Dueling Shield. Firecage Arrow. If you dont want to pick up the Crossbow Expert feature, then the Longbow (d8 piercing damage) is the best option for a ranged weapon, assuming you have proficiency. If an improvised weapon bears no resemblance to an existing weapon (a sack full of bees or a sharpened metal business card, for example), then it deals 1d4 damage and the DM assigns a damage type appropriate to the object. A melee weapon is used to attack enemies within 5 feet of you (or 10 feet if the weapon has the Reach property) and doesnt require ammunition. If the weapon's default material is wood, it works as normal, and uses its listed cost. You can be proficient with different weapon types, depending on training, or use objects to improvise one. There are a couple of weirder, unofficial outliers as well, but well get to them in a minute. A magical shield with a bonus to AC only increases the Armor Class of the user and does not grant a bonus to attack and damage rolls with the shield. None of the weapon's properties apply to that attack. If you start with a shield, you can choose any non-exotic shield. On a failed save, a target takes 3d6 piercing damage and 3d6 fire damage, or half as much on a successful save. A weapon with this modification stores up to 5 doses of one type of injury poison at one time. For example, crossbows and arquebuses used both wood and metal, bows use specific types of wood or horn for the arms and sinew for the string, and so on. Re: My better weapons list for D&D 5E. True Ice. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 10 fire damage from the burning oil. When you take nonmagical bludgeoning, piercing or slashing damage, the damage you take is reduced by an amount equal to half your proficiency bonus, rounded down. Futuristic firearms are powered by a special type of ammunition called energy cells. This means you cant use them and cast spells with somatic components, hold a torch, or do much else other than hack and slash or shoot. It costs 100 gp to silver a weapon or 10 pieces of ammunition. When an item with the gunpowder property takes fire or lightning damage, it explodes. You must use the same modifier for both rolls. A wound-up melee weapon can be used to make an opportunity attack when a hostile creature that you can see enters your reach. There are a few playstyles in 5e that don't really receive enough developer support, in my humble opinion. Weapons use the same statistics, though their damage types may differ. Weapons made from steel by default are listed with their cost when made of steel. Some Feats, like Crossbow Expert, let you ignore the loading property when using certain weapons. A siege engine's damage changes based on the ammunition loaded into it. Ram. When you hold a parrying dagger in one hand and another weapon in your other hand, you gain a +1 bonus to AC. You can use your reaction to gain three-quarters cover against harmful area-of-effects such as breath weapons or spells when targeted by such effects, unless the effect travels around corners. When wielded in both hands, it acts as a melee weapon that deals 1d8 piercing damage with the ensnaring, heavy, and parry properties in addition to its AC bonus. A torsion-spring-based siege weapon used by the Romans that fires an oversized bolt or sizable stone over impressive range. Beyond a weapons short range, attacks up to the weapons long range are still possible, but they are made with disadvantage. You cannot add your proficiency bonus to attack rolls made with this weapon, but it gains the status: slashing property until repaired. If you are hidden when you attack with this weapon, you do not reveal your location. Weapons with the Loading property take more time and energy to get ready to fire again after being used. You can't attack a target beyond the weapon's long range. You can use a bonus action to attempt to disarm a creature within your reach, using your weapon attack modifier in place of Strength (Athletics). Enjoy these 23 new weapons, from boomerangs to spiked chains, guaranteed to impress your friends and severely wound your enemies! Piercing weapons reward precise or focused attacks, punching holes in enemy defenses. You cannot make ranged attack rolls with that ranged weapon if your Strength is lower than that value. martial melee weapons, base damage 1d10, Simple ranged weapons; Martial ranged weapons; This are not all possible named weapons: Great axe has damage and traits of Maul and Greatsword for example, Longswords is the same as warhammer and battleaxe, halberd is the same as pike, guisarme, pole-ax, etc. Inflicting this status prevents the targeted creature from taking reactions and reduces its passive Perception by 5 until the start of its next turn. Used extensively by drow, this material has all properties of adamantine, but also temporarily absorbs poison into itself. Gunpowder artillery made from bronze or iron that fired large balls at enemy fortifications. When exposed to sunlight, adamantite weapons disintegrate. All creatures within 5 feet of that point must succeed on a DC 16 Dexterity saving throw or takes 8d10 bludgeoning damage. To do so, each weapon has a combination of several unique properties, which add new functions, passive bonuses, or options. This bullet deals no special damage against most creatures, but any attack with a silver bullet that hits a creature with a special vulnerability to silver, like some fiends or shapechangers, is an automatic critical hit. (Though again I'll stress, I believe most of that value comes in the hit-bonus.) Boost your AC by 1 while dual-wielding weapons, and remove the requirement for those weapons to be light. Weapons Traditional Nonmagical Weapons Simple Melee (88 items) Holy Water. The techniques of an arming sword are fairly basic, easy to learn, and highly defensive. Greataxe. A critical hit also triggers status. Morningstar. A Large or smaller creature hit by a net is restrained until freed. Save my name, email, and website in this browser for the next time I comment. Weapons with this property ignore the damage reduction provided by certain kinds of armor. When you damage a prone creature with a finisher weapon, you roll an additional weapon damage die. When you attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. A weapon can have more than one modification, and modifications are permanent. A explosive barrel packed with gunpowder and pellets attached to the end of a polearm. Its a jet-black metal that shimmers green under torchlight and purplish white under magical light. Steel weapons cannot be damaged by monster features that corrode, damage, or dissolve metal, such as black puddings' corrosive form, and cost 50% more than their iron counterparts. Items with this modification shed bright light in a 5 ft. radius, and dim light for another 5. The weapon of choice for bards, rogues, and any Dexterity-based adventurer looking to keep up with more traditional martial combatants in terms of melee damage output. A single-man siege weapon made from five gun barrels mounted on a single axis, that uses a rotating fuse mechanism to fire multiple shots at one target. As objects, each engine is immune to psychic and poison damage. You must use the new roll, even if the new roll is also a 1. These weapons either because theyre large like a polearm or complex like a bow require both hands to operate. If its your first time picking up a class (or D&D for that matter), then picking a weapon for the first time can be a little daunting, but I promise its simpler than it seems. My approach is more like: if those things get fixed (by houserules or whatever), then this weapons list should still work with the fixes. However, armor weighs half as much while you wear it for the purposes of determining encumbrance. Weapons are not discrete items. Silver Bullet. All in all, there are 37 different weapons in the D&D 5e equipment list. You choose the type of grip it has when it is created or purchased. Each has its own benefits. This remaster massively expands the original Weapons Remastered by another author, which can be found here. The weapon can be wielded in either one or two hands. Unarmed strikes act as a melee weapon for features that activate after a successful weapon attack, such as martial maneuvers, divine smites, or spells delivered with weapons, but is not considered a weapon when an effect or ability such as Two-Weapon Fighting requires you to hold one. When used to attack an evil creature or an undead, a weapon made from flametouched iron is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. The table below lists several alternate options, as well as water. You can load 5 pieces of ammunition instead of 1 when you load this weapon. When worn, half plate and heavy armor offer Damage Reduction. Personally, as someone who sets pretty much all my games right around the advent of black-powder weaponry, I love these rules. Only the strongest magical cauldrons can withstand the heat of boiling magma, but it can be a potent siege weapon in battles with magically-gifted combatants. A large handcart loaded with 100 firework-propelled arrows used extensively in Korea against invaders. On a hit, the target is automatically grappled and restrained. This weapon has the gunpowder property, and its user is both prone and gains half cover when using it. You cannot drop or be disarmed of a gauntlet-sword. List of Simple Weapons in 5e: Club Dagger Greatclub Handaxe Javelin Light Hammer Mace Quarterstaff Sickle Spear Crossbow, Light Dart Shortbow Sling Martial Weapons Martial weapons in 5e require more specialized training to use appropriately and effectively. Chain Whip. The exotic shields and the Shield Master feat (detailed in Part IV) allow attacks with shields. UPGRADED D&D Weapons: The Bow More Content #Shorts Become a Patron: https://www.patreon.com/thedungeoncoach Alkander's Almanac D&D 5e Expansion: http. 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