In the vast and imaginative world of Dungeons & Dragons 5th Edition (D&D 5e), the weapons a character wields can define their role in combat, their style, and even their story. From the elegant longsword to the humble club, D&D 5e weapons offer a range of options for adventurers.
5e weapons from best to worst, focusing on their utility, damage potential, and synergy with class features and the new 2024 rules, including the Weapon Mastery system. We’ll also touch on related concepts like simple weapons 5e, medieval weapons that inspire the game’s armory, and comparisons to Pathfinder weapons and other gaming systems like Fortnite weapons or Monster Hunter Wilds weapons.
While topics like assault weapons ban, Illinois assault weapons ban, Russia nuclear weapons, and countries with nuclear weapons are unrelated to D&D mechanics, we’ll briefly address their cultural context to meet the keyword requirements.
D&D 5e Weapons
D&D 5e weapons are categorized into simple and martial weapons, with further distinctions between melee and ranged weapons. Each weapon has properties like damage type (bludgeoning, piercing, or slashing), weight, cost, and special traits (e.g., Finesse, Versatile, or Heavy). The 2024 Player’s Handbook introduced the Weapon Mastery system, which adds unique properties to weapons for characters proficient in them, significantly impacting their effectiveness. For example, a longsword wielded by a Fighter with Weapon Mastery gains the Vex property, granting advantage on the next attack after hitting.
Tier list evaluates D&D 5e weapons based on:
- Damage Output: Higher damage dice or versatility in combat.
- Utility: Special properties or synergy with class features.
- Accessibility: Availability to classes via proficiency.
- Weapon Mastery: Impact of the 2024 rules on weapon performance.
- Flavor and Versatility: How well the weapon fits various builds or campaign settings.
We’ll focus on simple weapons 5e and martial weapons, drawing inspiration from medieval weapons and comparing to Pathfinder weapons where relevant. For context, we’ll also briefly explore how weapons are portrayed in other games like Fortnite or Monster Hunter Wilds, which offer different combat dynamics.
S-Tier: The Best Weapons in D&D 5e
These weapons stand out for their high damage, versatility, or synergy with the 2024 Weapon Mastery system. They’re ideal for most martial classes like Fighters, Paladins, and Barbarians.
1. Greatsword
- Damage: 2d6 slashing (average 7 damage)
- Properties: Heavy, Two-Handed
- Mastery: Cleave (attack another creature within 5 feet for 1d6 + modifier damage)
- Why It’s Great: The greatsword is a powerhouse, dealing high slashing damage and synergizing with the Great Weapon Fighting style, which allows rerolling 1s and 2s on damage dice. Its Cleave mastery makes it exceptional for clearing groups of enemies, especially for Barbarians or Fighters. Compared to Pathfinder weapons, the greatsword’s simplicity and raw power make it a staple. Its medieval weapons counterpart, the zweihänder, was a battlefield terror, and the greatsword captures that essence.
2. Longbow
- Damage: 1d8 piercing (average 4.5 damage)
- Properties: Ammunition, Heavy, Two-Handed, Range (150/600 ft.)
- Mastery: Slow (reduces target’s speed by 10 feet until the start of your next turn)
- Why It’s Great: The longbow is the premier ranged weapon, offering excellent range and damage. Its Slow mastery hinders enemies, making it ideal for Rangers or Fighters. In Fortnite weapons terms, it’s akin to a high-precision sniper rifle, rewarding accurate shots. The longbow’s historical medieval weapons roots add to its appeal for roleplay.
3. Rapier
- Damage: 1d8 piercing (average 4.5 damage)
- Properties: Finesse
- Mastery: Vex (advantage on your next attack roll against the target if you hit)
- Why It’s Great: The rapier’s Finesse property makes it perfect for Dex-based characters like Rogues or Swashbuckler Fighters. Its Vex mastery enhances hit-and-run tactics, ensuring consistent hits. Compared to Pathfinder weapons, the rapier’s elegance mirrors its real-world medieval weapons counterpart, used by duelists and nobles.
4. Glaive
- Damage: 1d10 slashing (average 5.5 damage)
- Properties: Heavy, Reach, Two-Handed
- Mastery: Graze (deal ability modifier damage on a miss)
- Why It’s Great: The glaive combines reach with solid damage, making it ideal for controlling the battlefield. Its Graze mastery ensures some damage even on a miss, perfect for Barbarians or Fighters with Polearm Master. In Monster Hunter Wilds weapons, the glaive’s reach evokes the Insect Glaive’s long-range strikes.
A-Tier: Highly Effective Weapons
These weapons are excellent but fall slightly short of S-Tier due to niche applications or slightly lower damage.
5. Longsword
- Damage: 1d8 slashing (1d10 Versatile, average 4.5/5.5 damage)
- Properties: Versatile
- Mastery: Vex
- Why It’s Great: The longsword’s Versatile property allows it to be used one-handed with a shield or two-handed for extra damage. Its Vex mastery boosts accuracy, making it a favorite for Paladins and Fighters. In Pathfinder weapons, the longsword is similarly versatile but lacks the 5e mastery system’s boost.
6. Shortbow
- Damage: 1d6 piercing (average 3.5 damage)
- Properties: Ammunition, Two-Handed, Range (80/320 ft.)
- Mastery: Vex
- Why It’s Great: Simple weapons 5e option, the shortbow is accessible to many classes, including Rogues and Bards. Its Vex mastery enhances accuracy, and its lighter weight makes it practical for mobile characters. Compared to Fortnite weapons, it’s like a compact assault rifle, quick and reliable.
7. Warhammer
- Damage: 1d8 bludgeoning (1d10 Versatile, average 4.5/5.5 damage)
- Properties: Versatile
- Mastery: Push (push target 10 feet away on hit)
- Why It’s Great: The warhammer’s bludgeoning damage is effective against armored foes, and its Push mastery offers battlefield control. It’s a solid choice for Clerics or Fighters, with historical medieval weapons roots in mace-like designs.
8. Hand Crossbow
- Damage: 1d6 piercing (average 3.5 damage)
- Properties: Ammunition, Light, Range (30/120 ft.)
- Mastery: Vex
- Why It’s Great: Perfect for Rogues or Rangers with Crossbow Expert, the hand crossbow allows dual-wielding or bonus action attacks. Its Vex mastery ensures consistent hits. In Fortnite weapons terms, it’s akin to a rapid-fire pistol.
B-Tier: Solid but Situational
These weapons are reliable but require specific builds or scenarios to shine.
9. Battleaxe
- Damage: 1d8 slashing (1d10 Versatile, average 4.5/5.5 damage)
- Properties: Versatile
- Mastery: Topple (target must save or be knocked prone)
- Why It’s Great: The battleaxe’s Topple mastery offers crowd control, making it useful for Barbarians or Fighters. Its versatility matches the longsword, but slashing damage is slightly less effective against certain monsters.
10. Quarterstaff
- Damage: 1d6 bludgeoning (1d8 Versatile, average 3.5/4.5 damage)
- Properties: Versatile
- Mastery: Topple
- Why It’s Great: Simple weapons 5e option, the quarterstaff is ideal for Monks or Druids. Its Topple mastery adds control, and it synergizes with Monk’s Martial Arts. In Monster Hunter Wilds weapons, it resembles the versatile Hunting Horn.
11. Dagger
- Damage: 1d4 piercing (average 2.5 damage)
- Properties: Finesse, Light, Thrown (20/60 ft.)
- Mastery: Nick (make an additional attack with the weapon as part of the same action)
- Why It’s Great: The dagger’s Nick mastery allows Rogues to attack twice with one action, boosting Sneak Attack potential. Its Thrown property adds flexibility, akin to Fortnite weapons like throwing knives.
12. Javelin
- Damage: 1d6 piercing (average 3.5 damage)
- Properties: Thrown (30/120 ft.)
- Mastery: Sap (disadvantage on target’s next attack)
- Why It’s Great: Simple weapons 5e weapon, the javelin is versatile for melee or ranged combat. Its Sap mastery hinders enemies, making it a budget-friendly option for early adventurers.
C-Tier: Niche or Underwhelming
These weapons are functional but often outclassed by better options.
13. Mace
- Damage: 1d6 bludgeoning (average 3.5 damage)
- Properties: None
- Mastery: Sap
- Why It’s Great: Simple weapons 5e weapon, the mace is reliable for Clerics but lacks versatility. Its Sap mastery offers minor control, but its damage is modest. Historically, medieval weapons like maces were effective against armor, but in 5e, they’re average.
14. Sickle
- Damage: 1d4 slashing (average 2.5 damage)
- Properties: Light
- Mastery: Nick
- Why It’s Great: Another simple weapons 5e option, the sickle suits Druids or Rogues. Its Nick mastery allows dual-wielding attacks, but low damage limits its impact.
15. Spear
- Damage: 1d6 piercing (1d8 Versatile, average 3.5/4.5 damage)
- Properties: Thrown (20/60 ft.), Versatile
- Mastery: Sap
- Why It’s Great: The spear’s versatility and Thrown property are useful, but its damage is mediocre. Its Sap mastery adds minor utility, but it’s outshined by the glaive or longsword.
D-Tier: Rarely Worth Using
These weapons are often overshadowed due to low damage or lack of synergy.
16. Club
- Damage: 1d4 bludgeoning (average 2.5 damage)
- Properties: Light
- Mastery: Sap
- Why It’s Great: Simple weapons 5e weapon, the club is cheap and accessible but deals minimal damage. Its Sap mastery offers slight utility, but it’s rarely chosen over a quarterstaff.
17. Light Crossbow
- Damage: 1d8 piercing (average 4.5 damage)
- Properties: Ammunition, Two-Handed, Range (80/320 ft.)
- Mastery: Slow
- Why It’s Great: Light crossbow’s Slow mastery is useful, but it’s outclassed by the shortbow’s accessibility and the hand crossbow’s bonus action potential.
18. Sling
- Damage: 1d4 bludgeoning (average 2.5 damage)
- Properties: Ammunition, Range (30/120 ft.)
- Mastery: Slow
- Why It’s Great: Sling is a simple weapons 5e ranged option, but its low damage and short range make it inferior to bows. Its Slow mastery is its only redeeming feature.
F-Tier: The Worst Weapons
These weapons are almost never worth using due to their impracticality or poor performance.
19. Lance
- Damage: 1d12 piercing (average 6.5 damage)
- Properties: Reach, Special (disadvantage within 5 feet, two-handed unless mounted)
- Mastery: Topple
- Why It’s Bad: Lance’s high damage is offset by its clunky Special rules, making it impractical outside mounted combat. Even with Topple mastery, it’s too situational.
20. Net
- Damage: None
- Properties: Special (restrains Large or smaller creatures), Thrown (5/15 ft.)
- Mastery: Sap
- Why It’s Bad: The net deals no damage and has a short range. Its restraining effect is useful but requires a DC 10 Strength check to escape, making it unreliable against stronger foes.
Tier list focuses on D&D 5e weapons, let’s address the unrelated keywords for clarity:
- Assault Weapons Ban and Illinois Assault Weapons Ban: These refer to modern firearm regulations, irrelevant to D&D’s medieval weapons-inspired setting. They contrast with 5e’s focus on swords, bows, and magic, highlighting the game’s fantastical escape from real-world issues.
- Russia Nuclear Weapons and Countries with Nuclear Weapons: These geopolitical topics are far removed from D&D’s fantasy combat. They evoke the concept of overwhelming power, akin to a 5e artifact or spell like Meteor Swarm, but have no mechanical relevance.
- Fortnite Weapons: Fortnite’s fast-paced, varied arsenal (e.g., assault rifles, shotguns) contrasts with 5e’s slower, tactical combat. The hand crossbow’s rapid-fire potential mirrors Fortnite’s SMGs, but 5e emphasizes strategy over speed.
- Monster Hunter Wilds Weapons: Monster Hunter’s weapons, like the Great Sword or Insect Glaive, share 5e’s focus on unique weapon properties. The glaive’s reach or greatsword’s Cleave echo Monster Hunter’s heavy-hitting playstyle.
- Pathfinder Weapons: Pathfinder’s weapon system is more complex, with critical hit modifiers and exotic weapons. 5e’s Weapon Mastery system adds similar depth but keeps things simpler, making D&D 5e weapons more accessible.
The D&D 5e weapons tier list showcases the diversity and strategic depth of the game’s armory, enhanced by the 2024 Weapon Mastery system. S-Tier weapons like the greatsword and longbow dominate with high damage and versatile masteries, while F-Tier options like the lance and net are too situational to compete. Whether you’re a Fighter cleaving through foes, a Rogue dual-wielding daggers, or a Druid wielding a simple quarterstaff, your weapon choice shapes your adventure.
For further reading, check out the Player’s Handbook (2024) for detailed weapon rules or explore Pathfinder weapons for a more complex system. If you’re inspired by other games, Fortnite weapons or Monster Hunter Wilds weapons offer dynamic parallels, but D&D’s medieval weapons focus remains unique. Choose your weapon wisely, and may your rolls be high.
FAQs
What are weapons in D&D 5e?
Weapons in Dungeons & Dragons 5th Edition (5e) are tools characters use to deal damage in combat. They include swords, bows, daggers, maces, and many others. Each weapon has its own properties, such as range, damage, and weight.
What are the two types of weapons in 5e?
Weapons in 5e are divided into simple weapons and martial weapons.
- Simple weapons are easy to use and require little training (e.g., clubs, daggers).
- Martial weapons require specialized training (e.g., longswords, battleaxes).
What is a finesse weapon in 5e?
Finesse weapon allows you to use your Dexterity modifier instead of Strength for attack and damage rolls. Examples include rapiers, daggers, and shortswords.
What is a versatile weapon in D&D 5e?
Versatile weapon can be used with either one or two hands. When used with two hands, it deals more damage. Example: Longsword deals 1d8 damage with one hand and 1d10 with two hands.
What are the best simple weapons in 5e?
Top simple weapons in 5e include:
- Dagger (finesse, thrown)
- Quarterstaff (versatile)
- Light crossbow (ranged, high damage)
What are the best martial weapons in D&D 5e?
Top martial weapons in 5e are:
- Greatsword (2d6 damage)
- Longbow (ranged, high range and damage)
- Rapier (finesse, high accuracy and damage)
What is the difference between light and heavy weapons in 5e?
- Light weapons can be used for two-weapon fighting (e.g., shortswords, scimitars).
- Heavy weapons are not ideal for Small creatures and often deal more damage (e.g., greatsword, maul).
Can a character dual-wield weapons in 5e?
Yes, if the weapons are light, a character can dual-wield them. This is called two-weapon fighting. A feat or class feature can allow non-light weapons to be dual-wielded.
What weapons can be thrown in 5e?
Thrown weapons include daggers, javelins, handaxes, spears, and darts. These can be used in melee or thrown for ranged attacks.
How does weapon proficiency work in 5e?
If a character is proficient with a weapon, they can add their proficiency bonus to attack rolls. Class and race determine weapon proficiencies.
Can weapons be magical in 5e?
Yes, weapons can be magical and often have special bonuses or effects, such as +1 to attack and damage rolls or added elemental damage.
What are improvised weapons in 5e?
Any object used as a weapon that isn’t designed to be one is considered an improvised weapon (e.g., bottles, chairs). They usually deal 1d4 damage and may require DM discretion.