The Thieves Guild
A Collection of D&D 5e Resources
D&D Weapons
D&D Equipment & Supplies

Weapons



The Weapons table shows the most commo⁠n weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to Attack a target within 5 feet of you, whereas a ranged weapon is used to atta⁠ck a target at a distance.

Optional Rules: Weapons in D&D are typically made of iron, and occassionally steel. However, other metals can be used as well. Clicking on a melee weapon's name will give you a description of the weapon and possible metal options. Each metal has unique properties and costs. Note: Most smiths are proficient in making iron or steel, but other metals may require a specialist. In addition, some metals are rare and the smith may not have the resources to craft some metals weapons.

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Item
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProps.
Weapons
Simple Melee Weapons
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 2 lb.
Damage: 1d4 B
Properties: Light
A short staff or stick, usually made of wood. Proficiency with a club allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 B; Light]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
5 cp
4 cp
1 sp
2 lb.
1d4 B
Light
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 cp
6 cp
15 cp
2 lb.
1d4 B
Light
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
1 sp
8 cp
2 sp
2 lb.
1d4 B
Light
Iron is the default metal to make weapons.
13 cp
1 sp
3 sp
2 lb.
1d4 B
Light
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
100 gp
100 gp
100 gp
2 lb.
1d4 B
Light
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
500 gp
500 gp
500 gp
2 lb.
1d4 B
Light
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
800 gp
800 gp
800 gp
2 lb.
1d4 B
Light
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 1 lb.
Damage: 1d4 P
Properties: Finesse, Light, Thrown (range 20/60)
A knife with a very sharp point and usually two sharp edges. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 P; Finesse, Light, Thrown (range 20/60)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
1 gp
8 sp
2 gp
1 lb.
1d4 P
Finesse, Light, Thrown (range 20/60)
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 sp
12 sp
3 gp
1 lb.
1d4 P
Finesse, Light, Thrown (range 20/60)
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
2 gp
16 sp
4 gp
1 lb.
1d4 P
Finesse, Light, Thrown (range 20/60)
Iron is the default metal to make weapons.
3 gp
2 gp
5 gp
1 lb.
1d4 P
Finesse, Light, Thrown (range 20/60)
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
102 gp
102 gp
104 gp
1 lb.
1d4 P
Finesse, Light, Thrown (range 20/60)
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
502 gp
502 gp
504 gp
1 lb.
1d4 P
Finesse, Light, Thrown (range 20/60)
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
802 gp
802 gp
804 gp
1 lb.
1d4 P
Finesse, Light, Thrown (range 20/60)
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 10 lb.
Damage: 1d8 B
Properties: Two-Handed
A large heavy shaft, typically made of wood. Proficiency with a greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 B; Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
1 sp
8 cp
2 sp
10 lb.
1d8 B
Two-Handed
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 cp
12 cp
3 sp
10 lb.
1d8 B
Two-Handed
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
2 sp
16 cp
4 sp
10 lb.
1d8 B
Two-Handed
Iron is the default metal to make weapons.
3 sp
2 sp
5 sp
10 lb.
1d8 B
Two-Handed
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
100 gp
100 gp
100 gp
10 lb.
1d8 B
Two-Handed
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
500 gp
500 gp
500 gp
10 lb.
1d8 B
Two-Handed
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
800 gp
800 gp
800 gp
10 lb.
1d8 B
Two-Handed
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 2 lb.
Damage: 1d6 S
Properties: Light, Thrown (range 20/60)
A wood composite handle with a sharp edged head (called a 'bit'), typically made of iron or steel. Proficiency with a handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 S; Light, Thrown (range 20/60)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
3 gp
2 gp
5 gp
2 lb.
1d6 S
Light, Thrown (range 20/60)
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 gp
3 gp
8 gp
2 lb.
1d6 S
Light, Thrown (range 20/60)
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 gp
4 gp
10 gp
2 lb.
1d6 S
Light, Thrown (range 20/60)
Iron is the default metal to make weapons.
6 gp
5 gp
13 gp
2 lb.
1d6 S
Light, Thrown (range 20/60)
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
105 gp
104 gp
110 gp
2 lb.
1d6 S
Light, Thrown (range 20/60)
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
505 gp
504 gp
510 gp
2 lb.
1d6 S
Light, Thrown (range 20/60)
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
805 gp
804 gp
810 gp
2 lb.
1d6 S
Light, Thrown (range 20/60)
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 2 lb.
Damage: 1d6 P
Properties: Thrown (range 30/120)
A javelin is a light spear designed primarily to be thrown. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 P; Thrown (range 30/120)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
3 sp
2 sp
5 sp
2 lb.
1d6 P
Thrown (range 30/120)
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 sp
3 sp
8 sp
2 lb.
1d6 P
Thrown (range 30/120)
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 sp
4 sp
1 gp
2 lb.
1d6 P
Thrown (range 30/120)
Iron is the default metal to make weapons.
6 sp
5 sp
1 gp
2 lb.
1d6 P
Thrown (range 30/120)
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
101 gp
100 gp
101 gp
2 lb.
1d6 P
Thrown (range 30/120)
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
501 gp
500 gp
501 gp
2 lb.
1d6 P
Thrown (range 30/120)
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
801 gp
800 gp
801 gp
2 lb.
1d6 P
Thrown (range 30/120)
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 2 lb.
Damage: 1d4 B
Properties: Light, Thrown (range 20/60)
The light hammer is a small sledge hammer, usually with a haft made of wood about one and a half feet long. Some have a pick on the back of the hammer head. Proficiency with a light hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 B; Light, Thrown (range 20/60)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
1 gp
8 sp
2 gp
2 lb.
1d4 B
Light, Thrown (range 20/60)
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 sp
12 sp
3 gp
2 lb.
1d4 B
Light, Thrown (range 20/60)
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
2 gp
16 sp
4 gp
2 lb.
1d4 B
Light, Thrown (range 20/60)
Iron is the default metal to make weapons.
3 gp
2 gp
5 gp
2 lb.
1d4 B
Light, Thrown (range 20/60)
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
102 gp
102 gp
104 gp
2 lb.
1d4 B
Light, Thrown (range 20/60)
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
502 gp
502 gp
504 gp
2 lb.
1d4 B
Light, Thrown (range 20/60)
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
802 gp
802 gp
804 gp
2 lb.
1d4 B
Light, Thrown (range 20/60)
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 4 lb.
Damage: 1d6 B
Properties:
A weapon with a heavy head on a solid shaft used to bludgeon opponents. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 B]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
3 gp
2 gp
5 gp
4 lb.
1d6 B
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 gp
3 gp
8 gp
4 lb.
1d6 B
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 gp
4 gp
10 gp
4 lb.
1d6 B
Iron is the default metal to make weapons.
6 gp
5 gp
13 gp
4 lb.
1d6 B
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
105 gp
104 gp
110 gp
4 lb.
1d6 B
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
505 gp
504 gp
510 gp
4 lb.
1d6 B
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
805 gp
804 gp
810 gp
4 lb.
1d6 B
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 4 lb.
Damage: 1d6 B
Properties: Versatile (1d8)
A staff of wood from 6 to 9 feet (about 2 to 3 m) long, used for attack and defense. Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 B; Versatile (1d8)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
1 sp
8 cp
2 sp
4 lb.
1d6 B
Versatile (1d8)
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 cp
12 cp
3 sp
4 lb.
1d6 B
Versatile (1d8)
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
2 sp
16 cp
4 sp
4 lb.
1d6 B
Versatile (1d8)
Iron is the default metal to make weapons.
3 sp
2 sp
5 sp
4 lb.
1d6 B
Versatile (1d8)
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
100 gp
100 gp
100 gp
4 lb.
1d6 B
Versatile (1d8)
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
500 gp
500 gp
500 gp
4 lb.
1d6 B
Versatile (1d8)
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
800 gp
800 gp
800 gp
4 lb.
1d6 B
Versatile (1d8)
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 2 lb.
Damage: 1d4 S
Properties: Light
A short-handled tool with a semicircular blade, typically used by farmers for cutting grain, lopping, or trimming. Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 S; Light]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
5 sp
4 sp
1 gp
2 lb.
1d4 S
Light
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 sp
6 sp
15 sp
2 lb.
1d4 S
Light
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
1 gp
8 sp
2 gp
2 lb.
1d4 S
Light
Iron is the default metal to make weapons.
1 gp
1 gp
3 gp
2 lb.
1d4 S
Light
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
101 gp
101 gp
102 gp
2 lb.
1d4 S
Light
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
501 gp
501 gp
502 gp
2 lb.
1d4 S
Light
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
801 gp
801 gp
802 gp
2 lb.
1d4 S
Light
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 3 lb.
Damage: 1d6 P
Properties: Thrown (range 20/60), Versatile (1d8)
A pole weapon consisting of a shaft, usually of wood, with a pointed head. Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 P; Thrown (range 20/60), Versatile (1d8)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
5 sp
4 sp
1 gp
3 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 sp
6 sp
15 sp
3 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
1 gp
8 sp
2 gp
3 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
Iron is the default metal to make weapons.
1 gp
1 gp
3 gp
3 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
101 gp
101 gp
102 gp
3 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
501 gp
501 gp
502 gp
3 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
801 gp
801 gp
802 gp
3 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Simple Ranged Weapons
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 5 lb.
Damage: 1d8 P
Properties: Ammunition, Loading, (Range 80/320), Two-Handed
A ranged weapon that uses an elastic launching device consisting of a bow-like assembly mounted horizontally on a main frame. Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 P; Ammunition, Loading, (Range 80/320), Two-Handed]
Cost: 5 cp
Cheap: 4 cp
Expensive: 1 sp
Weight: ¼ lb.
Damage: 1d4 P
Properties: Finesse, Thrown (range 20/60)
Darts are thrown, ranged weapons. They are designed to fly such that a sharp, often weighted point will strike first. They can be distinguished from javelins by the presence of fletching (feathers on the tail) and a shaft that is shorter and/or more flexible. Darts can be palm sized, or several feet long. Proficiency with a dart allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 P; Finesse, Thrown (range 20/60)]
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 2 lb.
Damage: 1d6 P
Properties: Ammunition, (Range 80/320), Two-Handed
The shortbow is a flexible shaft of wood (or horn or bone) about 3 to 4 feet long with the ends connected by strong cord or a gut string that is a little shorter than the shaft, causing the wood to bend and keep the string under tension. Proficiency with a shortbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 P; Ammunition, (Range 80/320), Two-Handed]
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight:
Damage: 1d4 B
Properties: Ammunition, (Range 30/120)
A sling is a projectile weapon typically used to throw a blunt projectile such as a stone, clay, or lead "sling-bullet". It is also known as the shepherd's sling. Proficiency with a sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 B; Ammunition, (Range 30/120)]
Martial Melee Weapons
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 4 lb.
Damage: 1d8 S
Properties: Versatile (1d10)
An axe head mounted on a wooden or metal haft about 2.5​ to ​3 feet long. Some battleaxes were known to have a short spike or blade on the back of their axeheads, as well as a spike on the end of their shafts. Some came with belt hooks on the side of their heads. Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 S; Versatile (1d10)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
5 gp
4 gp
10 gp
4 lb.
1d8 S
Versatile (1d10)
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 gp
6 gp
15 gp
4 lb.
1d8 S
Versatile (1d10)
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
10 gp
8 gp
20 gp
4 lb.
1d8 S
Versatile (1d10)
Iron is the default metal to make weapons.
13 gp
10 gp
25 gp
4 lb.
1d8 S
Versatile (1d10)
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
110 gp
108 gp
120 gp
4 lb.
1d8 S
Versatile (1d10)
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
510 gp
508 gp
520 gp
4 lb.
1d8 S
Versatile (1d10)
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
810 gp
808 gp
820 gp
4 lb.
1d8 S
Versatile (1d10)
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 2 lb.
Damage: 1d8 B
Properties:
A flail consists of a 2 feet long haft connected to a chain ending with a heavy metal ball or rod. This ball or rod was often spiked. Proficiency with a flail allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 B]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
5 gp
4 gp
10 gp
2 lb.
1d8 B
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 gp
6 gp
15 gp
2 lb.
1d8 B
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
10 gp
8 gp
20 gp
2 lb.
1d8 B
Iron is the default metal to make weapons.
13 gp
10 gp
25 gp
2 lb.
1d8 B
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
110 gp
108 gp
120 gp
2 lb.
1d8 B
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
510 gp
508 gp
520 gp
2 lb.
1d8 B
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
810 gp
808 gp
820 gp
2 lb.
1d8 B
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 6 lb.
Damage: 1d10 S
Properties: Heavy, Reach, Two-Handed
A glaive (or glave) is a European polearm, consisting of a single-edged blade (about 18 inches long) on the end of a 7-foot pole. Glaive-guisarmes have a small hook on the reverse side of the blade, to better catch riders. Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d10 S; Heavy, Reach, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
10 gp
8 gp
20 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 gp
12 gp
30 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
20 gp
16 gp
40 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
Iron is the default metal to make weapons.
25 gp
20 gp
50 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
120 gp
116 gp
140 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
520 gp
516 gp
540 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
820 gp
816 gp
840 gp
6 lb.
1d10 S
Reach, Two-Handed
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 7 lb.
Damage: 1d12 S
Properties: Heavy, Two-Handed
A large, heavy battleaxe with a double-bladed head. The shaft was usually constructed of stout wood. Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d12 S; Heavy, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
15 gp
12 gp
30 gp
7 lb.
1d12 S
Heavy, Two-Handed
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
23 gp
18 gp
45 gp
7 lb.
1d12 S
Heavy, Two-Handed
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
30 gp
24 gp
60 gp
7 lb.
1d12 S
Heavy, Two-Handed
Iron is the default metal to make weapons.
38 gp
30 gp
75 gp
7 lb.
1d12 S
Heavy, Two-Handed
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
130 gp
124 gp
160 gp
7 lb.
1d12 S
Heavy, Two-Handed
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
530 gp
524 gp
560 gp
7 lb.
1d12 S
Heavy, Two-Handed
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
830 gp
824 gp
860 gp
7 lb.
1d12 S
Two-Handed
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 6 lb.
Damage: 2d6 S
Properties: Heavy, Two-Handed
A large sword that has a double-edged blade and requires two hands to wield, with an elongated hilt to accommodate the extra grip. Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[2d6 S; Heavy, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
25 gp
20 gp
50 gp
6 lb.
2d6 S
Heavy, Two-Handed
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
38 gp
30 gp
75 gp
6 lb.
2d6 S
Heavy, Two-Handed
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
50 gp
40 gp
100 gp
6 lb.
2d6 S
Heavy, Two-Handed
Iron is the default metal to make weapons.
63 gp
50 gp
125 gp
6 lb.
2d6 S
Heavy, Two-Handed
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
150 gp
140 gp
200 gp
6 lb.
2d6 S
Heavy, Two-Handed
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
550 gp
540 gp
600 gp
6 lb.
2d6 S
Heavy, Two-Handed
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
850 gp
840 gp
900 gp
6 lb.
2d6 S
Two-Handed
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 6 lb.
Damage: 1d10 S
Properties: Heavy, Reach, Two-Handed
A halberd consists of an ax blade balanced by a pick with an elongated pike head at the end of the staff. It is usually about 5 to 6 feet long. Proficiency with a halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d10 S; Heavy, Reach, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
10 gp
8 gp
20 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 gp
12 gp
30 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
20 gp
16 gp
40 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
Iron is the default metal to make weapons.
25 gp
20 gp
50 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
120 gp
116 gp
140 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
520 gp
516 gp
540 gp
6 lb.
1d10 S
Heavy, Reach, Two-Handed
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
820 gp
816 gp
840 gp
6 lb.
1d10 S
Reach, Two-Handed
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 6 lb.
Damage: 1d12 P
Properties: Reach, Special
A spear-like weapon used by cavalry for mounted combat. It usually consists of a long wooden shaft with a sharp metal point. 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.
[1d12 P; Reach, Special]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
5 gp
4 gp
10 gp
6 lb.
1d12 P
Reach, Special
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 gp
6 gp
15 gp
6 lb.
1d12 P
Reach, Special
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
10 gp
8 gp
20 gp
6 lb.
1d12 P
Reach, Special
Iron is the default metal to make weapons.
13 gp
10 gp
25 gp
6 lb.
1d12 P
Reach, Special
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
110 gp
108 gp
120 gp
6 lb.
1d12 P
Reach, Special
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
510 gp
508 gp
520 gp
6 lb.
1d12 P
Reach, Special
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
810 gp
808 gp
820 gp
6 lb.
1d12 P
Reach, Special
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 3 lb.
Damage: 1d8 S
Properties: Versatile (1d10)
A type of European sword characterized as having a cruciform hilt with a grip for two-handed use (6 to 12 inches). It has a straight, double-edged blade about 3 to 4 feet long. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 S; Versatile (1d10)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
8 gp
6 gp
15 gp
3 lb.
1d8 S
Versatile (1d10)
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
11 gp
9 gp
23 gp
3 lb.
1d8 S
Versatile (1d10)
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
15 gp
12 gp
30 gp
3 lb.
1d8 S
Versatile (1d10)
Iron is the default metal to make weapons.
19 gp
15 gp
38 gp
3 lb.
1d8 S
Versatile (1d10)
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
115 gp
112 gp
130 gp
3 lb.
1d8 S
Versatile (1d10)
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
515 gp
512 gp
530 gp
3 lb.
1d8 S
Versatile (1d10)
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
815 gp
812 gp
830 gp
3 lb.
1d8 S
Versatile (1d10)
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 10 lb.
Damage: 2d6 B
Properties: Heavy, Two-Handed
A maul is a long-handled hammer with a heavy head, of wood, lead, or iron. Similar in appearance and function to a modern sledgehammer, it is sometimes shown as having a spear-like spike on the fore-end of the haft. Proficiency with a maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[2d6 B; Heavy, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
5 gp
4 gp
10 gp
10 lb.
2d6 B
Heavy, Two-Handed
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 gp
6 gp
15 gp
10 lb.
2d6 B
Heavy, Two-Handed
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
10 gp
8 gp
20 gp
10 lb.
2d6 B
Heavy, Two-Handed
Iron is the default metal to make weapons.
13 gp
10 gp
25 gp
10 lb.
2d6 B
Heavy, Two-Handed
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
110 gp
108 gp
120 gp
10 lb.
2d6 B
Heavy, Two-Handed
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
510 gp
508 gp
520 gp
10 lb.
2d6 B
Heavy, Two-Handed
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
810 gp
808 gp
820 gp
10 lb.
2d6 B
Two-Handed
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 4 lb.
Damage: 1d8 P
Properties:
A morningstar is a club-like weapon consisting of a shaft with an attached ball adorned with one or more spikes. Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 P]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
8 gp
6 gp
15 gp
4 lb.
1d8 P
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
11 gp
9 gp
23 gp
4 lb.
1d8 P
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
15 gp
12 gp
30 gp
4 lb.
1d8 P
Iron is the default metal to make weapons.
19 gp
15 gp
38 gp
4 lb.
1d8 P
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
115 gp
112 gp
130 gp
4 lb.
1d8 P
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
515 gp
512 gp
530 gp
4 lb.
1d8 P
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
815 gp
812 gp
830 gp
4 lb.
1d8 P
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 18 lb.
Damage: 1d10 P
Properties: Heavy, Reach, Two-Handed
A long spear with a heavy wooden shaft 10 to 20 feet long, tipped with a steel point. Proficiency with a pike allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d10 P; Heavy, Reach, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
3 gp
2 gp
5 gp
18 lb.
1d10 P
Heavy, Reach, Two-Handed
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 gp
3 gp
8 gp
18 lb.
1d10 P
Heavy, Reach, Two-Handed
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 gp
4 gp
10 gp
18 lb.
1d10 P
Heavy, Reach, Two-Handed
Iron is the default metal to make weapons.
6 gp
5 gp
13 gp
18 lb.
1d10 P
Heavy, Reach, Two-Handed
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
105 gp
104 gp
110 gp
18 lb.
1d10 P
Heavy, Reach, Two-Handed
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
505 gp
504 gp
510 gp
18 lb.
1d10 P
Heavy, Reach, Two-Handed
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
805 gp
804 gp
810 gp
18 lb.
1d10 P
Reach, Two-Handed
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 2 lb.
Damage: 1d8 P
Properties: Finesse
A rapier (or espada ropera) is a type of sword with a slender and sharply-pointed two-edged blade. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 P; Finesse]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
13 gp
10 gp
25 gp
2 lb.
1d8 P
Finesse
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
19 gp
15 gp
38 gp
2 lb.
1d8 P
Finesse
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
25 gp
20 gp
50 gp
2 lb.
1d8 P
Finesse
Iron is the default metal to make weapons.
31 gp
25 gp
63 gp
2 lb.
1d8 P
Finesse
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
125 gp
120 gp
150 gp
2 lb.
1d8 P
Finesse
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
525 gp
520 gp
550 gp
2 lb.
1d8 P
Finesse
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
825 gp
820 gp
850 gp
2 lb.
1d8 P
Finesse
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 3 lb.
Damage: 1d6 S
Properties: Finesse, Light
A short sword with a curved blade that broadens toward the point. Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 S; Finesse, Light]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
13 gp
10 gp
25 gp
3 lb.
1d6 S
Finesse, Light
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
19 gp
15 gp
38 gp
3 lb.
1d6 S
Finesse, Light
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
25 gp
20 gp
50 gp
3 lb.
1d6 S
Finesse, Light
Iron is the default metal to make weapons.
31 gp
25 gp
63 gp
3 lb.
1d6 S
Finesse, Light
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
125 gp
120 gp
150 gp
3 lb.
1d6 S
Finesse, Light
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
525 gp
520 gp
550 gp
3 lb.
1d6 S
Finesse, Light
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
825 gp
820 gp
850 gp
3 lb.
1d6 S
Finesse, Light
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 2 lb.
Damage: 1d6 P
Properties: Finesse, Light
A smaller version of the longsword, but longer than a dagger or dirk. It has a 12 to 20 inch, double-edged blade that ends in a sharp point. It has a cross-guard, grip, and pommel. Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 P; Finesse, Light]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
5 gp
4 gp
10 gp
2 lb.
1d6 P
Finesse, Light
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 gp
6 gp
15 gp
2 lb.
1d6 P
Finesse, Light
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
10 gp
8 gp
20 gp
2 lb.
1d6 P
Finesse, Light
Iron is the default metal to make weapons.
13 gp
10 gp
25 gp
2 lb.
1d6 P
Finesse, Light
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
110 gp
108 gp
120 gp
2 lb.
1d6 P
Finesse, Light
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
510 gp
508 gp
520 gp
2 lb.
1d6 P
Finesse, Light
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
810 gp
808 gp
820 gp
2 lb.
1d6 P
Finesse, Light
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 4 lb.
Damage: 1d6 P
Properties: Thrown (range 20/60), Versatile (1d8)
A trident (also called a leister or gig), is a three-pronged spear. Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 P; Thrown (range 20/60), Versatile (1d8)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
3 gp
2 gp
5 gp
4 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 gp
3 gp
8 gp
4 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 gp
4 gp
10 gp
4 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
Iron is the default metal to make weapons.
6 gp
5 gp
13 gp
4 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
105 gp
104 gp
110 gp
4 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
505 gp
504 gp
510 gp
4 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
805 gp
804 gp
810 gp
4 lb.
1d6 P
Thrown (range 20/60), Versatile (1d8)
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 2 lb.
Damage: 1d8 P
Properties:
A war pick, also called a horseman's pick, consists of a long shaft, often wood, topped with a small hammer's head with a very long spike on the reverse side. Usually, this spike was slightly curved downwards, much like a miner's pickaxe. Proficiency with a war pick allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 P]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
3 gp
2 gp
5 gp
2 lb.
1d8 P
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 gp
3 gp
8 gp
2 lb.
1d8 P
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 gp
4 gp
10 gp
2 lb.
1d8 P
Iron is the default metal to make weapons.
6 gp
5 gp
13 gp
2 lb.
1d8 P
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
105 gp
104 gp
110 gp
2 lb.
1d8 P
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
505 gp
504 gp
510 gp
2 lb.
1d8 P
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
805 gp
804 gp
810 gp
2 lb.
1d8 P
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 2 lb.
Damage: 1d8 B
Properties: Versatile (1d10)
A war hammer consists of a handle and a heavy iron head with a hammer in front, and a spike on the other side. Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 B; Versatile (1d10)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProp.
8 gp
6 gp
15 gp
2 lb.
1d8 B
Versatile (1d10)
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
11 gp
9 gp
23 gp
2 lb.
1d8 B
Versatile (1d10)
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
15 gp
12 gp
30 gp
2 lb.
1d8 B
Versatile (1d10)
Iron is the default metal to make weapons.
19 gp
15 gp
38 gp
2 lb.
1d8 B
Versatile (1d10)
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
115 gp
112 gp
130 gp
2 lb.
1d8 B
Versatile (1d10)
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
515 gp
512 gp
530 gp
2 lb.
1d8 B
Versatile (1d10)
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
815 gp
812 gp
830 gp
2 lb.
1d8 B
Versatile (1d10)
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 3 lb.
Damage: 1d4 S
Properties: Finesse, Reach
A strip of leather or length of cord fastened to a handle. Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 S; Finesse, Reach]
Martial Ranged Weapons
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 1 lb.
Damage: 1 P
Properties: Ammunition, Loading, (Range 25/100)
A blowgun is a simple ranged weapon consisting of a long narrow tube for shooting light projectiles such as small darts. Proficiency with a blowgun allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1 P; Ammunition, Loading, (Range 25/100)]
Cost: 75 gp
Cheap: 60 gp
Expensive: 150 gp
Weight: 3 lb.
Damage: 1d6 P
Properties: Ammunition, (Range 30/120), Light, Loading
A small, light ranged weapon, typically mounted on the back of one's forearm, that uses an elastic launching device consisting of a bow-like assembly mounted horizontally on a main frame. Proficiency with a hand crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 P; Ammunition, (Range 30/120), Light, Loading]
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 18 lb.
Damage: 1d10 P
Properties: Ammunition, Heavy, Loading, (Range 100/400), Two-Handed
A heavy ranged weapon using an elastic launching device consisting of a bow-like assembly mounted horizontally on a main frame. Proficiency with a heavy crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d10 P; Ammunition, Heavy, Loading, (Range 100/400), Two-Handed]
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 2 lb.
Damage: 2d8 P
Properties: Ammunition, Heavy, (Range 150/600), Two-Handed
A tall bow – roughly equal to the height of the user – allowing the archer a fairly long draw. Its limbs are relatively narrow and are circular or D-shaped in cross section. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[2d8 P; Ammunition, Heavy, (Range 150/600), Two-Handed]
Net
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 3 lb.
Damage: 2d8 P
Properties: Special, Thrown (range 5/15)
A net usually has lead weights around the edges, and is often attached to a fighter's wrist by means of a rope. It is used to entangle opponents. 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.
[2d8 P; Special, Thrown (range 5/15)]


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