Simple weapons are getting some attention with the new Player’s Handbook. These weapons, which include clubs, maces, and other basic armaments commonly found in the hands of everyday people, remain largely similar to their previous versions. Most characters can use simple weapons with proficiency, making them accessible options for many classes regardless of combat training.
In Dungeons & Dragons (D&D), the “best” simple weapon depends on your character’s class, fighting style, and intended use. However, here’s a breakdown of the top simple weapons based on damage, versatility, and practicality across most situations:
1. Spear
- Damage: 1d6 piercing (1d8 when two-handed)
- Properties: Versatile, thrown (range 20/60)
- Why it’s great: The spear is arguably the most flexible simple weapon. It can be used in one hand, two hands for extra damage, or thrown. It synergizes well with many fighting styles and feats (e.g. Polearm Master, Dueling, or Thrown Weapon Fighting in Tasha’s).
2. Quarterstaff
- Damage: 1d6 bludgeoning (1d8 when two-handed)
- Properties: Versatile
- Why it’s great: The go-to for monks, druids, and wizards. It’s a favorite because of synergy with Shillelagh (druids), Polearm Master, and two-weapon fighting if wielded with both ends via monk martial arts.
3. Light Crossbow
- Damage: 1d8 piercing
- Properties: Ranged (range 80/320), loading, two-handed
- Why it’s great: Among simple ranged weapons, the light crossbow has the highest damage die. Great for low-level spellcasters who want to conserve spells but still hit hard from afar.
4. Greatclub
- Damage: 1d8 bludgeoning
- Properties: Two-handed
- Why it’s great: It’s not flashy, but it offers high simple damage early on. It’s decent for classes without martial proficiency but who want a solid melee option.
5. Handaxe
- Damage: 1d6 slashing
- Properties: Light, thrown (range 20/60)
- Why it’s great: Perfect for dual-wielding or for throwing. Fighters, barbarians, and rangers often keep a few handaxes handy.
Honorable Mentions:
- Dagger: 1d4 damage, but it’s finesse, light, and thrown, making it very versatile.
- Javelin: Like the spear, but can’t be used two-handed. Good as a thrown weapon with better range (30/120).
Final Verdict:
- Best overall: Spear – for its versatility in melee and ranged combat.
- Best ranged simple weapon: Light Crossbow
- Best finesse/light option: Dagger
- Best for spellcasters or monks: Quarterstaff
Each has its place—choose based on your class build, role, and strategy.
The 2024 rules maintain the core functionality of simple weapons while adding clarity to their use. Weapons like the quarterstaff and spear can deal 1d8 damage when wielded with two hands, making them surprisingly effective options. The greatclub continues to stand out among simple melee weapons with its 1d8 damage die, offering solid damage potential for those without martial weapon training.
For players creating new characters or adjusting to the updated ruleset, understanding simple weapons is essential for effective combat. The familiar options provide a foundation for beginners while still offering tactical choices that can impact your effectiveness on the battlefield.
Key Takeaways
- Simple weapons remain accessible to most character classes in the 2024 rules with minimal changes to their core functionality.
- Two-handed options like the quarterstaff and greatclub provide surprisingly effective damage output for non-martial characters.
- Weapon choice impacts both combat effectiveness and character identity even at the simple weapon tier.
Overview of Simple Weapons in 5e
Simple weapons are the basic armaments that most characters can use effectively without specialized training. These weapons include a variety of melee and ranged options, each with unique properties that affect how they function in combat.
Definition and Characteristics
Simple weapons in D&D 5e are characterized by their ease of use and accessibility. Unlike martial weapons, simple weapons require minimal training to wield effectively, making them available to all character classes regardless of combat experience.
The 2024 rules maintain this core concept – simple weapons are those commonly found in the hands of commoners and non-specialized fighters. They typically deal moderate damage compared to martial weapons, balancing their accessibility with combat effectiveness.
Most classes receive proficiency with simple weapons automatically, allowing characters to add their proficiency bonus to attack rolls made with these weapons. Even spellcasters like wizards and sorcerers can use simple weapons competently, making them versatile options for characters without combat focus.
Simple Weapons List
Simple weapons in 5e are divided into melee and ranged categories, each serving different combat purposes.
Simple Melee Weapons:
- Club (1d4 bludgeoning)
- Dagger (1d4 piercing)
- Greatclub (1d8 bludgeoning)
- Handaxe (1d6 slashing)
- Light hammer (1d4 bludgeoning)
- Mace (1d6 bludgeoning)
- Quarterstaff (1d6 bludgeoning)
- Sickle (1d4 slashing)
- Spear (1d6 piercing)
Simple Ranged Weapons:
- Crossbow, light (1d8 piercing)
- Dart (1d4 piercing)
- Shortbow (1d6 piercing)
- Sling (1d4 bludgeoning)
These weapons cover the three damage types: bludgeoning, slashing, and piercing, giving players tactical options when facing enemies with specific vulnerabilities or resistances.
Weapon Properties Explained
Simple weapons come with various properties that affect how they function in combat scenarios.
Light: Weapons like daggers and handaxes are easy to handle, making them ideal for dual-wielding.
Thrown: Weapons such as spears and handaxes can be thrown as ranged attacks, offering versatility in combat.
Versatile: Quarterstaffs and spears can be wielded with one or two hands. Using two hands increases the damage die (typically from d6 to d8).
Finesse: Daggers allow the use of Dexterity instead of Strength for attack and damage rolls, benefiting nimble characters.
Ammunition: Ranged weapons like the light crossbow require ammunition, which must be tracked during gameplay.
Loading: The light crossbow requires an action to reload after each shot, limiting attack frequency.
Understanding these properties is crucial for optimizing combat strategies and choosing the right weapon for specific character builds and situations.
Updates to Simple Weapon Rules
The 2024 rule changes have brought significant updates to how simple weapons function in D&D. These modifications affect both existing weapons and introduce new options for players who rely on simple weapon proficiency.
Rule Modifications
The most notable change to simple weapons comes through the new Weapon Mastery feature. This mechanic drastically impacts how weapons operate in gameplay. Under the 2024 rules, simple weapons remain accessible to most character classes, maintaining their status as tools commonly found among commoners.
Some weapons have received adjusted damage values or properties to better balance gameplay. The Manual of Arms in the 2024 edition provides clearer classifications between simple and martial weapons.
Certain classes have experienced changes to their weapon proficiencies. Bards, for example, have lost access to the handful of martial weapons they previously could use, now being restricted to simple weapons only.
The properties of simple weapons have been refined to make them more distinct and tactically interesting without overwhelming new players.
Newly Introduced Simple Weapons
The 2024 rules introduce several new additions to the simple weapons category. These new options provide more versatility for characters limited to simple weapon proficiency.
Some weapons previously classified as martial have been reclassified as simple, expanding options for classes like clerics, druids, and wizards. This reclassification aims to give more combat flexibility to spellcasting classes.
Each new simple weapon comes with unique properties that offer tactical advantages in specific situations. For example, some provide options for characters needing reach or versatility in close-quarters combat.
The new simple weapons maintain the accessibility that defines this category while providing more meaningful choices during character creation and advancement. This expansion allows characters with simple weapon proficiency to have more combat options without needing to multiclass.
Character Creation and Weapon Choices
Selecting the right weapons during character creation has become more strategic with the 2024 rules update. The introduction of Weapon Mastery features has transformed how simple weapons function in gameplay, offering new tactical options for all character classes.
Effect on Classes
Different classes interact with simple weapons in unique ways. Martial classes like Fighters and Barbarians gain special Weapon Mastery abilities that enhance their combat effectiveness even with simple weapons.
Spellcasting classes such as Wizards and Sorcerers typically rely on simple weapons due to limited proficiency options. The 2024 rules give these classes better combat viability through improved weapon properties.
Hybrid classes like Rangers and Paladins can now make more interesting choices between simple and martial weapons based on their character build and intended role.
Class Weapon Preferences:
- Clerics: Maces and quarterstaffs remain popular for their symbolic value and damage type
- Rogues: Simple weapons with finesse properties gain new utility
- Druids: Natural-themed simple weapons complement their wildshape abilities
Background and Weapon Proficiency
Character backgrounds now play a larger role in determining weapon proficiencies. The 2024 rules expand how backgrounds influence weapon access beyond just class restrictions.
Some backgrounds grant proficiency with specific simple weapons that complement the character’s history. A farmer background might include sickle proficiency, while a sailor might know how to use light hammers efficiently.
Players can customize their backgrounds to gain proficiency with simple weapons that match their character concept. This creates more diverse character builds and story options.
Simple weapons often require less training in the game world, making them logical choices for characters with non-combative backgrounds. This design choice helps maintain game balance while supporting character storytelling.
Feats Related to Simple Weapons
Several feats in the 2024 rules specifically enhance simple weapon effectiveness. Weapon Mastery now functions as both a class feature and an optional feat for characters who want to specialize.
Key Simple Weapon Feats:
- Simple Weapon Specialist: Grants additional properties to simple weapons
- Thrown Weapon Master: Enhances thrown simple weapons like javelins and handaxes
- Versatile Weapon Expert: Improves damage when wielding versatile simple weapons one-handed
These feats create build paths for characters who prefer simple weapons over martial options. A character with the right feats can make a club or quarterstaff competitive with more complex weapons.
Feat selection during character advancement now requires careful consideration of weapon choice synergies. This system rewards players who plan their character progression around specific simple weapon types.
Damage and Combat Mechanics
The 2024 rules maintain many core damage concepts for simple weapons while introducing refinements to combat mechanics. Weapon selection affects both damage output and tactical options available to players.
Weapon Damage Types
Simple weapons in the 2024 rules deliver three primary damage types: bludgeoning, piercing, and slashing. The damage type matters significantly when facing enemies with specific resistances or vulnerabilities.
For example, skeletons take only half damage from piercing weapons but full damage from bludgeoning attacks. This makes a club more effective than a dagger against such foes.
Most simple weapons deal a single damage type, but some offer flexibility. The morningstar, for instance, can cause both bludgeoning and piercing damage, making it versatile against different enemy types.
The new rules maintain a balanced approach to damage types, ensuring simple weapons remain viable options throughout a campaign.
Calculating Damage Output
Damage calculation for simple weapons follows a straightforward formula. The base damage die (typically d4, d6, or d8) plus the character’s Strength modifier (for melee) or Dexterity modifier (for ranged) determines the total damage.
Some key factors affect damage output:
- Ability Score Bonuses: Higher Strength or Dexterity means more damage
- Weapon Properties: Light weapons enable bonus action attacks with certain builds
- Critical Hits: Rolling a natural 20 doubles the weapon’s damage dice
The 2024 rules introduce the Weapon Mastery system, allowing characters to specialize in specific weapon types. This provides additional combat options or damage bonuses when using preferred weapons.
For simple weapons specifically, the damage output remains balanced to ensure they stay competitive options, especially at lower levels or for classes with limited martial training.
Advanced Play Techniques
Simple weapons may seem basic, but they can be powerful tools in the hands of skilled players. These techniques can help maximize effectiveness in combat while keeping character builds interesting and versatile.
Dual Wielding with Simple Weapons
Dual wielding simple weapons offers tactical advantages for many character builds. The 2024 Player’s Handbook maintains similar rules for two-weapon fighting, allowing players to attack with a weapon in each hand.
For optimal dual wielding, select weapons with the light property. Daggers, handaxes, and sickles work particularly well. A fighter can use Action Surge alongside dual wielding to deliver up to four attacks in a single turn at higher levels.
Characters without the Dual Wielder feat should remember that their off-hand attack doesn’t add their ability modifier to damage unless they have a special feature stating otherwise.
Rogues benefit greatly from dual wielding simple weapons, as the extra attack provides another opportunity to land Sneak Attack damage if the first attack misses.
Optimizing Simple Weapons for Different Classes
Different classes can leverage simple weapons in unique ways depending on their features and abilities. Monks excel with simple weapons that have the finesse property, allowing them to use Dexterity for attack and damage rolls.
Spellcasters like Druids and Clerics, who typically rely on simple weapons, can enhance their combat effectiveness by choosing weapons that complement their build:
- Clerics: Light hammers or maces pair well with shield use
- Druids: Spears provide versatility with the thrown property
- Bards: Daggers complement their mobility
The spear deserves special mention as one of the most versatile simple weapons. It can be used one-handed or two-handed, has the thrown property, and works with the Polearm Master feat according to the 2024 rules.
For smaller characters, the light crossbow offers excellent damage potential without the heavy property restrictions that apply to martial ranged weapons.
Equipment and Enhancement
The 2024 rules have brought significant changes to simple weapons in D&D, including new options for equipment and enhancement. These changes affect how players acquire and upgrade weapons, balance them against other options, and pair them with armor choices.
Acquiring Magic Simple Weapons
Magic simple weapons have become more accessible in the updated rules. Players can now find these weapons more frequently in treasure hoards and shops. The Weapon Mastery feature gives characters specialized abilities with their preferred simple weapons, making even basic options like clubs and daggers more appealing.
Many DMs are creating custom magic simple weapons to complement these rule changes. Some examples include:
- Returning Darts: Magically return to the wielder after being thrown
- Flaming Javelins: Add 1d4 fire damage on hit
- Frost Sickles: Reduce target’s speed on critical hits
Players can also enhance simple weapons through quests, special materials, or visiting specialized craftspeople. The cost for enhancing simple weapons is typically 25-50% lower than for martial weapons.
Balance and Weapon Enhancement
The 2024 rules have significantly improved the balance between simple and martial weapons. Simple weapons now provide more tactical options through the Weapon Mastery feature, rather than just lower damage.
When enhancing weapons, players should consider:
- Base damage (typically d4-d6 for simple weapons)
- Special properties (light, thrown, finesse)
- Character’s proficiency bonuses
- Class-specific features
The average damage difference between enhanced simple weapons and martial weapons has decreased from about 4-5 points per round to 2-3 points. This makes simple weapons a viable choice even for fighter-type classes.
Magical enhancements now focus more on utility effects for simple weapons rather than just damage boosts. This creates interesting tactical choices for players.
Armor and Simple Weapons Interaction
The interaction between armor choices and simple weapons has been refined in the latest rules. Characters using simple weapons often benefit from higher mobility due to the weapons’ lighter weight.
Light armor pairs especially well with finesse simple weapons like daggers. Medium armor offers a balanced approach for characters using throwing weapons like javelins or darts. Heavy armor users can still benefit from simple weapons as backup options or for specialized situations.
Some key considerations for armor-weapon pairings include:
- Dexterity modifiers impact both armor class and attack rolls with finesse weapons
- Movement restrictions from heavy armor affect positioning for short-range simple weapons
- Shield use complements one-handed simple weapons
The Weapon Mastery feature allows even heavily armored characters to use simple weapons effectively in specific situations, creating more dynamic combat options across all armor types.
Narrative and World Building
Simple weapons in D&D 5e are more than just basic combat tools. They shape culture, influence storytelling, and connect deeply with the mythologies of fantasy worlds. Their accessible nature makes them perfect elements for rich worldbuilding.
Simple Weapons in Campaign Storytelling
Simple weapons offer unique storytelling opportunities in D&D campaigns. Unlike magical or complex weapons, simple weapons like clubs, daggers, and spears represent tools accessible to common folk. This accessibility makes them perfect plot devices.
A simple quarterstaff might become significant when it once belonged to a legendary monk. A shepherd’s sling could be the weapon that slew a tyrant. DMs can use simple weapons as meaningful connections between humble beginnings and heroic destinies.
Simple weapons also help establish setting authenticity. When villagers grab pitchforks and torches to defend against monsters, it creates a believable world where not everyone has access to specialized martial weapons. This contrast highlights the extraordinary nature of adventurers and their growing capabilities.
Cultural Significance of Weapons
Different cultures in a fantasy world might favor certain simple weapons based on their environment, resources, and history. A forest-dwelling society might prize the javelin for hunting, while island cultures might develop specialized fishing spears.
Simple weapons often carry symbolic weight. The staff frequently represents wisdom and authority across many cultures. Sickles might symbolize harvest deities or death aspects, depending on the society.
Weapon crafting traditions can add depth to worldbuilding. Perhaps dwarves forge hammers with distinctive geometric patterns, while elven clubs incorporate living wood that never dies. These cultural touches make simple weapons feel integrated into the world rather than just items on an equipment list.
Regional Weapon Examples:
- Desert tribes: Slings for hunting small game
- Mountain clans: Heavy clubs for protection against predators
- River settlements: Specialized fishing spears that double as weapons
Gods, Creatures, and Simple Weapons
Many D&D deities incorporate simple weapons into their iconography. Agricultural gods might wield sickles, while gods of travelers carry quarterstaffs. Creating divine connections to simple weapons adds spiritual depth to worldbuilding.
Creatures also have meaningful relationships with simple weapons. Goblins might favor javelins for their hunting packs. Giants could wield massive clubs that reflect their primitive but powerful nature. These associations help define species characteristics.
Simple weapons in monster lore create interesting storytelling hooks. Perhaps trolls fear fire-hardened spears because of an ancient defeat. Maybe certain demons can only be truly harmed by weapons made from specific woods.
Some creatures might be the origin of weapon knowledge. Did humans learn spear-making from observing merfolk hunting techniques? Did dwarves teach humans to craft hammers? These connections build a richer, more interconnected fantasy world where weapons have history beyond their mechanical functions.
Related Game Enhancements
The 5e weapon system has inspired many creative additions beyond the official rules. Players and Dungeon Masters alike have developed tools and house rules to make simple weapons more meaningful in gameplay.
Homebrew Rules for Simple Weapons
Many gaming groups implement house rules to make simple weapons more viable throughout a campaign. One popular approach allows simple weapons to scale with character level, adding +1 to damage every 5 levels. This keeps daggers and clubs relevant even at higher tiers of play.
Some DMs permit material upgrades, where a wooden club might be reinforced with metal or a quarterstaff enhanced with ironwood. These modifications typically cost 50-100 gold pieces at a smith.
Creative players have developed the “Weapon Focus” homebrew rule. This allows characters proficient with simple weapons to gain extra benefits when they specialize in one particular simple weapon type.
Another interesting house rule involves “weapon breaking” mechanics. When facing heavily armored foes, simple weapons might break but deal critical damage as a last-ditch effort.
Tabletop Resources for Weapon Tracking
Digital character sheets with weapon tracking features have become essential tools for modern tabletop gaming. Applications like D&D Beyond allow players to track weapon properties, damage types, and even custom modifications.
Physical weapon cards represent another popular resource. These cards display weapon statistics, properties, and special abilities at a glance. Players can simply hand the appropriate card to the DM when attacking.
Customizable weapon tokens help visualize equipment on battle maps. Color-coded tokens distinguish between simple and martial weapons, making combat flow more smoothly.
Some groups use weapon condition trackers to monitor wear and tear. Weapons might degrade from “pristine” to “worn” based on critical fails or challenging environments, adding realism to the game.
Frequently Asked Questions
Players often have questions about simple weapons in D&D 5e, especially with the release of the 2024 Player’s Handbook. The updated rules contain some important changes that affect weapon selection and usage.
What updates have been made to the simple weapons list in the latest edition of 5e?
The 2024 Player’s Handbook maintains most of the simple weapons from previous editions with minor adjustments. Simple weapons continue to be accessible to most character classes without requiring special proficiency training.
The core list remains largely intact with familiar options like clubs, maces, light crossbows, and quarterstaves. Most changes focus on clarifying existing rules rather than completely reworking the weapons themselves.
One notable update is the streamlining of weapon properties and how they interact with character abilities.
How does weapon mastery affect simple weapon usage in 5e?
The weapon mastery system introduces new ways for characters to gain additional benefits when using weapons they’re proficient with, including simple weapons.
Characters can now develop specialized techniques with their preferred simple weapons, making even basic options like daggers or slings more effective at higher levels.
Mastery benefits vary depending on the weapon type but may include improved damage, additional attack options, or special combat maneuvers.
Are there any new simple weapons introduced in the recent 5e supplements?
Recent supplements have introduced a limited number of new simple weapons to expand player options. These additions provide more variety without overwhelming the existing weapon balance.
Some supplements include region-specific or culturally distinctive simple weapons that fit particular campaign settings or character backgrounds.
Players should check with their Dungeon Master about incorporating these supplemental weapons, as not all tables use all available sourcebooks.
What are the damage differences between simple and martial weapons in 5e?
Simple weapons typically deal less damage than martial weapons, with most simple weapons using d4, d6, or d8 damage dice. Martial weapons often use d8, d10, or d12 dice.
The light crossbow remains an exception as a simple weapon with a d8 damage die, making it particularly valuable for classes limited to simple weapon proficiencies.
This damage difference balances game mechanics, as classes with martial weapon proficiency typically have more combat-focused abilities.
How do the rules for finesse weapons integrate with simple weapons in 5e?
Some simple weapons like daggers carry the finesse property, allowing players to use either Strength or Dexterity for attack and damage rolls.
This flexibility makes these simple weapons particularly useful for dexterity-based characters who lack martial weapon proficiency.
Finesse simple weapons provide important options for rogues, certain clerics, and other characters who prioritize Dexterity over Strength.
What are the official rulings on quarterstaves as simple weapons in 5e?
Quarterstaves remain classified as simple weapons in the 2024 rules, accessible to virtually all character classes.
They retain the versatile property, allowing one-handed use for 1d6 damage or two-handed use for 1d8 damage, making them flexible options for many character builds.
Quarterstaves also maintain their importance for spellcasters, as they can serve as arcane or druidic focuses while providing a decent melee option.