A collection of information I could easily remember that could be displayed as part of a Dungeon Master Screen.
7.2 KiB
7.2 KiB
Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Melee Weapons | ||||
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | |
| Light Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |
| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |
| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | — |
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
| Simple Ranged Weapons | ||||
| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |
| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
| Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) |
| Martial Melee Weapons | ||||
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |
| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | — |
| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |
| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |
| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special |
| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |
| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
| Morningstar | 15 gp | 1d8 piercing | 4 lb. | — |
| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |
| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |
| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light |
| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light |
| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) |
| War pick | 5 gp | 1d8 piercing | 2 lb. | — |
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
| Martial Ranged Weapons | ||||
| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |
| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |
| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |
| Net | 1 gp | — | 3 lb. | Special, thrown (range 5/15) |
- Heavy. Small creatures have disadvantage on at-tack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
- Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
- 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 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.
- 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 (see chapter 9).
- Special. A weapon with the special property has un-usual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
- Thrown. If a weapon has the thrown property, you can throw the weapon to make 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 dag-ger, 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.