In the world of Dungeons & Dragons (D&D), weapons are not only tools of war, but also symbols of power, protective spirits, and heirlooms. They range from simple melee weapons like swords and axes to powerful magical artifacts that can narrate the history of a land or a hero. In this article, we delve into the diverse world of weapons in D&D, explaining the differences between melee and ranged weapons, describing their types, and examining the fascinating category of magical weapons.
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Melee vs. Ranged: The Basics
Melee weapons are designed for close quarters combat. Requiring the wielder to confront their opponent directly, typically within just a few steps (usually 5 or 10 feet). This category includes swords, axes, and spears, but also less common weapons like the trident or yklwa.
Ranged weapons, on the other hand, allow the user to attack targets from a distance, avoiding direct melee engagement. Examples include bows, crossbows, and throwing weapons. They are particularly advantageous for weakening opponents before they can close in, or for engaging strategic targets from afar. A skilled archer could potentially down a dragon without ever coming into close contact. Ranged weapons typically have two range increments; the shorter allows attacks without penalty, while attacking from the longer range incurs disadvantage.
D&D Weapon Table
Name | Damage | Properties | Cost | Weight |
---|---|---|---|---|
Simple Melee Weapons | ||||
Axe | 1d6 Slashing | Light, Throwing (Range 20/60) | 5 GP | 2 lb |
Dagger | 1d4 Piercing | Finesse, Light, Throwing (Range 20/60) | 2 GP | 1 lb |
Quarterstaff | 1d6 Bludgeoning | Versatile (1d8) | 2 SP | 4 lb |
Club | 1d4 Bludgeoning | Light | 1 SP | 2 lb |
Light Hammer | 1d4 Bludgeoning | Light, Throwing (Range 20/60) | 2 GP | 2 lb |
Spear | 1d6 Piercing | Versatile (1d8), Throwing (Range 20/60) | 1 GP | 3 lb |
Javelin | 1d6 Piercing | Throwing (Range 30/120) | 5 SP | 2 lb |
Greatclub | 1d8 Bludgeoning | Two-handed | 2 SP | 10 lb |
Simple Ranged Weapons | ||||
Light Crossbow | 1d8 Piercing | Ammunition (Range 80/320), Loading, Two-handed | 25 GP | 5 lb |
Shortbow | 1d6 Piercing | Ammunition (Range 80/320), Two-handed | 25 GP | 2 lb |
Sling | 1d4 Bludgeoning | Ammunition (Range 30/120) | 1 SP | – |
Dart | 1d4 Piercing | Finesse, Throwing (Range 20/60) | 5 CP | 0.25 lb |
Martial Melee Weapons | ||||
Flail | 1d8 Bludgeoning | – | 10 GP | 2 lb |
Halberd | 1d10 Slashing | Reach, Heavy, Two-handed | 20 GP | 6 lb |
Warhammer | 1d8 Bludgeoning | Versatile (1d10) | 15 GP | 2 lb |
Scimitar | 1d6 Slashing | Finesse, Light | 25 GP | 3 lb |
Shortsword | 1d6 Piercing | Finesse, Light | 10 GP | 2 lb |
Morningstar | 1d8 Piercing | – | 15 GP | 4 lb |
Battleaxe | 1d8 Slashing | Versatile (1d10) | 10 GP | 4 lb |
Greataxe | 1d12 Slashing | Heavy, Two-handed | 30 GP | 7 lb |
Greatsword | 2d6 Slashing | Heavy, Two-handed | 50 GP | 6 lb |
Martial Ranged Weapons | ||||
Heavy Crossbow | 1d10 Piercing | Ammunition (Range 100/400), Loading, Heavy, Two-handed | 50 GP | 18 lb |
Hand Crossbow | 1d6 Piercing | Ammunition (Range 30/120), Loading, Light | 75 GP | 3 lb |
Longbow | 1d8 Piercing | Ammunition (Range 150/600), Heavy, Two-handed | 50 GP | 2 lb |
Page 149 of the player handbook 🛒
Magical Weapons: A Level Unto Themselves
Magical weapons are a staple of many D&D campaigns, ranging from simple enchanted swords that provide easier hits or enhanced damage, to legendary artifacts with unique powers. Certain magical weapons may have abilities to freeze, burn, or even petrify enemies, while others could grant their wielders the ability to hide or move quickly. The lore and quests surrounding these weapons and the quests to acquire or master them are often as compelling as their usage in battle.
Magical weapons are not only tools of power, but also narrative elements that are deeply embedded in the story and world of D&D. They can shape the fate of characters and realms and are often the target of heroic tales and epic adventures. But above all, they often don’t play by the rules. The best magic items often come with exceptions that change the rules and make combat more exciting.
Conclusion
Weapons in D&D are far more than just a means to an end. They are symbol carriers, narrative elements and keys to success in countless adventures. The choice of weapons can significantly influence the outcome of a battle, the course of a quest and the fate of a character. Whether through the skilful use of a melee weapon, the precise shots of a ranged weapon or the mystical powers of a magical weapon – mastering the art of weaponry is an essential part of the D&D experience.
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