Free Printable D&D Weapon Reference Cards
Keep your weapon close at hand with our free, printable D&D weapon reference cards for every weapon in the Basic Rules!
To print these cards, click here to scroll to the bottom of the page and generate a high-quality PDF.

Battleaxe
Topple: On a hit, the target must succeed on a Constitution save or gain the Prone condition.
Versatile: Can be used with one or two hands; deals more damage with two.

Blowgun
Ammunition: You must have ammo to make a ranged attack with this weapon.
Loading: You can fire only once with this weapon per Action, Bonus Action, or Reaction.
Vex: On a hit, you have Advantage on your next attack roll against that creature.

Club
Light: You can make a Bonus Action attack with another Light weapon.
Slow: On a hit, reduce the target’s Speed by 10 feet until your next turn.

Dagger
Finesse: Use Strength or Dexterity for attack and damage rolls (your choice).
Light: You can make a Bonus Action attack with another Light weapon.
Nick: You can make the extra attack from the Light property as part of the Attack action.
Thrown: You can throw this weapon to make a ranged attack using your melee ability modifier.

Dart
Finesse: Use Strength or Dexterity for attack and damage rolls (your choice).
Thrown: You can throw this weapon to make a ranged attack using your melee ability modifier.
Vex: On a hit, you have Advantage on your next attack roll against that creature.

Flail
Sap: On a hit, the target has Disadvantage on its next attack roll.

Glaive
Graze: If you miss, the target takes damage equal to your ability modifier.
Heavy: You have Disadvantage on attacks if your Strength or Dexterity is under 13.
Reach: Adds 5 feet to your reach for attacks and Opportunity Attacks.
Two-Handed: Requires two hands to make an attack

Greataxe
Cleave: On a hit, make an extra melee attack against another nearby creature—no ability modifier to the second attack’s damage.
Heavy: You have Disadvantage on attacks if your Strength or Dexterity is under 13.
Two-Handed: Requires two hands to make an attack

Greatclub
Push: On a hit, you can push the target up to 10 feet away (Large or smaller).
Two-Handed: Requires two hands to make an attack

Greatsword
Graze: If you miss, the target takes damage equal to your ability modifier.
Heavy: You have Disadvantage on attacks if your Strength or Dexterity is under 13.
Two-Handed: Requires two hands to make an attack

Halberd
Cleave: On a hit, make an extra melee attack against another nearby creature—no ability modifier to the second attack’s damage.
Heavy: You have Disadvantage on attacks if your Strength or Dexterity is under 13.
Reach: Adds 5 feet to your reach for attacks and Opportunity Attacks.
Two-Handed: Requires two hands to make an attack

Hand Crossbow
Ammunition: You must have ammo to make a ranged attack with this weapon.
Light: You can make a Bonus Action attack with another Light weapon.
Loading: You can fire only once with this weapon per Action, Bonus Action, or Reaction.
Vex: On a hit, you have Advantage on your next attack roll against that creature.

Handaxe
Light: You can make a Bonus Action attack with another Light weapon.
Thrown: You can throw this weapon to make a ranged attack using your melee ability modifier.
Vex: On a hit, you have Advantage on your next attack roll against that creature.

Heavy Crossbow
Ammunition: You must have ammo to make a ranged attack with this weapon.
Heavy: You have Disadvantage on attacks if your Strength or Dexterity is under 13.
Loading: You can fire only once with this weapon per Action, Bonus Action, or Reaction.
Push: On a hit, you can push the target up to 10 feet away (Large or smaller).
Two-Handed: Requires two hands to make an attack

Javelin
Slow: On a hit, reduce the target’s Speed by 10 feet until your next turn.
Thrown: You can throw this weapon to make a ranged attack using your melee ability modifier.

Lance
Heavy: You have Disadvantage on attacks if your Strength or Dexterity is under 13.
Reach: Adds 5 feet to your reach for attacks and Opportunity Attacks.
Topple: On a hit, the target must succeed on a Constitution save or gain the Prone condition.
Two-Handed: Requires two hands to make an attack

Light Crossbow
Ammunition: You must have ammo to make a ranged attack with this weapon.
Loading: You can fire only once with this weapon per Action, Bonus Action, or Reaction.
Slow: On a hit, reduce the target’s Speed by 10 feet until your next turn.
Two-Handed: Requires two hands to make an attack

Light Hammer
Light: You can make a Bonus Action attack with another Light weapon.
Nick: You can make the extra attack from the Light property as part of the Attack action.
Thrown: You can throw this weapon to make a ranged attack using your melee ability modifier.

Longbow
Ammunition: You must have ammo to make a ranged attack with this weapon.
Heavy: You have Disadvantage on attacks if your Strength or Dexterity is under 13.
Slow: On a hit, reduce the target’s Speed by 10 feet until your next turn.
Two-Handed: Requires two hands to make an attack

Longsword
Sap: On a hit, the target has Disadvantage on its next attack roll.
Versatile: Can be used with one or two hands; deals more damage with two.

Mace
Ammunition: You must have ammo to make a ranged attack with this weapon.
Sap: On a hit, the target has Disadvantage on its next attack roll.

Maul
Heavy: You have Disadvantage on attacks if your Strength or Dexterity is under 13.
Topple: On a hit, the target must succeed on a Constitution save or gain the Prone condition.
Two-Handed: Requires two hands to make an attack

Morningstar
Ammunition: You must have ammo to make a ranged attack with this weapon.
Sap: On a hit, the target has Disadvantage on its next attack roll.

Musket
Ammunition: You must have ammo to make a ranged attack with this weapon.
Loading: You can fire only once with this weapon per Action, Bonus Action, or Reaction.
Slow: On a hit, reduce the target’s Speed by 10 feet until your next turn.
Two-Handed: Requires two hands to make an attack

Pike
Heavy: You have Disadvantage on attacks if your Strength or Dexterity is under 13.
Push: On a hit, you can push the target up to 10 feet away (Large or smaller).
Reach: Adds 5 feet to your reach for attacks and Opportunity Attacks.
Two-Handed: Requires two hands to make an attack

Pistol
Ammunition: You must have ammo to make a ranged attack with this weapon.
Loading: You can fire only once with this weapon per Action, Bonus Action, or Reaction.
Vex: On a hit, you have Advantage on your next attack roll against that creature.

Quarterstaff
Topple: On a hit, the target must succeed on a Constitution save or gain the Prone condition.
Versatile: Can be used with one or two hands; deals more damage with two.

Rapier
Finesse: Use Strength or Dexterity for attack and damage rolls (your choice).
Vex: On a hit, you have Advantage on your next attack roll against that creature.

Scimitar
Finesse: Use Strength or Dexterity for attack and damage rolls (your choice).
Light: You can make a Bonus Action attack with another Light weapon.
Nick: You can make the extra attack from the Light property as part of the Attack action.

Shortbow
Ammunition: You must have ammo to make a ranged attack with this weapon.
Two-Handed: Requires two hands to make an attack
Vex: On a hit, you have Advantage on your next attack roll against that creature.

Shortsword
Finesse: Use Strength or Dexterity for attack and damage rolls (your choice).
Light: You can make a Bonus Action attack with another Light weapon.
Vex: On a hit, you have Advantage on your next attack roll against that creature.

Sickle
Light: You can make a Bonus Action attack with another Light weapon.
Nick: You can make the extra attack from the Light property as part of the Attack action.

Sling
Ammunition: You must have ammo to make a ranged attack with this weapon.
Slow: On a hit, reduce the target’s Speed by 10 feet until your next turn.

Spear
Sap: On a hit, the target has Disadvantage on its next attack roll.
Thrown: You can throw this weapon to make a ranged attack using your melee ability modifier.
Versatile: Can be used with one or two hands; deals more damage with two.

Trident
Thrown: You can throw this weapon to make a ranged attack using your melee ability modifier.
Topple: On a hit, the target must succeed on a Constitution save or gain the Prone condition.
Versatile: Can be used with one or two hands; deals more damage with two.

War Pick
Sap: On a hit, the target has Disadvantage on its next attack roll.
Versatile: Can be used with one or two hands; deals more damage with two.

Warhammer
Push: On a hit, you can push the target up to 10 feet away (Large or smaller).
Versatile: Can be used with one or two hands; deals more damage with two.

Whip
Finesse: Use Strength or Dexterity for attack and damage rolls (your choice).
Reach: Adds 5 feet to your reach for attacks and Opportunity Attacks.
Slow: On a hit, reduce the target’s Speed by 10 feet until your next turn.