D&D 5e Weapon List - Complete Weapons Guide with Stats
⚔ïļ D&D 5e Equipment Guide

D&D 5e Weapon List

Complete list of all D&D weapons with stats, damage, properties, and costs. Search and filter simple, martial, melee, and ranged weapons for your perfect build.

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All D&D 5e Weapons

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Weapon Type Category Damage Damage Type Properties Cost Weight

About D&D 5e Weapons

Weapons are the lifeblood of martial characters in Dungeons & Dragons 5th Edition. While spellcasters weave reality-bending magic, warriors rely on cold steel, sharp arrows, and devastating blows to carve their legends. Choosing the right weapon isn't just about picking the biggest damage die — it's about understanding weapon properties, matching your choice to your class features and playstyle, and creating a character whose fighting style feels uniquely yours.

D&D 5e categorizes all weapons into two main groups: Simple Weapons (available to almost everyone, easier to use) and Martial Weapons (requiring specialized training, dealing more damage). Each weapon also belongs to either the Melee or Ranged category. Beyond these basics, weapons possess properties — special rules that affect how they function in combat. A Finesse weapon lets you use DEX instead of STR. A Heavy weapon gives disadvantage to Small creatures. A Versatile weapon deals more damage when wielded with two hands. Understanding these properties is essential for building an effective character.

📖 Weapon Proficiency — Who Can Use What

Your class determines which weapons you're proficient with. Using a weapon without proficiency means you don't add your proficiency bonus to attack rolls — a severe penalty that makes the weapon ineffective.

  • Simple Weapons: Almost every class is proficient. Wizards and Sorcerers are the main exceptions (they get only a few).
  • Martial Weapons: Fighters, Barbarians, Paladins, and Rangers get all martial weapons. Rogues, Monks, and some Cleric domains get specific martial weapons. Bards, Druids, and Warlocks get very limited access.

📋 Weapon Properties Explained

Weapon properties are the special rules that differentiate one weapon from another beyond just damage dice. A Dagger and a Shortsword both deal piercing damage, but the Dagger has the Light, Finesse, and Thrown properties while the Shortsword has Light and Finesse. These properties determine which classes can use the weapon effectively and how it behaves in combat.

PropertyEffectBest For
AmmunitionRequires ammunition (arrows, bolts). Drawing ammo is part of the attack. Recover half after battle.Ranged attackers
FinesseUse DEX instead of STR for attack and damage rolls. Must use same ability for both.Rogues, DEX Fighters, Rangers
HeavySmall creatures have disadvantage on attack rolls. Typically two-handed.STR builds, Barbarians
LightCan be used for Two-Weapon Fighting (off-hand attack as bonus action).Rogues, dual-wielders
LoadingOnly one attack per action/bonus/reaction regardless of Extra Attack.Casters, low-level use only
ReachAdds 5 feet to your reach. Attack from 10 feet away.Polearm users, defensive builds
ThrownCan throw the weapon for a ranged attack. Use same ability as melee.STR builds who want range
Two-HandedRequires both hands. Cannot use a shield.Heavy hitters, Barbarians
VersatileCan use one-handed or two-handed. Higher damage with two hands (shown in parentheses).Flexible builds
SpecialHas unique rules described in the weapon's entry.Lance, Net

🏆 Best Weapons for Each Class

ðŸ›Ąïļ Barbarian — Greataxe (1d12 slashing)

The d12 damage die maximizes Brutal Critical (adds extra dice on crits). Combined with Reckless Attack for advantage, the Greataxe is mathematically superior for Barbarians. Alternative: Greatsword (2d6) for more consistent damage.

ðŸ—Ąïļ Rogue — Rapier (1d8 piercing, Finesse)

The highest-damage Finesse weapon. Rogues need Finesse or Ranged weapons to trigger Sneak Attack. The Rapier's d8 damage die outperforms the Shortsword's d6. Alternative: Longbow for ranged Rogues.

⚔ïļ Fighter — Greatsword (2d6 slashing)

Higher average damage than Greataxe (7 vs 6.5). Great Weapon Fighting style lets you reroll 1s and 2s. More attacks from Extra Attack amplify the consistency advantage. Alternative: Longsword + Shield for tank builds.

ðŸđ Ranger — Longbow (1d8 piercing, range 150/600)

The classic ranger weapon. Excellent range, compatible with Archery fighting style (+2 to attack rolls). Bracers of Archery add +2 damage. Alternative: Two Shortswords for melee Rangers using Two-Weapon Fighting.

🙏 Paladin — Greatsword (2d6 slashing)

Divine Smite adds 2d8 radiant damage at 1st level — the weapon's base damage is almost irrelevant compared to smite damage. Consistency matters. Use a weapon that hits reliably. Alternative: Polearm + Sentinel feat for control.

ðŸĨ‹ Monk — Quarterstaff (1d6/1d8 bludgeoning, Versatile)

Monk weapons scale with your Martial Arts die (eventually becoming d10 at high levels). The Quarterstaff is Versatile for two-handed d8 damage early game. Alternative: Darts for ranged monks.

ðŸ’Ĩ Weapon Damage Types

D&D 5e features three primary weapon damage types. While they rarely matter in most encounters, certain monsters have resistance or vulnerability to specific damage types:

  • Bludgeoning: Hammers, maces, clubs, quarterstaffs. Effective against skeletons (vulnerable to bludgeoning).
  • Piercing: Swords (thrust), arrows, bolts, daggers, rapiers. Most ranged attacks deal piercing damage.
  • Slashing: Swords (cut), axes, greataxes, scimitars. Effective against some plant creatures.

Magical weapons bypass many damage resistances. By the time you're fighting monsters with resistance to non-magical weapons, your party should have at least some +1 weapons.

ðŸĪš Two-Weapon Fighting Explained

When you take the Attack action and attack with a Light weapon in one hand, you can use a bonus action to attack with a different Light weapon in your other hand. This off-hand attack does not add your ability modifier to damage unless you have the Two-Weapon Fighting style (available to Fighters and Rangers) or the Dual Wielder feat.

📌 Dual Wielder Feat: This feat lets you use non-Light weapons for two-weapon fighting, gives +1 AC while dual-wielding, and allows you to draw/stow two weapons at once. Popular for Strength-based dual-wielders using Longswords or Battleaxes.

ðŸ’Ą Weapon Selection Tips

  1. Match your weapon to your ability scores. If you have 18 DEX and 10 STR, use Finesse weapons. A Longsword with +0 STR is worse than a Rapier with +4 DEX.
  2. Consider your fighting style. If you took the Archery fighting style, use ranged weapons. If you took Dueling, use a one-handed weapon without a shield in the other hand. Your style choice should dictate your weapon choice.
  3. Carry a backup weapon. Even a greatsword specialist should carry a few Javelins for flying enemies. Even an archer should have a Shortsword for melee emergencies.
  4. Silver your weapons. For 100 gp, you can coat a weapon in silver. This bypasses resistance for werewolves, devils, and other lycanthropes. Always have a silvered backup.
  5. Magic items change everything. A Flame Tongue (+2d6 fire damage) on a Shortsword is better than a non-magical Greatsword. Always adapt to the magic items your DM gives you.

❓ Frequently Asked Questions

❓ What's the highest-damage weapon in 5e?

The Greatsword and Maul (both 2d6, average 7) have the highest average damage. The Greataxe (1d12, average 6.5) has higher variance and benefits more from Barbarian's Brutal Critical. For one-handed weapons, the Rapier (1d8) is king among Finesse weapons.

❓ Can I use DEX for all weapons?

No. Only weapons with the Finesse property allow you to use DEX instead of STR. Without Finesse, all melee attacks must use STR. All ranged weapons use DEX by default (except Thrown weapons, which use the same ability as the melee attack — usually STR).

❓ Can Small creatures use Heavy weapons?

They can, but they have disadvantage on all attack rolls. This makes Heavy weapons essentially unusable for Halflings, Gnomes, Goblins, and Kobolds. Always check the Heavy property if you're playing a Small race.

❓ What's the difference between thrown and ranged weapons?

Thrown weapons are melee weapons you can throw (Javelin, Handaxe, Dagger). They use STR for attack/damage (unless Finesse). Ranged weapons (Longbow, Crossbow) use DEX. The Archery fighting style applies only to ranged weapons, not thrown melee weapons.

❓ How does Versatile work?

A Versatile weapon can be wielded with one hand or two. Wielding it two-handed increases the damage die. For example, a Longsword deals 1d8 one-handed and 1d10 two-handed. This gives flexibility — use two-handed for more damage, or switch to one-handed if you need a free hand for spellcasting or a shield.

❓ Do I add my modifier to off-hand attacks?

Not unless you have the Two-Weapon Fighting style. The standard rule is that the bonus action off-hand attack does NOT add your ability modifier to the damage roll. The Two-Weapon Fighting style (Fighter level 1, Ranger level 2) removes this restriction.

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