Character reference · 38 weapons · 13 armour (2024)
Weapons & Armour
What each weapon hits for, what its properties mean, and how much protection each armour gives. Tap any property or mastery to jump to its rule. Weapon mastery is new in 2024: classes with the Weapon Mastery feature (such as Barbarian and Fighter) can use the extra effect listed for weapons they've chosen.
38 weapons found
Weapons
Simple Melee weapons
Club1d4 Bludgeoning
Mastery Slow · 2 lb. · 1 SP
Dagger1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery Nick · 1 lb. · 2 GP
Greatclub1d8 Bludgeoning
Mastery Push · 10 lb. · 2 SP
Handaxe1d6 Slashing
Mastery Vex · 2 lb. · 5 GP
Javelin1d6 Piercing
Thrown (30/120 ft.)
Mastery Slow · 2 lb. · 5 SP
Light Hammer1d4 Bludgeoning
Mastery Nick · 2 lb. · 2 GP
Mace1d6 Bludgeoning
—
Mastery Sap · 4 lb. · 5 GP
Quarterstaff1d6 Bludgeoning
Versatile (1d8)
Mastery Topple · 4 lb. · 2 SP
Sickle1d4 Slashing
Mastery Nick · 2 lb. · 1 GP
Spear1d6 Piercing
Thrown (20/60 ft.), Versatile (1d8)
Mastery Sap · 3 lb. · 1 GP
Simple Ranged weapons
Dart1d4 Piercing
Mastery Vex · 1/4 lb. · 5 CP
Light Crossbow1d8 Piercing
Ammunition (80/320 ft.), Loading, Two-Handed
Mastery Slow · 5 lb. · 25 GP
Shortbow1d6 Piercing
Ammunition (80/320 ft.), Two-Handed
Mastery Vex · 2 lb. · 25 GP
Sling1d4 Bludgeoning
Ammunition (30/120 ft.)
Mastery Slow · — · 1 SP
Martial Melee weapons
Battleaxe1d8 Slashing
Versatile (1d10)
Mastery Topple · 4 lb. · 10 GP
Flail1d8 Bludgeoning
—
Mastery Sap · 2 lb. · 10 GP
Glaive1d10 Slashing
Mastery Graze · 6 lb. · 20 GP
Greataxe1d12 Slashing
Mastery Cleave · 7 lb. · 30 GP
Greatsword2d6 Slashing
Mastery Graze · 6 lb. · 50 GP
Halberd1d10 Slashing
Mastery Cleave · 6 lb. · 20 GP
Lance1d10 Piercing
Heavy, Reach, Two-Handed (unless mounted)
Mastery Topple · 6 lb. · 10 GP
Longsword1d8 Slashing
Versatile (1d10)
Mastery Sap · 3 lb. · 15 GP
Maul2d6 Bludgeoning
Mastery Topple · 10 lb. · 10 GP
Morningstar1d8 Piercing
—
Mastery Sap · 4 lb. · 15 GP
Pike1d10 Piercing
Mastery Push · 18 lb. · 5 GP
Rapier1d8 Piercing
Mastery Vex · 2 lb. · 25 GP
Scimitar1d6 Slashing
Mastery Nick · 3 lb. · 25 GP
Shortsword1d6 Piercing
Mastery Vex · 2 lb. · 10 GP
Trident1d8 Piercing
Thrown (20/60 ft.), Versatile (1d10)
Mastery Topple · 4 lb. · 5 GP
Warhammer1d8 Bludgeoning
Versatile (1d10)
Mastery Push · 5 lb. · 15 GP
War Pick1d8 Piercing
Versatile (1d10)
Mastery Sap · 2 lb. · 5 GP
Whip1d4 Slashing
Mastery Slow · 3 lb. · 2 GP
Martial Ranged weapons
Blowgun1 Piercing
Ammunition (25/100 ft.), Loading
Mastery Vex · 1 lb. · 10 GP
Hand Crossbow1d6 Piercing
Ammunition (30/120 ft.), Light, Loading
Mastery Vex · 3 lb. · 75 GP
Heavy Crossbow1d10 Piercing
Ammunition (100/400 ft.), Heavy, Loading, Two-Handed
Mastery Push · 18 lb. · 50 GP
Longbow1d8 Piercing
Ammunition (150/600 ft.), Heavy, Two-Handed
Mastery Slow · 2 lb. · 50 GP
Musket1d12 Piercing
Ammunition (40/120 ft.), Loading, Two-Handed
Mastery Slow · 10 lb. · 500 GP
Pistol1d10 Piercing
Ammunition (30/90 ft.), Loading
Mastery Vex · 3 lb. · 250 GP
Armour
Wearing armour you’re not trained in gives Disadvantage on anything using Strength or Dexterity, and you can’t cast spells. If your Strength is below the listed score, your speed drops by 10 feet.
Light armour · 1 minute to put on, 1 minute to take off
Leather ArmorAC 11 + Dex
10 lb. · 10 GP
Padded ArmorAC 11 + Dex
Stealth Disadvantage · 8 lb. · 5 GP
Studded Leather ArmorAC 12 + Dex
13 lb. · 45 GP
Medium armour · 5 minutes to put on, 1 minute to take off
BreastplateAC 14 + Dex (max 2)
20 lb. · 400 GP
Chain ShirtAC 13 + Dex (max 2)
20 lb. · 50 GP
Half Plate ArmorAC 15 + Dex (max 2)
Stealth Disadvantage · 40 lb. · 750 GP
Hide ArmorAC 12 + Dex (max 2)
12 lb. · 10 GP
Scale MailAC 14 + Dex (max 2)
Stealth Disadvantage · 45 lb. · 50 GP
Heavy armour · 10 minutes to put on, 5 minutes to take off
Chain MailAC 16
Str 13 · Stealth Disadvantage · 55 lb. · 75 GP
Plate ArmorAC 18
Str 15 · Stealth Disadvantage · 65 lb. · 1500 GP
Ring MailAC 14
Stealth Disadvantage · 40 lb. · 30 GP
Splint ArmorAC 17
Str 15 · Stealth Disadvantage · 60 lb. · 200 GP
Shield · Utilize action to put on, Utilize action to take off
ShieldAC +2
6 lb. · 10 GP
Weapon mastery
Cleave
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Graze
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Nick
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Push
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Sap
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Slow
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Topple
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Vex
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Weapon properties
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Finesse
When making an attack with a Finesse weapon, 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
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Light
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Loading
You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Range
A Range weapon 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 is 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 long range.
Reach
A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Thrown
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Two-Handed
A Two-Handed weapon requires two hands when you attack with it.
Versatile
A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.