Contents
Mastery Properties
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
If you use an object—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack.
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.
Weapons
| Name | Damage | Properties | Mastery | Weight | Cost |
|---|---|---|---|---|---|
| Simple Melee Weapons | |||||
| Club | 1d4 Bludgeoning | Light | Slow | 2 lb. | 1 SP |
| Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick | 1 lb. | 2 GP |
| Greatclub | 1d8 Bludgeoning | Two-Handed | Push | 10 lb. | 2 SP |
| Handaxe | 1d6 Slashing | Light, Thrown (Range 20/60) | Vex | 2 lb. | 5 GP |
| Javelin | 1d6 Piercing | Thrown (Range 30/120) | Slow | 2 lb. | 5 SP |
| Light Hammer | 1d4 Bludgeoning | Light, Thrown (Range 20/60) | Nick | 2 lb. | 2 GP |
| Mace | 1d6 Bludgeoning | — | Sap | 4 lb. | 5 GP |
| Quarterstaff | 1d6 Bludgeoning | Versatile (1d8) | Topple | 4 lb. | 2 SP |
| Sickle | 1d4 Slashing | Light | Nick | 2 lb. | 1 GP |
| Spear | 1d6 Piercing | Thrown (Range 20/60), Versatile (1d8) | Sap | 3 lb. | 1 GP |
| Simple Ranged Weapons | |||||
| Dart | 1d4 Piercing | Finesse, Thrown (Range 20/60) | Vex | 1/4 lb. | 5 CP |
| Light Crossbow | 1d8 Piercing | Ammunition (Range 80/320; Bolt), Loading, Two-Handed | Slow | 5 lb. | 25 GP |
| Shortbow | 1d6 Piercing | Ammunition (Range 80/320; Arrow), Two-Handed | Vex | 2 lb. | 25 GP |
| Sling | 1d4 Bludgeoning | Ammunition (Range 30/120; Bullet) | Slow | — | 1 SP |
| Martial Melee Weapons | |||||
| Battleaxe | 1d8 Slashing | Versatile (1d10) | Topple | 4 lb. | 10 GP |
| Flail | 1d8 Bludgeoning | — | Sap | 2 lb. | 10 GP |
| Glaive | 1d10 Slashing | Heavy, Reach, Two-Handed | Graze | 6 lb. | 20 GP |
| Greataxe | 1d12 Slashing | Heavy, Two-Handed | Cleave | 7 lb. | 30 GP |
| Greatsword | 2d6 Slashing | Heavy, Two-Handed | Graze | 6 lb. | 50 GP |
| Halberd | 1d10 Slashing | Heavy, Reach, Two-Handed | Cleave | 6 lb. | 20 GP |
| Lance | 1d10 Piercing | Heavy, Reach, Two-Handed (unless mounted) | Topple | 6 lb. | 10 GP |
| Longsword | 1d8 Slashing | Versatile (1d10) | Sap | 3 lb. | 15 GP |
| Maul | 2d6 Bludgeoning | Heavy, Two-Handed | Topple | 10 lb. | 10 GP |
| Morningstar | 1d8 Piercing | — | Sap | 4 lb. | 15 GP |
| Pike | 1d10 Piercing | Heavy, Reach, Two-Handed | Push | 18 lb. | 5 GP |
| Rapier | 1d8 Piercing | Finesse | Vex | 2 lb. | 25 GP |
| Scimitar | 1d6 Slashing | Finesse, Light | Nick | 3 lb. | 25 GP |
| Shortsword | 1d6 Piercing | Finesse, Light | Vex | 2 lb. | 10 GP |
| Trident | 1d8 Piercing | Thrown (Range 20/60), Versatile (1d10) | Topple | 4 lb. | 5 GP |
| Warhammer | 1d8 Bludgeoning | Versatile (1d10) | Push | 5 lb. | 15 GP |
| War Pick | 1d8 Piercing | Versatile (1d10) | Sap | 2 lb. | 5 GP |
| Whip | 1d4 Slashing | Finesse, Reach | Slow | 3 lb. | 2 GP |
| Martial Ranged Weapons | |||||
| Blowgun | 1 Piercing | Ammunition (Range 25/100; Needle), Loading | Vex | 1 lb. | 10 GP |
| Hand Crossbow | 1d6 Piercing | Ammunition (Range 30/120; Bolt), Light, Loading | Vex | 3 lb. | 75 GP |
| Heavy Crossbow | 1d10 Piercing | Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed | Push | 18 lb. | 50 GP |
| Longbow | 1d8 Piercing | Ammunition (Range 150/600; Arrow), Heavy, Two-Handed | Slow | 2 lb. | 50 GP |
| Musket | 1d12 Piercing | Ammunition (Range 40/120; Bullet), Loading, Two-Handed | Slow | 10 lb. | 500 GP |
| Pistol | 1d10 Piercing | Ammunition (Range 30/90; Bullet), Loading | Vex | 3 lb. | 250 GP |
Source · SRD 5.2.1 · page 90