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Free Printable D&D Weapon Cards | Arcane Eye

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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.