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Dungeons & Dragons 5e Tables

Weapons

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Item Cost
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Damage Type Weight Properties
Weapons
Simple Melee Weapons
Club Cost: 1 sp Cheap: 8 cp Expensive: 2 sp Damage: 1d4 Type: B Weight: 2 lb. Light
Proficiency with a club allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Dagger Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Damage: 1d4 Type: P Weight: 1 lb. Finesse, Light, Thrown (range 20/60)
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Greatclub Cost: 2 sp Cheap: 16 cp Expensive: 4 sp Damage: 1d8 Type: B Weight: 10 lb. Two-Handed
Proficiency with a greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Handaxe Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Damage: 1d6 Type: S Weight: 2 lb. Light, Thrown (range 20/60)
Proficiency with a handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Javelin Cost: 5 sp Cheap: 4 sp Expensive: 1 gp Damage: 1d6 Type: P Weight: 2 lb. Thrown (range 30/120)
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Light Hammer Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Damage: 1d4 Type: B Weight: 2 lb. Light, Thrown (range 20/60)
Proficiency with a light hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Mace Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Damage: 1d6 Type: B Weight: 4 lb.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Quarterstaff Cost: 2 sp Cheap: 16 cp Expensive: 4 sp Damage: 1d6 Type: B Weight: 4 lb. Versatile (1d8)
Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Sickle Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Damage: 1d4 Type: S Weight: 2 lb. Light
Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Spear Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Damage: 1d6 Type: P Weight: 3 lb. Thrown (range 20/60), Versatile (1d8)
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Simple Ranged Weapons
Crossbow, Light Cost: 25 gp Cheap: 20 gp Expensive: 50 gp Damage: 1d8 Type: P Weight: 5 lb. Ammunition, Loading, (Range 80/320), Two-Handed
Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Dart Cost: 5 cp Cheap: 4 cp Expensive: 1 sp Damage: 1d4 Type: P Weight: ¼ lb. Finesse, Thrown (range 20/60)
Proficiency with a dart allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Shortbow Cost: 25 gp Cheap: 20 gp Expensive: 50 gp Damage: 1d6 Type: P Weight: 2 lb. Ammunition, (Range 80/320), Two-Handed
Proficiency with a shortbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Sling Cost: 1 sp Cheap: 8 cp Expensive: 2 sp Damage: 1d4 Type: B Weight: Ammunition, (Range 30/120)
Proficiency with a sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Martial Melee Weapons
Battleaxe Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Damage: 1d8 Type: S Weight: 4 lb. Versatile (1d10)
Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Canesword Cost: 50 gp Cheap: 40 gp Expensive: 100 gp Damage: 1d6 Type: B Weight: 4 lb. Finesse, Light
While sheathed, this weapon appears to be just a regular, if slightly heavier than normal, gentleman's cane. However, by releasing a hidden catch, the user can draw the blade hidden inside (1d6 piercing, finesse, light).

Optionally (DM's discretion), while sheathed this weapon can be used as a heavy club. When unsheathed, the handle and blade form a shortsword while the reinforced sheath can be used as a club (1d4 buldgeoning, finesse, light). Sheathing and unsheathing the blade requires a bonus action.
Flail Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Damage: 1d8 Type: B Weight: 2 lb.
Proficiency with a flail allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Glaive Cost: 20 gp Cheap: 16 gp Expensive: 40 gp Damage: 1d10 Type: S Weight: 6 lb. Heavy, Reach, Two-Handed
Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Greataxe Cost: 30 gp Cheap: 24 gp Expensive: 60 gp Damage: 1d12 Type: S Weight: 7 lb. Heavy, Two-Handed
Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Greatsword Cost: 50 gp Cheap: 40 gp Expensive: 100 gp Damage: 2d6 Type: S Weight: 6 lb. Heavy, Two-Handed
Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Halberd Cost: 20 gp Cheap: 16 gp Expensive: 40 gp Damage: 1d10 Type: S Weight: 6 lb. Heavy, Reach, Two-Handed
Proficiency with a halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Lance Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Damage: 1d12 Type: P Weight: 6 lb. Reach, Special
Proficiency with a lance allows you to add your proficiency bonus to the attack roll for any attack you make with it. 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.
Longsword Cost: 15 gp Cheap: 12 gp Expensive: 30 gp Damage: 1d8 Type: S Weight: 3 lb. Versatile (1d10)
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Maul Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Damage: 2d6 Type: B Weight: 10 lb. Heavy, Two-Handed
Proficiency with a maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Morningstar Cost: 15 gp Cheap: 12 gp Expensive: 30 gp Damage: 1d8 Type: P Weight: 4 lb.
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Pike Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Damage: 1d10 Type: P Weight: 18 lb. Heavy, Reach, Two-Handed
Proficiency with a pike allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Rapier Cost: 25 gp Cheap: 20 gp Expensive: 50 gp Damage: 1d8 Type: P Weight: 2 lb. Finesse
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Scimitar Cost: 25 gp Cheap: 20 gp Expensive: 50 gp Damage: 1d6 Type: S Weight: 3 lb. Finesse, Light
Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Shortsword Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Damage: 1d6 Type: P Weight: 2 lb. Finesse, Light
Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Trident Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Damage: 1d6 Type: P Weight: 4 lb. Thrown (range 20/60), Versatile (1d8)
Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
War Pick Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Damage: 1d8 Type: P Weight: 2 lb.
Proficiency with a war pick allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Warhammer Cost: 15 gp Cheap: 12 gp Expensive: 30 gp Damage: 1d8 Type: B Weight: 2 lb. Versatile (1d10)
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Whip Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Damage: 1d4 Type: S Weight: 3 lb. Finesse, Reach
Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Martial Ranged Weapons
Blowgun Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Damage: 1 Type: P Weight: 1 lb. Ammunition, Loading, (Range 25/100)
Proficiency with a blowgun allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Crossbow, Hand Cost: 75 gp Cheap: 60 gp Expensive: 150 gp Damage: 1d6 Type: P Weight: 3 lb. Ammunition, (Range 30/120), Light, Loading
Proficiency with a hand crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Crossbow, Heavy Cost: 50 gp Cheap: 40 gp Expensive: 100 gp Damage: 1d10 Type: P Weight: 18 lb. Ammunition, Heavy, Loading, (Range 100/400), Two-Handed
Proficiency with a heavy crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Longbow Cost: 50 gp Cheap: 40 gp Expensive: 100 gp Damage: 2d8 Type: P Weight: 2 lb. Ammunition, Heavy, (Range 150/600), Two-Handed
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Net Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Damage: Type: B Weight: 3 lb. Special, Thrown (range 5/15)
Proficiency with a net allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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.


Variant: Weapons & Armor Materials

Adamantine

Cost: +500gp
Benefits: Critical hits
Metal Rarity: Very Rare
Color: Jet-black metal with a multicolored sheen
Weapons made with this ultra-hard metal devastates other objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit. Some adamantine melee weapons have the sundering property against all types of wearable armor. When wearing armor made from adamantine, any critical hit against you becomes a normal hit. An adamantine item costs 500 gp more than the normal version, whether the weapon is made of the metal or coated with it. Weapons and armor made of adamantine are not considered magical unless otherwise noted.

Adamantite [Drow]

Cost: +500gp
Benefits: Critical hits, absorbs poison
Penalties: Disintegrates in sunlight
Metal Rarity: Very Rare
Color: Jet-black metal with a purple sheen
A rare material created when underdark Faerzress corrupts adamantine deposits. Used extensively by drow, this material has all properties of adamantine, but also temporarily absorbs poison into itself. When you apply an injury poison to an adamantite weapon or piece of ammunition, the poison isn't removed after the first injury, but is instead applied every time you deal piercing or slashing damage to a creature for the next minute, after which it dries. When exposed to sunlight, adamantite weapons disintegrate. Weapons made from adamantite are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bronze

Cost: +50%
Benefits: Enchanting bonuses
Metal Rarity: Rare
Color: Gold-orange
Bronze is an alloy of copper and tin. Though replaced by iron and steel, bronze weapons are known for their magical affinity. When you create a magical weapon, armor, or piece of ammunition using bronze, it takes half the typical time and price to create. Bronze weapons cost more than their iron counterparts, but are produced and sold by few smiths. They must be cast, rather than forged, and such a process is often forgotten. Most bronze weapons are antiques, though the use of cannon and bombards, cast from the metal, have caused a resurgence in the use of bronze.

Iron

Cost: No modifier
Benefits: Benefits vs. Fey
Metal Rarity: Common
Color: Gray
Iron rusts and deforms quicker than steel. Referred to as "cold iron" by the fey, iron weapons ignore fey resistances and immunities to nonmagical weapons and damage, and when a fey creature starts its turn in contact with an item made of iron, it takes 1 fire damage. Iron is one of the most common materials used to make weapons and the fey are not pleased by this development.

Flametouched Iron [Eberron]

Cost: +1,000gp
Benefits: Bonuses vs. Undead; Cleric bonus
Metal Rarity: Very Rare
Color: Dark gray, with a reddish sheen
Flametouched Iron is native to the material planes of Eberron. A weapon created with this material ignores the resistances to nonmagical damage of all evil creatures and any undead, and likewise cannot be wielded by a creature of any evil alignment. If used to create a cleric's holy symbol, flametouched iron increases the CR that a cleric can destroy with destroy undead by 1.

Mithral

Cost: +2,000gp
Benefits: Half weight, no Str req.; no Stealth disadv
Metal Rarity: Very Rare
Color: Dark gray, with a reddish sheen
A light, flexible material, mithral armor removes Strength requirements and disadvantage on Stealth checks inflicted by wearing certain armor. Weapons made from mithral are similarly light, weighing half as much as their iron counterparts. Mithral weapons with the Heavy property can be used to make extra attacks regardless of the user's strength and can be wielded normally by small creatures.

Obsidian

Cost: x4
Benefits: Slashing dmg
Metal Rarity: Rare
Color: Dark gray, with a reddish sheen
A rare volcanic glass, weapons made with this delicate material are incredibly sharp. In addition to their typical properties, weapons made with obsidian have the status: slashing property whenever the weapon deals bludgeoning damage. Requiring expert crafstmen, obsidian weapons cost quadruple the price of the equivalent iron weapon.

Steel

Cost: +50%
Benefits: Can't be damaged by corrosive monsters
Metal Rarity:Common
Color: Gray to dark gray
The best mundane metal that can be made by a typical weaponsmith. It has no magical properties, but its nature allows smiths to select for sharpness, flexibility, hardness, and durability. Its relative resistance to wear and ease of maintenance has made it a material of choice across the world. Steel weapons cannot be damaged by monster features such as black puddings' corrosive form and cost 50% more than their iron counterparts.

Stone

Cost: +50%
Benefits: Deal bludgeoning dmg
Penalties: 4x weight; lose finesse and light
Metal Rarity:Uncommon
Color: Gray to dark gray
Rarely-used, all weapons made from stone deal bludgeoning damage, even if it would normally deal another type. All weapons and armor made with stone have the heavy property, lose finesse and lighti if they have them, weigh 4 times as much as usual, and cost twice as much. A character proficient with mason's tools can make weapons and armor from stone.

True Ice

Cost: +500gp
Benefits: Dmg vs. Fire/Water elementals; Resis to Fire
Metal Rarity:Very Rare
Color: Ice
Exceptional magical material, True Ice comes from the core of polar caps and mountain peaks, and never melts. Elementals aligned with fire or water are vulnerable to damage from true ice weapons. Armor made from True Ice grants resistance to fire damage and immunity to atmospheric hazards in hot environments, but halves the time required to make saves against cold. Weapons and ammunition made from true ice are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Wood

Cost: 1/2 (when metal is commonly used)
Metal Rarity:Common
Color: Typically brown (depends on source)
Softer and more flexible than most materials, wood is used to make most ranged weapons and some ammunition and does not alter the statistics of those weapons. A wooden weapon or piece of ammunition has the blunted modification if it is not made from wood by default, and costs half as much. If the weapon's default material is wood, it works as normal, and uses its listed cost.