
When playing a martial class in Dungeons & Dragons, or characters who rely on traditional weapon-based combat rather than magic, a player's choice of equipment significantly influences their character in combat. Even in the earliest stages of a campaign, players are able to select gear for their characters, having a wide variety of options to choose from when it comes to their starting weaponry.
RelatedDungeons & Dragons: The Sneak Attack Ability Explained
You didn’t imagine it; you did see the shadow in the corner of your eye move.
PostsAs different types of weapons offer different utility, pros, and cons, it's important that players choose weapons that will help support their playstyle.When viewing weapon types, these can have various attributes that influence how they're used and the types of characters that may excel with them. So today, we're going to delve into everything you need to know about the various types of weaponry in D&D.
Damage types,weapon properties, and weapon types are all different things, not used interchangeably. This article details weapon types and properties. To learn more about the damage types, like slashing and bludgeoning, check our article here.
Updated on February 12, 2025 by Jack Filsinger: With the release of the 2024 Player's Handbook, some rules have changed regarding Simple, Martial, and Ranged weapons. We've updated our DND weapons list, and some of the sections of this guide to include new stats, effects, and properties for every different weapon type in DND, as well as added rules on Weapon Mastery.
What Are Simple And Martial Weapons?
Simple Melee Weapons by Polar Engine, John Grello, Michael BroussardSimple Weapons
Simple Weapons are amongthe most straightforward and basic weapons found within Dungeons & Dragons. They are also the most widely accessible options around.
Regardless of a character's class, spellcasters such as wizards and sorcerers are capable of wielding simple weapons such as daggers and quarterstaves.
This widespread accessibility comes at a cost, however. Simple Weapons are not able to match the potency of other gear available in terms of damage.
The following armaments are classified as Simple Weapons:
Name
Cost
Damage
Damage Type
Weight
Properties
Mastery
Range
Club
1 silver
1d4
Bludgeoning
2 lb
- Light
Slow
-
Dagger
2 gold
1d4
Piercing
1 lb
- Finesse
- Light
- Thrown
Nick
20/60
Greatclub
2 silver
1d8
Bludgeoning
10 lb
- Two-Handed
Push
-
Handaxe
5 gold
1d6
Slashing
2 lb
- Light
- Thrown
Vex
20/60
Javelin
5 silver
1d6
Piercing
2 lb
- Thrown
Slow
30/120
Light hammer
2 gold
1d4
Bludgeoning
2 lb
- Light
- Thrown
Nick
20/60
Mace
5 gold
1d6
Bludgeoning
4 lb
-
Sap
-
Quarterstaff
2 silver
1d6
BLudgeoning
4 lb
- Versatile (1d8 with two hands)
Topple
-
Sickle
1 gold
1d4
Slashing
2 lb
- Light
Nick
-
Spear
1 gold
1d6
Piercing
3 lb
- Thrown
- Versatile (1d8 with two hands)
Sap
20/60
Light Crossbow
25 gold
1d8
Piercing
5 lb
- Ammunition
- Loading
- Two-Handed
Slow
80/320
Dart
5 copper
1d4
Piercing
1/4 lb
- Finesse
- Thrown
Vex
20/60
Shortbow
25 gold
1d6
Piercing
2 lb
- Ammunition
- Two-Handed
Vex
80/320
Sling
1 silver
1d4
Bludgeoning
-
- Ammunition
Slow
30/120
read moreMartial Weapons
Martial Weapons are what most players tend to envision when discussing weaponry in D&D. These are the weapons that require martial prowess and training to wield properly.
Martial Weapons are most commonly found in the possession of characters of Martial Classes such as barbarians, fighters, paladins, rangers, rogues, as well as some clerics and bards.
Between various types of swords, ranged weaponry, and heavy-hitting gear like Greataxes and Mauls, Martial Weapons tend to deal more damage than Simple Weapons and often have useful traits that can assist their wielder in combat.
The following weapons are classified as Martial Weapons:
Name
Cost
Damage
Damage Type
Weight
Properties
Mastery
Range
Battleaxe
10 gold
1d8
Slashing
4 lb
- Versatile (1d10 with two hands)
Topple
-
Flail
10 gold
1d8
Bludgeoning
2 lb
-
Sap
-
Glaive
20 gold
1d10
Slashing
6 lb
- Heavy
- Reach
- Two-Handed
Graze
-
Greataxe
30 gold
1d12
Slashing
7 lb
- Heavy
- Two-Handed
Cleave
-
Greatsword
50 gold
1d10
Slashing
6 lb
- Heavy
- Two-Handed
Graze
Halberd
20 gold
1d10
Slashing
6 lb
- Heavy
- Reach
- Two-Handed
Cleave
-
Lance
10 gold
1d12
Piercing
6 lb
- Heavy
- Reach
- Special
Topple
-
Longsword
15 gold
1d8
Slashing
3 lb
- Versatile (1d10 with two hands)
Sap
-
Maul
10 gold
2d6
Bludgeoning
10 lb
- Heavy
- Two-Handed
Topple
-
Morningstar
15 gold
1d8
Piercing
4 lb
-
Sap
-
Pike
5 gold
1d10
Piercing
18 lb
- Heavy
- Reach
- Two-Handed
Push
-
Rapier
25 gold
1d8
Piercing
2 lb
- Finesse
Vex
-
Scimitar
25 gold
1d6
Slashing
3 lb
- Finesse
- Light
Nick
-
Shortsword
10 gold
1d6
Piercing
2 lb
- Finesse
- Light
Vex
-
Trident
5 gold
1d6
Piercing
4 lb
- Thrown
- Versatile (1d8 with two hands)
Topple
20/60
War pick
5 gold
1d8
Piercing
2 lb
- Versatile (1d10 with two hands)
Sap
-
Warhammer
15 gold
1d8
Bludgeoning
2 lb
- Versatile (1d10 with two hands)
Push
-
Whip
2 gold
1d4
Slashing
3 lb
- Finesse
- Reach
Slow
-
Blowgun
10 gold
1
Piercing
1 lb
- Ammunition
- Loading
Vex
25/100
Hand Crossbow
75 gold
1d6
Piercing
3 lb
- Ammunition
- Light
- Loading
Vex
30/120
Heavy Crossbow
50 gold
1d10
Piercing
18 lb
- Ammunition
- Heavy
- Loading
- Two-Handed
Push
100/400
Longbow
50 gold
1d8
Piercing
2 lb
- Ammunition
- Heavy
- Two-Handed
Slow
150/600
Musket
500 gold
1d12
Piercing
10 lb
- Ammunition
- Loading
- Two-Handed
Slow
40/120
Pistol
250 gold
1d10
Piercing
3 lb
- Ammunition
- Loading
Vex
30/90
read moreHow Does Range Work In DND?
A Ranger Shooting Bow And Arrow Art by Chris RallisAny and all weapons that can be fired or thrown have a range, denoting how far such a weapon can reach when used to attack a foe.
All ranged weapons have two noted ranges. For example, a Longbow is listed to have both a range of 150 feet and 600 feet.
The lesser of these ranges is the weapon's default range, meaning you can take attacks as normal. However, anything between the default range andthe larger range requires an attack made in such a manner to be made at disadvantage due to the increased distance.
The following armaments have range rules:
- Dagger (Simple)
- Handaxe (Simple)
- Javelin (Simple)
- Light Hammer (Simple)
- Spear (Simple)
- Light Crossbow (Simple)
- Dart (Simple)
- Shortbow (Simple)
- Sling (Simple)
- Trident (Martial)
- Blowgun (Martial)
- Hand Crossbow (Martial)
- Heavy Crossbow (Martial)
- Longbow (Martial)
- Net (Martial)
Dungeons & Dragons: The Types Of Elves Explained
Elves come in many shapes and forms in D&D. Check out your favorite ones.
PostsWhat Are Weapon Properties?
The Weathermay-Foxgrove Twins by Zoltan BorosWeapon properties are traits that apply specific rules and conditions to the usage of weapons. These rules can be boons or nerfs that hinder or help the wielder.
Ammunition
Any type of ranged weapon that isn't a throwing weapon has the Ammunition property. This means that to fire that weapon, a character must have sufficient ammunition in their inventory.
For example, bows require arrows to fire, and crossbows require bolts.
Luckily for those looking to wield ranged weaponry, ammunition is quite affordable in Dungeons & Dragons and won't require a significant investment of gold.
The following weapons require ammunition to be used:
- Sling (Simple)
- Blowgun (Martial)
- Light Crossbow (Simple)
- Hand Crossbow (Martial)
- Heavy Crossbow (Martial)
- Shortbow (Simple)
- Longbow (Martial)
- Musket (Martial)
- Pistol (Martial)
The following are the types of ammunition:
Name
Cost
Number Per Cost
Weight
Weapons Used For
Arrows
1 gold
20
1 lb
- Shortbow (Simple)
- Longbow (Martial)
Needles
1 gold
50
1 lb
- Blowgun (Martial)
Bolts
1 gold
20
1.5 lb
- Light Crossbow (Simple)
- Hand Crossbow (Martial)
- Heavy Crossbow (Martial)
Bullets
4 copper
20
1.5 lb
- Sling (Simple)
- Musket (Martial)
- Pistol (Martial)
Finesse
Rogue by Bryan SolaThe Finesse weapon property is often incredibly sought after by characters of theeuphe ranger and rogue classes, as well as some fighters. This is because while many weapons utilize a character's Strength score when calculating attack and damage rolls, a Finesse weapon allows you to substitute your Strength with your Dexterity.
This means that in the hands of a character with pitiful strength and impressive dexterity, a character can still deal sizable melee damage as long as their weapon has the Finesse property.
The following armaments have the Finesse property:
- Dagger (Simple)
- Dart (Simple)
- Rapier (Martial)
- Scimitar (Martial)
- Shortsword (Martial)
- Whip (Martial)
Heavy
Fighter by Nestor Ossandon Leal.Some of the largest and most cumbersome weapons available within Dungeons & Dragons are stated to have the Heavy property. If a weapon has the Heavy property, you must follow these rules.
- You have disadvantage on attack rolls with a Heavy melee weapon if your Strength score is less than 13.
- You have disadvantage on attack rolls with a Heavy ranged weapon if your Dexterity score is less than 13.
This limits the types of characters that can effectively wield such a weapon. This drawback is usually offset by superior damage output of improved range through the Reach property (more on this one below).
The following weapons have the Heavy property:
- Glaive (Martial)
- Greataxe (Martial)
- Greatsword (Martial)
- Halberd (Martial)
- Lance (Martial)
- Maul (Martial)
- Pike (Martial)
- Heavy Crossbow (Martial)
- Longbow (Martial)
Light
Sneak Attack by Evyn FongWeapons with the Light property are notably lightweight and easy to wield with a single hand.
While many weapons without this property can be held in one hand, Light weapons are known for theirability to be used for dual-wielding.
If a weapon has the Light property, and you take the Attack action on your turn with it, you can make one extra attack as a Bonus Action later on the same turn, provided that the extra attack is made with a different Light weapon.
When you make this attack, you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
The following weaponry has the Light property:
- Club (Simple)
- Dagger (Simple)
- Handaxe (Simple)
- Light Hammer (Simple)
- Sickle (Simple)
- Light Crossbow (Simple)
- Scimitar (Martial)
- Shortsword (Martial)
- Hand Crossbow (Martial)
Loading
Found as a property within some types of ranged weaponry, the Loading weapons require the armament at hand to be loaded with somewhat cumbersome ammunition before being fired.
Due to this trait, such a weapon can only be fired once per action, bonus action, or reaction regardless of how many attacks the attacking creature has access to.
The following weapons have the Loading property:
- Light Crossbow (Simple)
- Blowgun (Martial)
- Hand Crossbow (Martial)
- Heavy Crossbow (Martial)
- Musket (Martial)
- Pistol (Martial)
Reach
Movement & Position by Igor GrechanyiThe Reach propertycan be found onmany of the largest and longest weapons available in D&D, providing the weapon's wielder with additional flexibility when attacking.
While a character's melee attacks normally have a range of five feet, a weapon with this trait increases its range by five additional feet, allowing a character to more reliably access targets on their turn.
The following weapons have the Reach property:
- Glaive (Martial)
- Halberd (Martial)
- Lance (Martial)
- Pike (Martial)
- Whip (Martial)
Thrown
Soulknife Rogue by Yuhong DingAs the name would imply, weapons with the Thrown property provide increased flexibility, as they can beused either as a melee weapon or as a ranged weapon.
Most ranged weapons such as bows utilize a character's Dexterity. However, a Thrown weapon allows a character to use their normal ability score modifier, as if they were making a melee attack.
The following weaponry has the Thrown property:
- Dagger (Simple)
- Handaxe (Simple)
- Javelin (Simple)
- Light Hammer (Simple)
- Spear (Simple)
- Dart (Simple)
- Trident (Martial)
Two-Handed
Combat by Craig J SpearingA straightforward weapon property, Two-Handed weapons require the use of both of a character's hands in order for the weapon to be properly used.
This not only prevents a character from dual-wielding, but it also prevents them from benefiting from the use of a shield.
While the added AC of a shield can be quite helpful, luckily, many Two-Handed weapons provided an alternative benefit such as improved damage output or an increased melee attack range.
The following weapons have the Two-Handed property:
- Greatclub (Simple)
- Light Crossbow (Simple)
- Shortbow (Simple)
- Glaive (Martial)
- Greataxe (Martial)
- Greatsword (Martial)
- Halberd (Martial)
- Lance (Martial)
- Maul (Martial)
- Pike (Martial)
- Heavy Crossbow (Martial)
- Longbow (Martial)
- Musket (Martial)
Versatile
Monk by Joshua RaphaelWeapons with the Versatile property offer a character distinct flexibility. This is because while a Versatile weapon can be effectively used with a single hand, a character can also opt to wield that weapon with two hands.
By choosing to use each of a character's hands to wield a Versatile weapon, that character is often rewarded with increased damage dice.
The following gear has the Versatile property:
- Quarterstaff (Simple)
- Spear (Simple)
- Battleaxe (Martial)
- Longsword (Martial)
- Trident (Martial)
- Warhammer (Martial)
- War Pick (Martial)
Dungeons & Dragons: Which Equipment Pack Should You Choose?
With so many choices, we'll help you determine which equipment pack is best for you.
PostsWhat Are Weapon Mastery Properties?
Firearm by Chris SeamanEach weapon possesses a Weapon Mastery property. These are powerful abilities that make each weapon more impactful.
These properties, however, are only accessible by a character who has a feature (like the Weapon Mastery feat) that unlocks this ability.
Fighters, barbarians, rogues, paladins, and rangers also earn Weapon Mastery at certain levels.
Mastery Property
Weapons
What It Does
Cleave
- Greataxe (Martial)
- Halberd (Martial)
Cleave allows you to expand your action economy and attacks. When you hit a creature with a melee attack, you can make a second melee attack against a second creature within five feet of you.
On a hit, the second creature takes damage, but you don't add your ability modifier to the damage unless that modifier is negative.
Graze
- Glaive (Martial)
- Greatsword (Martial)
Graze gives you the opportunity to still deal some damage, even if you fail your roll.
If your attack roll misses, you can deal damage to that creature equal to the ability modifier you used to make the initial attack.
Nick
- Dagger (Simple)
- Light Hammer (Simple)
- Sickle (Simple)
- Scimitar (Martial)
Nick provides players with extra action economy on the field of combat.
When you make an extra attack with the Light property, you can make it as part of this same Attack action, as opposed to a Bonus Action.
Push
- Greatclub (Simple)
- Pike (Martial)
- Warhammer (Martial)
- Heavy Crossbow (Martial)
Push gives you the chance to do some extra crowd control when you make an attack.
When you hit a creature with this weapon, you can push it ten feet away if it is Large or smaller.
Sap
- Mace (Simple)
- Spear (Simple)
- Flail (Martial)
- Longsword (Martial)
- War Pick (Martial)
This Weapon Mastery Property gives you the ability to hinder your enemies during a round of combat.
If you hit a creature with this weapon, that creature has disadvantage on its next attack.
Slow
- Club (Simple)
- Javelin (Simple)
- Light Crossbow (Simple)
- Sling (Simple)
- Whip (Martial)
- Longbow (Martial)
- Musket (Martial)
This next property offers another opportunity to weaken your opponents.
When you hit a creature and deal damage, you reduce its speed by ten feet. This effect does not stack.
Topple
- Quarterstaff (Simple)
- Battleaxe (Martial)
- Lance (Martial)
- Maul (Martial)
- Trident (Martial)
Topple gives you the chance to reduce speed and force enemies to waste part of their action economy.
If you hit a creature with this weapon, you can force it to make a Con saving throw (DC 8 plus your ability modifier and proficiency bonus). If the creature fails the save, they are knocked Prone.
Vex
- Handaxe (Simple)
- Dart (Simple)
- Shortbow (Simple)
- Rapier (Martial)
- Shortsword (Martial)
- Blowgun (Martial)
- Hand Crossbow (Martial)
- Pistol (Vex)
The Vex property gives you the ability to empower yourself during combat.
If you hit a creature with this weapon and deal damage, you have advantage on your next attack roll against that creature before your next turn.
read more NextDungeons & Dragons: How To Use Siege Weapons
Because the BBEG has been in that castle a little too long.
Posts