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!

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Battleaxe
Damage: 1d8 + STR mod (Slashing)

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.

Versatile (1d10)
Martial Melee Weapon
Blowgun
Damage: 1 + DEX mod (Piercing)

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.

(Range 25/100; Needle)
Martial Ranged Weapon
Club
Damage: 1d4 + STR mod (Bludgeoning)

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.

Simple Melee Weapon
Dagger
Damage: 1d4 + STR/DEX mod (Piercing)

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.

Thrown (Range 20/60)
Simple Melee Weapon
Dart
Damage: 1d4 + STR/DEX mod (Piercing)

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.

Thrown (Range 20/60)
Simple Ranged Weapon
Flail
Damage: 1d8 + STR mod (Bludgeoning)

Flail

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

Martial Melee Weapon
Glaive
Damage: 1d10 + STR mod (Slashing)

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

Martial Melee Weapon
Greataxe
Damage: 1d12 + STR mod (Slashing)

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

Martial Melee Weapon
Greatclub
Damage: 1d8 + STR mod (Bludgeoning)

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

Simple Melee Weapon
Greatsword
Damage: 2d6 + STR mod (Slashing)

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

Martial Melee Weapon
Halberd
Damage: 1d10 + STR mod (Slashing)

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

Martial Melee Weapon
Hand Crossbow
Damage: 1d6 + DEX mod (Piercing)

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.

(Range 30/120; Bolt)
Martial Ranged Weapon
Handaxe
Damage: 1d6 + STR mod (Slashing)

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.

Thrown (Range 20/60)
Simple Melee Weapon
Heavy Crossbow
Damage: 1d10 + DEX mod (Piercing)

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

Ammunition (Range 100/400; Bolt
Martial Ranged Weapon
Javelin
Damage: 1d6 + STR mod (Piercing)

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.

Thrown (Range 30/120)
Simple Melee Weapon
Lance
Damage: 1d10 + STR mod (Piercing)

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

Two-Handed (unless mounted)
Martial Melee Weapon
Light Crossbow
Damage: 1d8 + DEX mod (Piercing)

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

Ammunition (Range 80/320; Bolt)
Simple Ranged Weapon
Light Hammer
Damage: 1d4 + STR mod (Bludgeoning)

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.

Thrown (Range 20/60)
Simple Melee Weapon
Longbow
Damage: 1d8 + DEX mod (Piercing)

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

Ammunition (Range 150/600; Arrow)
Martial Ranged Weapon
Longsword
Damage: 1d8 + STR mod (Slashing)

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.

Versatile (1d10)
Martial Melee Weapon
Mace
Damage: 1d6 + DEX mod (Bludgeoning)

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.

Simple Melee Weapon
Maul
Damage: 2d6 + STR mod (Bludgeoning)

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

Martial Melee Weapon
Morningstar
Damage: 1d8 + DEX mod (Piercing)

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.

Martial Melee Weapon
Musket
Damage: 1d12 + DEX mod (Piercing)

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

Ammunition (Range 40/120; Bullet)
Martial Ranged Weapon
Pike
Damage: 1d10 + STR mod (Piercing)

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

Martial Melee Weapon
Pistol
Damage: 1d10 + DEX mod (Piercing)

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.

Ammunition (Range 40/120; Bullet)
Martial Ranged Weapon
Quarterstaff
Damage: 1d6 + STR mod (Bludgeoning)

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.

Versatile (1d8)
Simple Melee Weapon
Rapier
Damage: 1d8 + STR/DEX mod (Piercing)

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.

Martial Melee Weapon
Scimitar
Damage: 1d6 + STR/DEX mod (Slashing)

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.

Martial Melee Weapon
Shortbow
Damage: 1d6 + DEX mod (Piercing)

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.

Ammunition (Range 80/320; Arrow)
Simple Ranged Weapon
Shortsword
Damage: 1d6 + STR/DEX mod (Piercing)

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.

Martial Melee Weapon
Sickle
Damage: 1d4 + STR mod (Slashing)

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.

Simple Melee Weapon
Sling
Damage: 1d4 + DEX mod (Bludgeoning)

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.

Ammunition (Range 30/120; Bullet)
Simple Ranged Weapon
Spear
Damage: 1d6 + STR mod (Piercing)

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.

Thrown (Range 20/60); Versatile (1d8)
Simple Melee Weapon
Trident
Damage: 1d8 + STR mod (Piercing)

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.

Thrown (Range 20/60), Versatile (1d10)
Martial Melee Weapon
War Pick
Damage: 1d8 + STR mod (Piercing)

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.

Versatile (1d10)
Martial Melee Weapon
Warhammer
Damage: 1d8 + STR mod (Bludgeoning)

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.

Versatile (1d10)
Martial Melee Weapon
Whip
Damage: 1d4 + STR/DEX mod (Slashing)

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.

Martial Melee Weapon