Weapon

Name
Simple Melee Weapons	Cost 	Damage 	Weight	Properties
	Baselard 	2gp 	1d4 slashing 	1lb 	Dagger, Finesse, Light, Thrown (range 20/60)
	Baton 	2gp 	1d4 bludgeoning 	2lb 	Dagger, Finesse, Light, Thrown (range 20/60)
	Carpenter's Hammer 	4sp 	1d4 bludgeoning 	2lb 	Light, thrown (range 20/60)
	Cleaver 	 	 	 	
	Club 	1sp 	1d4 bludgeoning 	2lb 	Dagger, Light
	Cudgel 	1gp 	1d8 bludgeoning 	4lb 	Heavy, two-handed
	Dagger 	2gp 	1d4 piercing 	1lb 	Dagger, Finesse, Light, Thrown (range 20/60)
	Iron Fan 	5gp 	1d4 bludgeoning 	1lb 	Defensive, Light
	Push Dagger 	5gp 	1d4 piercing 	1lb 	Dagger, Finesse, Light, Special
	Reinforced Instrument	+5gp 	1d4 bludgeoning 	+1lb 	Defensive
	Sickle 	1gp 	1d4 slashing 	2lb 	Dagger, Light, Paired, Snaring (10)
	Sap 	2gp 	1d4 bludgeoning 	1lb 	Dagger, Finesse, Light, Special
	Wooden Sword 	6sp 	1d6 bludgeoning 	2lb 	Versatile (1d8)
	Name
Simple Ranged Weapons	Cost 	Damage 	Weight	Properties
	Dart 	5cp 	1d4 piercing 	1/4lb 	Dagger, Finesse, Thrown (range 20/60)
	Throwing Club 	5cp 	1d4 bludgeoning 	1/4lb 	Dagger, Finesse, Thrown (range 20/60)
	Throwing Knife 	5cp 	1d4 slashing 	1/4lb 	Dagger, Finesse, Thrown (range 20/60)
	Name
Martial Melee Weapons	Cost 	Damage 	Weight	Properties
	Anchor 	 	 	 	
	Balisong 	5gp 	1d4 slashing 	1lb 	Dagger, Finesse, Light, Monk, Rogue, Special
	Bayonet 	5gp 	1d4 piercing 	1lb 	Dagger, Finesse, Rogue, Special
	Brass Knuckles 	1gp 	1d4 bludgeoning 	1lb 	Light, Monk, Paired, Unarmed
	Broadsword 	25gp 	1d8 slashing 	3lb 	Finesse
	Caestus 	15gp 	1d4 bludgeoning 	 	Light, Monk, Paired, Secured, Unarmed
	Cane Sword 	 	 	 	
	Cat Claw 	 	1d4 slashing 	2lb 	Dagger, Finesse, Light, Paired
	Combat Knife 	35gp 	1d4 bludgeoning, piercing, or slashing	2lb 	Dagger, Brutal, Finesse, Light, Rogue
	Dire Flail 	30gp 	1d8 bludgeoning 	8lb 	Heavy, special, two-handed
	Dirk 	75gp 	1d4 piercing 	1lb 	Dagger, Light, Keen
	Elvish Thin Blade 	300gp	1d8 piercing 	3lb 	Finesse, Masterwork, Versatile (1d10)
	Estoc 	 	1d8 piercing 	 	
	Executioner's Axe 	 	1d12 slashing 	12lb 	Heavy, Mercurial, Two-handed
	Executioner's Sword 	 	1d10 slashing 	6lb 	Heavy, Mercurial, Two-handed
	Expandable Baton 	5gp 	1d4 bludgeoning 	1lb 	Dagger, Finesse, Light, Monk, Rogue, Special
	Falchion 	30gp 	1d6 slashing 	4lb 	Finesse, Versatile (1d8)
	Flamberge 	 	 	 	
	Greatstaff 	 	 	 	
	Great Epee 	50gp 	2d6 piercing 	6lb 	Heavy, Two-handed
	Great Poker 	50gp 	1d12 piercing 	5lb 	Heavy, Two-handed
	Grossmesser 	 	 	 	
	Gythka 	30gp 	1d8/1d8 piercing or slashing 	8lb 	Double, Heavy, Two-handed
	Halberd 	 	 	 	
	Harpoon 	 	 	 	
	Hooked Knife 	10gp 	1d4 slashing 	2lb 	Dagger, Light, Monk, Special
	Horsecleaving Blade 	80gp 	2d8 slashing 	8lb 	Heavy, Special, Two-handed
	Iron-Studded Club 	100gp	2d8 bludgeoning 	12lb 	Heavy, Special, Two-handed
	Iverian Swordstaff 	50gp 	1d10 slashing 	7lb 	Heavy, Reach, Special, Two-handed
	Jitte 	15gp 	1d4 bludgeoning or piercing 	2lb 	Dagger, Finesse, Light, Snaring (10), Special
	Karambit 	100gp	1d4 slashing 	1lb 	Dagger, Finesse, Keen, Light, Special
	Katana 	300gp	1d8 slashing 	3lb 	Finesse, Masterwork, Versatile (1d10)
	Katar 	80gp 	1d4 piercing 	2lb 	Dagger, Finesse, Keen, Light, Monk, Paired, Special, Unarmed
	Kris 	30gp 	1d4 slashing 	2lb 	Brutal, Dagger, Finesse, Light
	Kukri 	25gp 	1d4 slashing 	3lb 	Brutal, Dagger, Finesse, Light, Thrown (range 20/60)
	Kusari-Gama 	25gp 	1d4 slashing/1d4 piercing 	4lb 	Dagger, Double, Finesse, Monk, Reach, Two-handed
	Lance 	 	 	 	
	Lantern Shield 	 	 	 	
	Lucerne 	 	 	 	
	Misericorde 	 	 	 	
	Naginata 	315gp	1d10 slashing 	4lb 	Defensive, Finesse, Masterwork, Reach, Two-Handed
	Parrying Dagger 	 	 	 	
	Partisan 	 	 	 	
	Orcish Double Axe 	100gp	1d12/1d12 slashing 	14lb 	Double, Heavy, Two-Handed
	Sai 	185gp	1d4 piercing 	1lb 	Finesse, Light, Masterwork, Paired, Snaring (10), Thrown (10/30)
	Shamshir 	 	 	 	
	Shotel 	 	 	 	
	Slender Sword 	250gp	 	 	
	Spiked Chain 	 	1d4 slashing / 1d4 piercing 	4lb 	
	Swordbreaker 	20gp 	1d4 slashing 	1lb 	Dagger, Defensive, Light, Snaring (10)
	Swordspear 	 	 	 	
	Torchpole 	 	 	 	
	Twinblade 	 	 	 	
	Urumi 	 	 	 	
	Wakizashi 	150gp	1d4 piercing or slashing 	1lb 	Dagger, Finesse, Light, Masterwork
	War Scythe 	75gp 	3d4 	7lb 	Heavy, Reach, Snaring (10), Special, Two-handed
	Whip Dagger 	 	 	 	
	Zweihander 	 	 	 	
	Name
Martial Ranged Weapons	Cost 	Damage 	Weight	Properties
	Arbalest 	 	 	 	
	Atavian Crossbow 	100gp	2d6 piercing 	12lb 	Ammunition (range 30/120), Loading, Two-handed
	Boomerang 	 	 	 	
	Chakram 	 	 	 	
	Composite Bow 	150gp	1d8 piercing 	4lb 	Ammunition (range 150/600), Heavy, Special, Two-handed
	Greatbow 	150gp	1d12 piercing 	10lb 	Ammunition (range 200/800), Heavy, Two-handed
	Hand Ballista 	250gp	3d6 piercing 	25lb 	Ammunition (150/600), Heavy, Reload 1, Special, Two-handed
	Pulley Crossbow 	 	 	 	Ammunition (range 80/320), Two-Handed
	Repeating Crossbow 	 	 	 	Ammunition (30/120), reload 10
	Shuriken 	 	 	 	
	Throwing Pick 	 	 	 	
	Woomera 	2gp 	1d6 piercing 	2lb 	Ammunition (range 60/240)
== Weapon Properties ==
Many Weapons have special Properties related to their use, as shown in the Weapons table.
* 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.
*Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
* Brutal. When you hit with an attack made with advantage using a weapon with this property, you roll a second weapon damage dice and use the higher of the two rolls.
* Dagger. This weapon is considered a dagger for all purposes such as special features and magic items. 
*Defensive. When you are wielding one or more defensive weapons, increase your AC by 1. You cannot benefit from both a defensive weapon and a shield.
* Double. A double weapon has two parts of the weapon that can be used independently or in tandem. Weapons with this property will have two damage types listed separated by a slash. For the purposes of two-weapon fighting, either end of the weapon can be treated as off-hand and both are treated as light for those purposes.
*Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
* 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. Creatures that are Small or Tiny have disadvantage on Attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively.
* Keen. This weapon increases the likelihood of scoring a critical hit by 1. For example, if you would normally score a critical hit on a weapon attack roll of 19 or 20, you now score a critical hit on a weapon attack roll of 18, 19, or 20.
* Light. A light weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons. See the rules for two-weapon Fighting in " Making an Attack " section.
* 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.
* Masterwork. The weapon is made in the finest possible manner, such as a sword with an impossibly fine edge or a hammer with a perfectly weighted head. A masterwork piece of ammunition or weapon deals +1 damage. A masterwork piece of ammunition fired from a masterwork weapon will deal +2 damage.
* Mercurial. When you score a critical hit with this weapon, you roll all of the attack’s damage dice three times, instead of twice, and add them together.
*Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
* Monk. Weapons with the Monk weapon property are added to the list of weapons on the Monk class proficiency list.
* Mounted. This weapon works better while the user is mounted. A damage value in parentheses appears with the property—the damage when the weapon is used while mounted to make a melee attack.
* Paired. When you engage in two-weapon fighting using two weapons that have the same name and the paired property, you can add your ability modifier to the damage of the second attack.
* 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 (see Making an Attack).
*Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
* Rogue. Weapons with the Rogue weapon property are added to the list of weapons on the Rogue class proficiency list.
* Secured. This weapon requires an action to wield. While this weapon is being wielded, it can’t be disarmed or dropped.
* Serrated. This weapon's additional damage from a critical hit is maximized. This does not include damage provided by class features (such as sneak attack), racial features (such as a half-orc's savage attacks), or weapon traits (such as mercurial).
* Silvered. This weapon is considered to be made of silver for the purposes of overcoming damage resistances.
*Snaring. Once per turn, when you hit a creature that is Large or smaller with this weapon, instead of dealing damage, you can force your target to make a Strength or Dexterity saving throw. If it fails, it becomes restrained. A creature can use its action to make a Strength or Dexterity check to remove the snaring weapon from itself or another creature within reach. A DC in parentheses appears with the property. This DC is used for saving throws and checks a creature must make to remove the snaring weapon.
* Special. A weapon with the special property has unusual 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 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.
*Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike.
* 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.
== Special Weapons ==
* Atavian Crossbow. A crossbow with pneumatic arms that create the bow's tension. These crossbows hail from Ocyria and are most commonly used as defensive weapons, fire down upon invading armies. Adventurers tend to use them as they offer a strong shot in close quarters, such as a dungeon or lair.
*Balisong. The balisong, also known as the butterfly or fan knife, has a blade that can be folded into its special handle. You have advantage on ability checks made to conceal this weapon on your person.
* Bayonet. This weapon can be affixed to a two-handed range weapon such as a crossbow. While affixed, the weapon gains the Double weapon property and the bayonet is considered an off-hand melee weapon.
* Boomerang. At the end of your turn, if you are in the same space you were at the time you made a ranged thrown attack with this weapon during the turn and you have a hand free, it returns to your hand.
* Chakram. At the end of your turn, if you are in the same space you were at the time you made a ranged thrown attack with this weapon during the turn and you have a hand free, it returns to your hand.
*Composite Bow. If you have a Strength score lower than 12, you have disadvantage on attack rolls made with this bow. Additionally, you can add your Strength modifier to damage rolls (in addition to your Dexterity modifier).
* Dire Flail. A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft. This weapon requires two hands when you attack with it, and you can attack with both ends of the weapon using the rules for two-weapon fighting.
* Expandable Baton. The expandable (or collapsible) baton has a shaft that can be locked into its special handle. You have advantage on ability checks made to conceal this weapon on your person.
*Falchion. This sword is similar in a number of ways to Seiryujin longswords and Ikashadi scimitars. It is a one-handed, single-edged sword intended for quick strikes instead of solid, powerful hits.
* Gythka. The gythka is the thri-kreen weapon of choice for close-quarters combat. It is a long staff with a crescentshaped blade and stabbing tine centered along the staff on both ends, allowing its wielder to change their methods of attack when one is proven ineffective. It is awkward and unwieldy for most humanoid races without martial training, but easily handled by thri-kreen warriors who use their smaller secondary arms to help balance the weapon and guide it with deft precision against their quarry. This weapon requires two hands when you attack with it, and you can attack with both ends of the weapon using the rules for two-weapon fighting.
*Hand Ballista. You cannot use this weapon if your Strength score is less than 15. 
* Hooked Knife. You gain a +1 bonus on Strength (Athletics) checks made to grapple a creature.
*Horsecleaving Blade. You cannot make attacks as a part of a reaction with this weapon.
* Iverian Swordstaff. An Iverian swordstaff is made by placing a longsword at the end of a staff, thus giving the same benefits of a sword with the range of a spear or polearm. As a bonus action, a creature can separate the sword from the staff, turning the Iverian swordstaff into a longsword and quarterstaff respectively. To recombine the weapons requires another bonus action.
* Jitte. If you use a class feature that requires a creature to make a saving throw or drop an object it is holding (such as the Battle Master's Disarming Attack combat manuever in the Player's Handbook), the DC is increased by 1.
* Karambit. You have advantage on any saving throw made to resist an effect that would make you drop this weapon.
* Katar. If you are proficient with unarmed strikes, you can make an attack with this weapon when you would make an unarmed strike.
* Lantern Shield. The lantern shield is an amalgam of attack, defense, and utility. This weapon follows the rules for Getting Into and Out of Armor presented in the Player's Handbook and is considered to be a shield. You must be proficient with shields to use the lantern shield. You have advantage on any saving throw made to resist an effect that would make you drop this weapon. The lantern shield can also be loaded with a single lantern, which can then be used in the same hand as the lantern shield.
* Misericorde. When you attack an incapacitated creature with a misericord and hit, maximize your weapon damage dice against the target.
* Push Dagger. If you are proficient with unarmed strikes, you can make an attack with this weapon when you would make an unarmed strike.
* Sap. If this weapon reduces a creature to 0 hit points, it is not killed or dying. It is considered to be stabilized and unconscious for 10 minutes. If the creature regains any hit points, it regains consciousness. After the 10 minutes, the creature regains consciousness and 1 hit point.
* Throwing Pick. At the end of your turn, if you are in the same space you were at the time you made a ranged thrown attack with this weapon during the turn and you have a hand free, it returns to your hand.
* War Scythe. A war scythe is a type of polearm, originally created from standard scythes used in the field. The blade of the scythe is rotated so as to extend upright from the pole, thus forming an infantry weapon more practical both in offensive actions against enemy infantry and as a defensive measure against enemy cavalry. Due to the weapon's length and awkward blade, a creature has disadvantage on attacks against creatures that are adjacent to it, but have advantage against mounted creatures.
*Woomera. This simple device is used to propel javelins farther than can normally be thrown. This "spear-thrower" uses javelins or spears as ammunition.