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D&D 5th Edition  Weapons Guide

Your race, class, and traits can grant you proficiency with certain weapons or categories of weapons. The two categories are straightforward and martial.

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Best 5e Weapons - DND 5th Edition

Your class grants you a series of weapon proficiencies, reflecting what the weapon specializes in and the tools you are most likely to use. Whether you prefer to use a bow or a sword, your weapon and your ability to wield it effectively could mean the difference between life and death during your adventures.

Weapon proficiency

Your race, class, Wish, and traits can grant you proficiency with certain weapons or categories of weapons. The two categories are straightforward and martial.  Most people are proficient with simple weapons: clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more extensive training to use them effectively. Most warriors use martial weapons because they improve their fighting style and training. Having proficiency with a weapon allows you to add your proficiency bonus to any attack rolls you make with that weapon. If you make an attack roll with a weapon with which you have no proficiency, you do not add the bonus.

Weapon properties

Many weapons have special properties related to their use, as shown in the weapons table. Scope.  This weapon adds 5 feet to your range when you attack with it, as well as when determining your range to make an attack of opportunity with it.

Thrown.

If a weapon has this property, you can cast it to make a ranged attack. If the weapon is a melee weapon, use the same ability modifier that you would use to make a melee attack with it, for both the attack roll and the damage roll. For example, if you throw an ax, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the "subtle" property.

Loading.

Due to the time it takes to load this weapon, you can only fire one piece of ammo in the action, bonus action, or reaction in which you fire it, regardless of the number of attacks you can normally make.

Distance.  

A weapon that can be used to make a ranged attack has a parenthesis that says "ranged" after the "ammo" or "thrown" properties. Two numbers also appear: the first is the weapon's normal range in feet, and the second is it's long-range. When you attack a target that is further away than the usual range, you have a disadvantage on the attack roll. You cannot attack a target that is further than the long distance.

Two hands.

 This weapon requires you to hold it with two hands when attacking with it.

Special.  

A weapon with this property follows different rules, which are explained in the weapon's description (see "Special weapons", next page).

Light A light weapon is small and easy to handle, ideal for fighting with two weapons.

Ammunition.

You can only perform a ranged attack with a weapon with this property if you have the required ammo. Every time you attack with it, you spend part of the ammunition. Picking up ammo from a quiver, case, or another container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the fight, you can recover half of the ammo you have spent by spending 1 minute searching the battlefield.

If you use a weapon that has the "ammo" property to make a melee attack, consider the weapon to be improvised (see "Improvised Weapons" below). Waves must charge to deal damage in this way.

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