One:Weapon

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DnD One Varied ʰ 
SRD5, ua23phpt5


 Noncanon  

Your Class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance. [SRD5 OGL] [1]

Weapon Proficiency

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. [SRD5 OGL] [1]

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table. [SRD5 OGL] [1]

Ammunition

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. [SRD5 OGL] [1]

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. [SRD5 OGL] [1]

Heavy

Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. [SRD5 OGL] [1]

Light

When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage, unless that modifier is negative.

For example, if you take the Attack action on your turn and have a Shortsword in one hand and a Dagger in the other — each of which has the Light property — you can make one attack with each weapon, using your action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action, unless that modifier is negative. [2]

Loading

Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. [SRD5 OGL] [1]

Range

A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. [SRD5 OGL] [1]

Reach

This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. [SRD5 OGL] [1]

Special

A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). [SRD5 OGL] [1]

Thrown

If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property. [2]

Two-­Handed

This weapon requires two hands when you attack with it. [SRD5 OGL] [1]

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. [SRD5 OGL] [1]

Mastery Properties

Each weapon now has a Mastery property, as shown in the weapon tables above. That property is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character.

Here are descriptions of each Mastery property. The properties are provided in alphabetical order.

If a game feature lets you replace a weapon’s Mastery property with another one, that weapon must meet any prerequisite specified for the new property. [2]

Cleave

Prerequisite: Melee Weapon, Heavy Property
If you hit a creature with a melee attack using this weapon, you can make an 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. [2]

Flex

Prerequisite: Versatile Property
When you hit with a melee attack using this weapon, you deal its Versatile damage even if you’re wielding it with one hand. [2]

Graze

Prerequisite: Melee Weapon, Heavy Property
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’t be increased in any way, other than increasing the ability modifier. [2]

Nick

Prerequisite: Light Property
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 still make this extra attack only once per turn. [2]

Push

Prerequisite: Heavy, Two-Handed, or Versative Property
If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is no more than one size larger than you. [2]

Sap

Prerequisite: No Other Properties
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. [2]

Slow

Prerequisite: None
If you hit a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 10 feet. [2]

Topple

Prerequisite: Heavy, Two-Handed, or Versative Property
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier you used to make the attack roll. On a failed save, the creature has the Prone condition. [2]

Vex

Prerequisite: Ammunition, Finesse, or Light Property
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. [2]

Improvised Weapons

Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. [SRD5 OGL] [1]

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. [SRD5 OGL] [1]

List of Weapons

41 weapons.

Weapon Simple
Martial
Melee
Ranged
Damage Properties Mastery Weight (lbs.) Cost Source
Notes
Source
Battleaxe Martial Melee 1d8 slashing Versatile (1d10) Topple 4 10 gp SRD5, ua23phpt5
Battleaxe Martial Melee 1d8 slashing Versatile (1d10) Topple 4 10 gp SRD5, ua23phpt5
Battleaxe Martial Melee 1d8 slashing Versatile (1d10) Topple 4 10 gp SRD5, ua23phpt5
Battleaxe Martial Melee 1d8 slashing Versatile (1d10) Topple 4 10 gp SRD5, ua23phpt5
Greataxe Martial Melee 1d12 slashing Heavy, Two-Handed Cleave 7 30 gp SRD5, ua23phpt5
Handaxe Simple Melee 1d6 slashing Light, Range (20/60), Thrown Vex 2 5 gp Varied, SRD5, ua23phpt5
Blowgun Martial Ranged piercing Ammunition, Loading, Range (25/100) Vex 1 10 gp SRD5, ua23phpt5
Longbow Martial Ranged 1d8 piercing Ammunition, Heavy, Range (150/600), Two-Handed Slow 2 50 gp SRD5, ua23phpt5
Shortbow Simple Ranged 1d6 piercing Ammunition, Range (80/320), Two-Handed Vex 2 25 gp SRD5, ua23phpt5
Greatclub Simple Melee 1d8 bludgeoning Two-Handed Push 10 2 sp SRD5, ua23phpt5
Club Simple Melee 1d4 bludgeoning Light Slow 2 1 sp SRD5, ua23phpt5
Hand Crossbow Martial Ranged 1d6 piercing Ammunition, Light, Loading, Range (30/120) Vex 3 75 gp SRD5, ua23phpt5
Heavy Crossbow Martial Ranged 1d10 piercing Ammunition, Heavy, Loading, Range (100/400), Two-Handed Push 18 50 gp SRD5, ua23phpt5
Light Crossbow Simple Ranged 1d8 piercing Ammunition, Loading, Range (80/320), Two-Handed Slow 5 25 gp SRD5, ua23phpt5
Dagger Simple Melee 1d4 piercing Finesse, Light, Range (20/60), Thrown Nick 1 2 gp SRD5, ua23phpt5
Dart Simple Ranged 1d4 piercing Finesse, Range (20/60), Thrown Vex 1/4 5 cp SRD5, ua23phpt5
Flail Martial Melee 1d8 bludgeoning Sap 2 10 gp SRD5, ua23phpt5
Glaive Martial Melee 1d10 slashing Heavy, Reach, Two-Handed Graze 6 20 gp SRD5, ua23phpt5
Halberd Martial Melee 1d10 slashing Heavy, Reach, Two-Handed Cleave 6 20 gp SRD5, ua23phpt5
Light Hammer Simple Melee 1d4 bludgeoning Light, Range (20/60), Thrown Nick 2 2 gp SRD5, ua23phpt5
Maul Martial Melee 2d6 bludgeoning Heavy, Two-Handed Topple 10 10 gp SRD5, ua23phpt5
Warhammer Martial Melee 1d8 bludgeoning Versatile (1d10) Push 2 15 gp SRD5, UA23PHPT8
Javelin Simple Melee 1d6 piercing Range (30/120), Thrown Slow 2 5 sp SRD5, ua23phpt5
Lance Martial Melee 1d10 piercing Heavy, Reach, Two-Handed Topple 6 10 gp Pointer, UA UA 2023 Player's Handbook Playtest 5
Mace Simple Melee 1d6 bludgeoning Sap 4 5 gp SRD5, ua23phpt5
Morningstar Martial Melee 1d8 piercing Sap 4 15 gp SRD5, ua23phpt5
Musket Martial Ranged 1d12 piercing Ammunition, Loading, Range (40/120), Two-Handed Slow 10 500 gp Pointer, UA UA 2023 Player's Handbook Playtest 5
Pike Martial Melee 1d10 piercing Heavy, Reach, Two-Handed Push 18 5 gp SRD5, ua23phpt5, Wikipedia
Pistol Martial Ranged 1d10 piercing Ammunition, Loading, Range (30/90) Vex 3 250 gp Pointer, UA UA 2023 Player's Handbook Playtest 5
Quarterstaff Simple Melee 1d6 bludgeoning Versatile (1d8) Topple 4 2 sp SRD5, UA23PHPT8
Sickle Simple Melee 1d4 slashing Light Nick 2 1 gp SRD5, ua23phpt5
Sling Simple Ranged 1d4 bludgeoning Ammunition, Range (30/120) Slow &mdash; 1 sp SRD5, ua23phpt5
Spear Simple Melee 1d6 piercing Range (20/60), Thrown, Versatile (1d8) Sap 3 1 gp SRD5, UA23PHPT8
Greatsword Martial Melee 2d6 slashing Heavy, Two-Handed Graze 6 50 gp SRD5, MToF, ua23phpt5
Longsword Martial Melee 1d8 slashing Versatile (1d10) Sap 3 15 gp SRD5, UA23PHPT8
Rapier Martial Melee 1d8 piercing Finesse Vex 2 25 gp SRD5, ua23phpt5
Scimitar Martial Melee 1d6 slashing Finesse, Light Nick 3 25 gp Varied
Shortsword Martial Melee 1d6 piercing Finesse, Light Vex 2 10 gp SRD5, ua23phpt5
Trident Martial Melee 1d8 piercing Range (20/60), Thrown, Versatile (1d10) Topple 4 5 gp Pointer, UA Varied
War Pick Martial Melee 1d8 piercing Versatile (1d10) Sap 2 5 gp Pointer, UA UA 2023 Player's Handbook Playtest 8
Whip Martial Melee 1d4 slashing Finesse, Reach Slow 3 2 gp Pointer, UA UA 2023 Player's Handbook Playtest 5

Sources and Notes

see individual weapon

  1. Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13
  2. Jeremy Crawford, et. al.. UA 2023 Player's Handbook Playtest 5 (Dungeons and Dragons One D&D) (2023-04-26). Wizards of the Coast. Licensed: © Wizards of the Coast. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11
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