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Free Printable D&D Weapon Cards | Arcane Eye

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Keep your weapon close 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

Battleaxe

Damage: 1d8 Slashing

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

Blowgun

Damage: 1 Piercing

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

Club

Damage: 1d4 Bludgeoning

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

Dagger

Damage: 1d4 Piercing

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

Dart

Damage: 1d4 Piercing

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

Flail

Damage: 1d8 Bludgeoning

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.

Glaive

Glaive

Damage: 1d10 Slashing

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

Greataxe

Damage: 1d12 Slashing

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

Greatclub

Damage: 1d8 Bludgeoning

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

Greatsword

Damage: 2d6 Slashing

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

Halberd

Damage: 1d10 Slashing

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

Hand Crossbow

Damage: 1d6 Piercing

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

Handaxe

Damage: 1d6 Slashing

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

Heavy Crossbow

Damage: 1d10 Piercing

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

Javelin

Damage: 1d6 Piercing

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

Lance

Damage: 1d10 Piercing

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

Light Crossbow

Damage: 1d8 Piercing

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 Hammer

Damage: 1d4 Bludgeoning

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

Longbow

Damage: 1d8 Piercing

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

Longsword

Damage: 1d8 Slashing

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

Mace

Damage: 1d6 Bludgeoning

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

Maul

Damage: 2d6 Bludgeoning

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

Morningstar

Damage: 1d8 Piercing

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

Musket

Damage: 1d12 Piercing

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

Pike

Damage: 1d10 Piercing

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

Pistol

Damage: 1d10 Piercing

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

Quarterstaff

Damage: 1d6 Bludgeoning

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

Rapier

Damage: 1d8 Piercing

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

Scimitar

Damage: 1d6 Slashing

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

Shortbow

Damage: 1d6 Piercing

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

Shortsword

Damage: 1d6 Piercing

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

Sickle

Damage: 1d4 Slashing

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

Sling

Damage: 1d4 Bludgeoning

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

Spear

Damage: 1d6 Piercing

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

Trident

Damage: 1d8 Piercing

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

War Pick

Damage: 1d8 Piercing

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

Warhammer

Damage: 1d8 Bludgeoning

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

Whip

Damage: 1d4 Slashing

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.

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