Dungeons & Dragons offers players many weapons, both martial and simple. It is understood that martial weapons typically require special training that depends on the character's class, background, and/or other extraneous details, while simple weapons can be used by pretty much anyone. It's more likely to run into a common thief brandishing a dagger than wielding a morningstar.

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Players choosing to follow the path of the fighter, barbarian, paladin or ranger are automatically proficient in all martial weapons. But what about other classes that may not be as accomplished with a trident or a halberd? Wizards, warlocks, sorcerers, and druids, for example, typically have to choose from the roster of simple weapons to defend themselves in the event that spellcasting isn't a viable option. In instances such as this, these simple weapons are the best in a pinch—or whenever showing off is possible.

10 Sickle / Club

Weaker Light Weapons To Get The Job Done

Sickle and Club-1

  • 1d4 damage
  • Cost:
    • 1 sp for club
    • 1 gp for sickle

The sickle and the club are two distinct weapons, but each deals the same amount of damage (slashing damage for the sickle, and bludgeoning for the club) and possesses the "light" property. The light property signifies the weapon's small size, allowing it to be held in one hand. This means that players can utilize the weapons' properties to fight with two weapons in combat!

Players can use two-weapon fighting to pack a punch without the need for fancy weapons or spells. Although these simple weapons deal a fair bit less damage to enemies in combat, they make for a good option should players be in a pickle.

9 Mace

As Basic As It Gets

Mace

  • 1d6 damage
  • 5 gp

The mace is a simple weapon that deals bludgeoning damage at a bit of a steeper price for a simple weapon. If players are unable to find a better simple weapon option, the mace is the way to go for its decent damage and cheap nature.

The mace has no properties, and as such is a bit restrictive when it comes to combat, but a quick bash over the head will send any adversaries running and seeing stars. Weighing only 4 lbs, even characters with a low strength stat can carry and wield the mace efficiently.

8 Handaxe / Light Hammer

Light Weapons That Can Be Thrown

Handaxe and Light Hammer

  • 1d6 damage
  • Cost:
    • 5 gp for handaxe
    • 2 gp for light hammer

These simple weapons are practically identical: both deal the same amount of damage (bludgeoning for light hammer, slashing for handaxe), hold the light property, and can be thrown up to a range of 20/60 (20 ft normal range, 60 ft max range).

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The additional access of being able to use a melee weapon as a short-distance ranged weapon allows players to utilize the weapon to the best of their ability in a multitude of dangerous situations. However, the player will typically have to travel to retrieve their thrown weapon in this scenario, which may leave them open to attacks.

7 Greatclub

For Those Looking For Extra Damage

Greatclub

  • 1d8 damage
  • 2 sp

The greatclub is a bit heavier than other simple weapons but packs more of a punch at the cost of being two-handed. Two-handed weapons must be wielded with, well, two hands. This means that the player must weigh the choice between potentially dealing more damage—the highest of any simple weapon—or acting in two-weapon fighting.

The greatclub deals a fair bit of bludgeoning damage, so players looking to pack a heavy punch, especially those with a high Strength stat, should consider the greatclub as a simple weapon option.

6 Dagger

The Perfect Tool For Every Occasion

Dagger

  • 1d4 damage
  • 2 gp

Daggers are a common weapon used by rogues and the common thief, but there's more to them than meets the eye. The dagger deals piercing damage and possesses light, thrown, and finesse properties.

Able to be used in close quarters as well as thrown at a range of 20/60, the dagger works well for many situations. The finesse property allows wielders to use their choice of Strength or Dexterity modifier for attack and damage rolls, meaning that those with weaker muscles, but stronger reflexes can get the most out of this flexible weapon.

5 Scythe

An Older Weapon For Newer Editions

Scythe

  • 2d4 damage
  • 5 gp

Inspired by the common farming instrument, the scythe is a heavy, two-handed weapon that deals slashing damage. The scythe is a very cheap and very strong choice for a simple weapon.

Originating as a heavy weapon from version 4e, the Scythe can be implemented into more recent edition games with the approval of one's Dungeon Master. Players can reap both fields of wheat and the souls of their enemies with this intimidating weapon from versions past.

4 Spiked Gauntlet

A Choice Between Strikes

Spiked Gauntlet

  • Damage:
    • 1d6 in 5e
    • 1d4 in 4e and PF

Also hailing from earlier editions of the game, the spiked gauntlet is a simple, one-handed weapon within the "unarmed" weapon group, allowing wielders to utilize the gauntlet to replace their unarmed strikes. The spiked gauntlet counts as an "off-hand" weapon, which allows players to wield the gauntlet even while holding another item or weapon in that hand.

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An off-hand weapon grants the wielder a choice between using the off-hand weapon, in this scenario, the spiked gauntlet, or the weapon they're holding in the same hand to attack.

3 Javelin

A Longer Ranged Option

Javelin

  • 1d6 damage
  • 5 sp

The javelin is a great choice for a simple melee weapon in that it has the longest potential range for wielders, coming in at a thrown range of 30/120. Wielders of the javelin can utilize it for its close-range capabilities as well as for more distant encounters.

The javelin deals piercing damage, packing a fairly decent punch among the roster of simple melee weapons. With the versatility offered by the javelin, players can be prepared for any situation.

2 Spear

A Versatile Option For Polearm Masters

Spear

  • Damage:
    • 1d6 if held in one hand
    • 1d8 if held with two hands
  • 1 gp

The spear is an interesting weapon in that it can deal a different amount of potential damage depending on how it's held. Carrying the "versatile" property, the spear can be wielded in one hand or in two.

The spear is also throwable to a range of 20/60 and qualifies for the "Polearm Master" feat, which allows players to perform a bonus action melee attack with the opposite end of the weapon in a flourish of skill. Providing a multitude of uses for players, the spear is one of the best choices when it comes to simple melee weapons.

1 Quarterstaff

From Magic Transmutation To Combative Feats

blackstaff-of-waterdeep

  • Damage:
    • 1d6 if held in one hand
    • 1d8 if held with two hands
  • 2 sp

The quarterstaff is the perfect versatile weapon for those restricted to the use of simple weapons. Much like the spear, the quarterstaff is a versatile weapon and can deal a different amount of bludgeoning damage based on how the wielder holds it. However, whereas the spear is granted access to the thrown property, the quarterstaff is granted access to the "Shillelagh" spell, which allows wielders to increase the damage of their simple weapon.

The quarterstaff also qualifies for the Polearm Master feat, while simultaneously qualifying for the "Crusher" feat. The Crusher feat allows players that deal bludgeoning damage with a weapon to move the enemy 5 feet away. It also grants advantage rolls to users who score a critical hit that deals bludgeoning damage until the start of their next turn. With the combination of magical spells and feats, the quarterstaff is by far the most versatile and customizable simple melee weapon for players.

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Franchise
Dungeons & Dragons
Original Release Date
1974
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Designer
E. Gary Gygax, Dave Arneson