Dungeons & Dragons: Every Martial Melee Weapon, Ranked

Summary
- Keep in mind the versatility of weapons and consider how they fit into your character's build and playstyle.
- Recent updates to Dungeons & Dragons weapon mechanics and weapon mastery add new complexity and strategic advantages to weapon choices.
It's time to create your warrior who gets close to their targets and delivers the pain. Dungeons & Dragons has many classes, subclasses, and builds to play with, and having the proper equipment is imperative to make your build work. And for that, you need to be aware of what weapons to wield.
RelatedDungeons & Dragons: Weapon Types Explained
Too many weapons for only one character. Read about every weapon type and choose your favorite one.
PostsThese weapons are divided into two broad categories: melee or ranged, and whether they are simple or martial weapons. Here, we'll discuss martial melee weapons. We won't discuss magical gear here, and we'll rank them based on how useful they are in general, but the number one pick might not be suitable for your build.
Updated on October 17, 2024, by Lucas Olah: Thanks to the Dungeons & Dragons 2024 Player's Handbook, weapons don't work the same way they used to - though, to be fair, it's not like they've changed drastically or anything. Aside from a few balancing changes here and there, weapons also have access to the new feature, weapon mastery, which makes some of these choices significantly better than before and also stops weapons that used to be virtually the same thing from actually being the same thing. So, we've updated our ranking of martial melee weapons to reflect these changes.
16 Flail And Morningstar
Flail and morningstar, from 2024's Player's HandbookDamage
1d8
Bludgeoning (Flail)
Piercing (Morningstar)
Properties
None
Weapon Mastery
Sap
Both the flail and the morningstar stay together for having the exact same stats - you could argue that the flail is better for being lighter and cheaper, but that's about it. They both have decent damage, 1d8, and a good mastery, Sap, which gives a disadvantage to your target's next attack, so we can't say they're useless.
The problem is that other weapons, like the longsword and the war pick, can do the same while also being more versatile (pun intended) in their use. If it weren't for the fact that other weapons are more viable, they would be much more useful.
15 Whip
Whip, from 2024's Player's HandbookDamage
1d4 slashing
Properties
Finesse, Reach
Weapon Mastery
Slow
All things considered, the whip is not a good weapon either, as its damage is a measly d4. What it has going for it is that it can be used in different ways. You can live without one, but still.
It has the finesse property, meaning you can use your Dexterity for attack and damage rolls rather than Strength (though you can use strength if that's better for you), and it has the reach property, allowing you to hit people from ten feet/three meters away.
If you have access to a spell like True Strike, you can attack from afar and cause more damage.
A rogue with access to it can even trigger Sneak Attack from afar with a whip while also boosting the damage with a spell like True Strike.
Lastly, it has a decent weapon mastery, Slow, which removes ten feet/three meters from the target's movement, allowing you to hit them from afar and back away, and the loss of movement may make it impossible for the target to reach you on their turn. Ranged weapons are still better options for the Slow mastery, but maybe leaving a whip in your backpack for emergencies won't hurt.
14 Scimitar
Scimitar, from 2024's Player's HandbookDamage
1d6 slashing
Properties
Finesse, Light
Weapon Mastery
Nick
A scimitar is probably the best weapon for your offhand - in other words, the secondary weapon of your dual-wielder character. Its damage is decent, it is light - allowing it to be used as an offhand weapon - and it also has finesse.
Its weapon property, Nick, also favors dual-wielding, as you can make your additional attack with the scimitar without consuming your bonus action. You can then use your bonus action for other things or get the Dual Wielder feat to attack yet again. The main issue is that dual wielding, albeit better than what it used to be, is still not the greatest thing, and the scimitar doesn't have a lot of uses outside this trick.
By default, offhand weapon attacks don't add your strength or dexterity bonus to the damage, so the Two-Weapon Fighting Style can help.
If your game mixes new and old content, the Fighting Initiate feat can help you if your class doesn't have access to fighting styles.
13 Shortsword
Shortsword, from 2024's Player's HandbookDamage
1d6 piercing
Properties
Finesse, Light
Weapon Mastery
Vex
Shortswords are almost the same thing as scimitars: they have the same damage and properties and are mostly good for dual-wielding (though this time, they're the main weapon). What makes them a better option, even if you're not dual-wielding, is their mastery, Vex.
RelatedDungeons & Dragons: Weapon Mastery, Explained
Unlock your chosen weapon's true power in D&D's 2024 rules.
PostsWhen you hit someone (and cause damage), your next attack against the target will have an advantage, and if you can make multiple attacks, you can just keep giving yourself an advantage to the next one because there are no limits per turn to trigger Vex.
Still, shortswords are mostly useful for dual-wielding because rapiers are stronger and also have Vex, but proficiency with rapiers is harder to get now, so shortswords may still be an option for you.
12 Greataxe
Greataxe, from 2024's Player's HandbookDamage
1d12 slashing
Properties
Heavy, Two-Handed
Weapon Mastery
Cleave
The greataxe is a fantastic option for melee damage, but it works for a specific build - a two-handed-weapon character. Famous for being the default weapon for barbarians, greataxes use the highest damage die, the d12. The heavy property no longer hinders small characters, so your kobold barbarian can gladly wield it (and other heavy weapons) without any issues.
Its mastery, Cleave, lets you make an additional attack to a target that is adjacent to both you and your first target - though this attack doesn't add your ability score bonus on the damage. It's very useful to deal more attacks, but the triggering methods are a bit situational - you'll mostly use it if you get surrounded often.
11 Greatsword
Greatsword, from 2024's Player's HandbookDamage
2d6 slashing
Properties
Heavy, Two-Handed
Weapon Mastery
Graze
Greatswords, along with mauls, have the best damage for a melee weapon, 2d6. Compared to the 1d12, you'll have a better average among your damage rolls, and you'll never roll a one on the damage, either.
Its mastery, Graze, lets you deal damage to your target equal to the ability score bonus used for the attack (Strength, in this case) anytime you miss an attack. This means that, even if you miss your attack, you'll still cause damage, no matter how low this damage will be. It's a safe way of keeping constant damage.
At first, that isn't as effective as other options, but the fact you'll always deal damage makes you far deadlier - you can kill a minion or even a boss at low health while still missing your attack.
10 Maul
Maul, from 2024's Player's HandbookDamage
2d6 bludgeoning
Properties
Heavy, Two-Handed
Weapon Mastery
Topple
Mauls aren't much different from greatswords. Their damage is bludgeoning, a slight buff since there are more creatures resistant or immune to slashing over bludgeoning, and the mastery is different, as mauls have the Topple mastery.
While Topple isn't guaranteed like Graze, you'll trigger a saving throw every time you hit the enemy, so they're bound to fail eventually. Then, giving an advantage not only for you but for every melee character in the party can change things a lot. Not to mention, they'll lose movement to get up, meaning this can also be used with clever positioning to prevent the enemy from reaching allies later.
Pay close attention to the feats you want when choosing a weapon. Sure, greatswords and mauls aren't that different, but you can improve the greatsword with the Slasher feat since its damage is slashing, and you can improve the maul with the Crusher feat since its damage is bludgeoning. Which feat works best in your build?
9 Pike
Pike, from 2024's Player's HandbookDamage
1d10 piercing
Properties
Heavy, Reach, Two-Handed
Weapon Mastery
Push
Now, talk about an upgrade. Compared to other similar weapons - aka the glaive and the halberd - pikes were always forgettable. A pike is, in theory, as good as them since they all have the same damage and properties, but pikes were left behind because they couldn't work with the most popular feat for these weapons, Polearm Master.
However, pikes are now eligible for Polearm Master. Its weapon mastery, Push, is also very useful, but it can be a bit more situational compared to the others (Push tends to be more useful on ranged weapons, too), so it's still the worst of the polearms, but no longer the worst martial melee weapon. Besides, depending on how much your DM plays with the environment or how much synergy pushing has with your allies' attacks and spells, this can actually be the best polearm weapon for you.
8 Halberd
Halberd, from 2024's Player's HandbookDamage
1d10 slashing
Properties
Reach, Heavy, Two-Handed
Weapon Mastery
Cleave
Halberds work as an improved pike. Its damage type changed to slashing, and it has the Cleave mastery, which is usually better than Push and less situational - though, as we mentioned before, Push can be a game changer depending on party synergy and environment.
It's also worth mentioning that the halberd - and the pike, for that matter - are above the other two-handed weapons mentioned before because, while their damage is lower, their reach compensates for it, and the damage difference isn't as significant. Besides, a combo such as Polearm Master and Sentinel is just too powerful to ignore.
7 Glaive
Glaive, from 2024's Player's HandbookDamage
1d10 slashing
Properties
Reach, Heavy, Two-Handed
Weapon Mastery
Graze
The glaive beats the previous options similarly to how the greatsword beats previous options: Graze. By all accounts, this weapon is the same as a halberd except for its weapon mastery. Graze can be used far more constantly, and you'll cause damage even if you miss it.
In fact, assuming you're getting Polearm Master, the extra attack you can do with your bonus action will also trigger Graze if it misses - nothing says it can't. Thus, your damage output will increase nicely with an additional attack that will cause damage no matter what - unless the enemy is immune to your damage, but that's a different situation.