Weapons

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. 
The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
== Weapon table ==
=== Simple Melee Weapons ===
Name 	Cost	Damage 	Weight	Properties
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)
Yklwa 	1 gp	1d8 piercing 	2 lb. 	Thrown (range 10/30)
=== Simple Ranged Weapons ===
Name 	Cost 	Damage 	Weight 	Properties
Boomerang 	— 	1d4 bludgeoning	— 	Special, Thrown (range 60/120)
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 ===
Name 	Cost 	Damage 	Weight	Properties
Battleaxe 	10 gp 	1d8 slashing 	4 lb. 	Versatile (1d10)
Double-Bladed Scimitar	100 gp	2d4 slashing 	6 lb. 	Special, Two-handed
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 Weapon ===
Name 	Cost 	Damage 	Weight	Properties
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)
== 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. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
=== 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 ===
Small creatures have disadvantage on Attack 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 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.
=== 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.
=== 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.
=== Improvised Weapons ===
Sometimes characters don’t have their Weapons and have to Attack with whatever is at hand. An Improvised Weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin.
Often, an Improvised Weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her Proficiency Bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
=== Silvered Weapons ===
Some Monsters that have immunity or Resistance to nonmagical Weapons are susceptible to silver Weapons, so cautious adventurers invest extra coin to plate their Weapons with silver. You can silver a single weapon or ten pieces of Ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
=== Special Weapons ===
Weapons with special rules are described here.
Boomerang: The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon.
On a miss, a boomerang returns to the thrower's hand.
Double-Bladed Scimitar: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a 1d4, and it deals slashing damage.
Lance: You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Net: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.
== Special Weapons ==
Weapons with special rules are described here. 
=== Lance ===
You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. 
=== Net ===
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. 
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Category:Adventuring gear