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How DnD Weapons Work Using the New 2024 Rules

Weapons have been an essential component of Dungeons & Dragons for as long as the game has existed, with players able to access and almost unlimited arsenal in order to stab, slice, bash, burn and eviscerate their enemies. With the new version of DnD 2024 now upon us, however, there have been a number of changes to how DnD weapons actually work, including the introduction of a new Weapons Mastery system that adds a new tactical layer to the game.

To help sharpen your knowledge on the battlefield, we’ve put together this 2024 DnD Weapons Guide, which breaks out all the new rules and covers the basics for both new and returning players. So choose your weapon, as we we hack and slash into all the details below.

Table of Contents

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Simple vs Martial Weapons

In the DnD rules, Simple Weapons are generally weapons that are easier to use, requiring little training or skill to wield effectively. These weapons are often rudimentary and straightforward, such as clubs, daggers, and spears, and tend to do less damage than more complex weapons. Almost all DnD 5e classes are proficient with simple weapons, meaning they can use them without any penalties.

On the other hand, Martial Weapons are designed for characters with advanced combat training, such as Fighters, Paladins and Barbarians. These weapons are more specialized and often require more skill or strength to use effectively, including longswords, battleaxes, and longbows. Martial weapons tend to deal more damage and may include unique Weapon properties, such as Reach or Versatile, making them more powerful in combat. Characters who are not proficient in martial weapons will incur penalties when using them.

New DnD artwork from 2024 featuring a grinning rogue on a city street at night holding up an ornate dagger.

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Melee vs Ranged Weapons

In DnD 2024, Melee Weapons are used in close combat, requiring the wielder to be within striking distance of their target (which is generally between 5 and 10 feet). These weapons, such as swords, axes, and maces, typically use a character’s Strength modifier to determine attack rolls and damage, though some weapons (such as those with the Finesse weapons property) allow for the use of Dexterity instead.

Conversely, Ranged Weapons allow characters to attack from a distance, keeping them out of immediate danger. Examples of ranged weapons include bows, crossbows and thrown weapons like javelins and daggers. Attack rolls with ranged weapons generally use the character’s Dexterity modifier. Ranged weapons have specific range increments, meaning they can be used at short and long distances, though attacks at long range suffer from disadvantage.

It’s also important to note that some weapons can be both melee and ranged. For example, a dagger can be used in hand-to-hand combat or throw at a target.

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How Weapon Proficiency Works

In the DnD rules, Weapon Proficiency determines whether your character can use a specific type of weapon effectively without incurring penalties. If you are proficient you add your proficiency bonus to attack rolls made with that weapon. If you use a weapon you are not proficient with, there is no built-in penalty. You simply cannot add your proficiency bonus to attack rolls.

Notably, each class in DnD 5e has its own set of weapon proficiencies, which represent the types of weapons that characters in that class are trained to use. For example, Wizards are typically proficient with Simple weapons like daggers and slings, while Fighters are proficient with a wide range of martial weapons like swords, axes, and polearms.

It’s also important to note that proficiency in a weapon is needed to the use of Weapon Mastery Properties, a new rule in DnD 2024 which provides added tactical options on the battlefield to martial classes.

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DnD Weapon Properties

In DnD, each weapon has an associated “Property” (not to be confused with the new Weapon Mastery Properties) that dictate how and when it can be used. Below are all of the weapon properties in the DnD 2024 rules.

  • Ammunition Weapons: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
  • Finesse Weapons: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • Heavy Weapons: You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.
  • Improvised Weapons: If you use an object—such as a table leg, frying pan, or bottle—as a makeshift weapon. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack.
  • Light Weapons: 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, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack 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.
  • Loading Weapons: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
  • Range Weapons: A Range weapon 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 is 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 long range.
  • Reach Weapons: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
  • Throw Weapons: 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, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
  • Two-Handed Weapons: A Two-Handed weapon requires two hands when you attack with it.
  • Versatile Weapons: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
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Weapon Mastery Properties

Weapon Mastery is a new system in the DnD 2024 rules that allows martial classes to specialize in a specific type of weapon in order to deliver unique combat effects known as Mastery Properties (not to be confused with Weapon Properties). Each melee and ranged weapon in the new 2024 Player’s Handbook lists a Mastery Property next to it. For example, a rapier has the “Vex” Mastery Property, while the longbow has the “Slow” Mastery Property.

There are eight Mastery Properties in total, which you can find below:

  • Cleave: If you hit a creature with a melee weapon attack, you can make a second attack against a creature within 5 feet that is also within your reach. When you hit with the second attack, you can roll your weapon’s damage, but you don’t add your ability modifier unless it’s negative.
  • Graze: If you miss a creature with your weapon, you deal damage equal to the ability modifier you used to make the roll.
  • Nick: You can make an additional attack against a target creature if your first attack was made while wielding two Light weapons.
  • Push: You can launch a creature you hit (up to a Large size) 10 feet away from you.
  • Sap: An enemy you hit has Disadvantage on their next attack roll before the start of your next turn.
  • Slow: When you hit a creature and deal damage, you can reduce its Speed by 10 feet until the start of your next turn.
  • Topple: When you hit a creature, you can force it to make a Constitution saving throw or fall Prone. The DC for this save is 8 plus the ability modifier used to make the attack plus your Proficiency Bonus.
  • Vex: When you hit a creature and deal damage, you gain Advantage on your next attack roll before the end of your next turn.
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The Complete DnD 2024 Weapons List

Below is a list of all the basic starting weapons in the DnD 2024 rules. For ease of reference, this list includes the weapon’s name, Damage (including type), Properties, Mastery Properties, Weight and Cost.

NameDamagePropertiesMasteryWeightCost
Simple Melee Weapons
Club1d4 BludgeoningLightSlow2 lb.1 SP
Dagger1d4 PiercingFinesse, Light, Thrown (Range 20/60)Nick1 lb.2 GP
Greatclub1d8 BludgeoningTwo-HandedPush10 lb.2 SP
Handaxe1d6 SlashingLight, Thrown (Range 20/60)Vex2 lb.5 GP
Javelin1d6 PiercingThrown (Range 30/120)Slow2 lb.5 SP
Light Hammer1d4 BludgeoningLight, Thrown (Range 20/60)Nick2 lb.2 GP
Mace1d6 BludgeoningSap4 lb.5 GP
Quarterstaff1d6 BludgeoningVersatile (1d8)Topple4 lb.2 SP
Sickle1d4 SlashingLightNick2 lb.1 GP
Spear1d6 PiercingThrown (Range 20/60), Versatile (1d8)Sap3 lb.1 GP
Simple Ranged Weapons
Dart1d4 PiercingFinesse, Thrown (Range 20/60)Vex1/4 lb.5 CP
Light Crossbow1d8 PiercingAmmunition (Range 80/320; Bolt), Loading, Two-HandedSlow5 lb.25 GP
Shortbow1d6 PiercingAmmunition (Range 80/320; Arrow), Two-HandedVex2 lb.25 GP
Sling1d4 BludgeoningAmmunition (Range 30/120; Bullet)Slow1 SP
Martial Melee Weapons
Battleaxe1d8 SlashingVersatile (1d10)Topple4 lb.10 GP
Flail1d8 BludgeoningSap2 lb.10 GP
Glaive1d10 SlashingHeavy, Reach, Two-HandedGraze6 lb.20 GP
Greataxe1d12 SlashingHeavy, Two-HandedCleave7 lb.30 GP
Greatsword2d6 SlashingHeavy, Two-HandedGraze6 lb.50 GP
Halberd1d10 SlashingHeavy, Reach, Two-HandedCleave6 lb.20 GP
Lance1d10 PiercingHeavy, Reach, Two-Handed (unless mounted)Topple6 lb.10 GP
Longsword1d8 SlashingVersatile (1d10)Sap3 lb.15 GP
Maul2d6 BludgeoningHeavy, Two-HandedTopple10 lb.10 GP
Morningstar1d8 PiercingSap4 lb.15 GP
Pike1d10 PiercingHeavy, Reach, Two-HandedPush18 lb.5 GP
Rapier1d8 PiercingFinesseVex2 lb.25 GP
Scimitar1d6 SlashingFinesse, LightNick3 lb.25 GP
Shortsword1d6 PiercingFinesse, LightVex2 lb.10 GP
Trident1d8 PiercingThrown (Range 20/60), Versatile (1d10)Topple4 lb.5 GP
Warhammer1d8 BludgeoningVersatile (1d10)Push5 lb.15 GP
War Pick1d8 PiercingVersatile (1d10)Sap2 lb.5 GP
Whip1d4 SlashingFinesse, ReachSlow3 lb.2 GP
Martial Ranged Weapons
Blowgun1 PiercingAmmunition (Range 25/100; Needle), LoadingVex1 lb.10 GP
Hand Crossbow1d6 PiercingAmmunition (Range 30/120; Bolt), Light, LoadingVex3 lb.75 GP
Heavy Crossbow1d10 PiercingAmmunition (Range 100/400; Bolt), Heavy, Loading, Two-HandedPush18 lb.50 GP
Longbow1d8 PiercingAmmunition (Range 150/600; Arrow), Heavy, Two-HandedSlow2 lb.50 GP
Musket1d12 PiercingAmmunition (Range 40/120; Bullet), Loading, Two-HandedSlow10 lb.500 GP
Pistol1d10 PiercingAmmunition (Range 30/90; Bullet), LoadingVex3 lb.250 GP
New DnD artwork from 2024 featuring a female fighter in a swamp holding a spear at the ready.

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Final Thoughts

Weapons have always been an essential part of Dungeons & Dragons, but the new DnD 2024 rules have added a bit of complexity into the mix with the Weapon Mastery system. Understanding the basics of how weapons work within the rules, however, can help you even the odds in battle and increase the chances your character makes it out alive.

You can find the new DnD weapons rules in the 2024 Player’s Handbook, which is available now on D&D Beyond and Amazon.

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A photo of Dungeons & Dragons Fanatics Managing Editor, Cameron Nichols.
Cameron Nichols is a Senior Editor who lives in Boston, Massechustes, and has been playing D&D since the early 90s, when he was introduced by his older brother and cut his teeth on AD&D 2nd Edition. Since then he’s played virtually every RPG he could get his nerdy little mitts on (including a weird Goth phase in the early 2000s when he rocked Vampire: The Masquerade pretty hard). His favorite D&D campaign setting is the Forgotten Realms and his favorite character to play was a Half-Orc Barbarian named Grug (who was unfortunately devoured by a gelatinous cube).
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