercing | 1d8 Piercing | 1.5 m (5 ft) | Versatile, Thrown | |
1d8 Bludgeoning | 1d10 Bludgeoning | 1.5 m (5 ft) | Versatile | |
1d10 Slashing | 2.5 m (8 ft) | Two-handed | ||
1d12 Slashing | 1.5 m (5 ft) | Two-handed | ||
2d6 Slashing | 1.5 m (5 ft) | Two-handed | ||
1d10 Slashing | 2.5 m (8 ft) | Two-handed | ||
2d6 Bludgeoning | 1.5 m (5 ft) | Two-handed | ||
1d10 Piercing | 2.5 m (8 ft) | Two-handed | ||
Simple ranged weapons | ||||
1d8 Piercing | 18 m (60 ft) | Two-handed | ||
1d6 Piercing | 18 m (60 ft) | Two-handed | ||
Martial ranged weapons | ||||
1d6 Piercing | 15 m (50 ft) | Light | ||
1d10 Piercing | 18 m (60 ft) | Two-handed | ||
1d8 Piercing | 18 m (60 ft) | Two-handed |
Weapons with Global Passives
The following is a list of unique weapons which effects their wielder, even when that weapon isn't being used to attack. These are often colloquially referred to as "stat sticks." Many of these benefits include increases to skills, ability scores or other character attributes. Though some provide various bonuses to attack or damage rolls for all held weapons, or even to spell attacks. Any effects which require an action to activate are not included.
Weapons | Effects |
---|---|
Ambusher | - Gain a +1 bonus to Initiative rolls and Advantage on Perception Ability Checks.
- You deal an additional 1d6 Necrotic damage with any weapon attack against creatures that haven't taken a turn yet. |
Assassin's Shortsword | Advantage on Stealth Checks. |
Bloodthirst | - The number you need to roll a Critical Hit with any attack is reduced by 1.
- Armour Class +1 (Off-Hand Only). - When a creature misses you with a melee attack, you may retaliate and gain True Strike (Off-Hand Only). |
Bow of Awareness | You gain a +1 bonus to Initiative rolls. |
Caitiff Staff | You gain a +1 bonus to Spell Save DC and Spell attack rolls. |
Club of Hill Giant Strength | Increases Strength score to 19. |
Cold Snap | - Armour Class +1 (Off-Hand Only).
- When a creature misses you with an attack, it will be Chilled for 2 turns (Off-Hand Only). |
Corellon's Grace | - You gain a +1 bonus to Unarmed Attack rolls and damage.
- While the wielder is not wearing armour, they receive a +2 bonus to Saving throws. |
Creation's Echo | If the wielder deals Acid, Fire, Lightning, Radiant, or Necrotic damage to a creature, it become resistant to that damage type for 2 turns. |
Crimson Mischief | When you make an attack with any off-hand weapon, you can add your Ability Modifier to the damage of the attack. |
Darkfire Shortbow | - Resistance to Fire damage.
- Resistance to Cold damage. |
Defender Flail | - Reduce incoming Bludgeoning, Piercing, and Slashing damage by 1.
- Armour Class +1. |
Despair of Athkatla | You gain a +1 bonus to Spell Save DC and Spell attack rolls. |
Dolor Amarus | When you land a Critical Hit with any weapon attack, it deals an additional 7 damage. |
Drakethroat Glaive | Enemies have Disadvantage on Saving throws against your dragonborn breath weapon. |
Dread Iron Dagger | While you are hidden, all weapons deals an extra 1d6 Necrotic damage. |
Duellist's Prerogative | - While your off-hand is empty, the number you need to roll a Critical Hit with any attack is reduced by 1.
- While your off-hand is empty, you gain an additional Reaction per turn. |
Duke Ravengard's Longsword | - When you kill an enemy, allies within 9 m / 30 ft gain temporary hit points equal to their Charisma Modifier (minimum 1).
- Charisma +2 (up to 24). |
Gandrel's Aspiration | You have Advantage on all attacks against Monstrosity type enemies. |
Gleamdance Dagger | When this dagger is wielded in the off-hand, the wielder gains a +1 bonus to Armour Class. |
Goblinbane Dagger | Goblins have Disadvantage on Attack rolls against the wielder. |
Halberd of Vigilance | Gain a +1 bonus to Initiative rolls and Advantage on Perception Ability Checks. |
Hamarhraft | When the wearer Jumps, they deal 1d4 Thunder damage in a 3 m / 10 ft radius upon landing. |
Hammer of the Just | All melee attacks deal an additional 1d6 Slashing damage against Fiends and Undead. |
Handmaiden's Mace | Increases Strength score to 18. |
Harmonium Halberd | - Strength +2 (up to 23).
- Intelligence -1. - Wisdom -1. |
Hellrider Longbow | - Gain a +3 bonus to Initiative rolls and Advantage on Perception checks.
- A creature damaged by this weapon or any spell cast by its wielder will possibly be afflicted with Faerie Fire. |
Hollow's Staff | Creatures have Disadvantage on Saving throws against your necromancy spells. |
Hunting Shortbow | You have Advantage on all attacks against Monstrosity type enemies. |
Incandescent Staff | - Ranged Spell Attack +1.
- Resistance to Fire damage. |
Infernal Rapier | You gain a +1 bonus to Spell Save DC. |
Knife of the Undermountain King | - The number you need to roll a Critical Hit with any attack is reduced by 1.
- When 2 damage or less is rolled on any melee weapon attack, reroll the dice, taking the highest result. |
Loviatar's Scourge | Grants Resistance to Necrotic damage. |
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