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SRD:Light Weapon

Light Weapons

A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.

An unarmed strike is always considered a light weapon.

Table: Light Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Unarmed Attacks
Gauntlet 2 gp 1d2 1d3 ×2 1 lb. Bludgeoning
Unarmed strike 1d23 1d33 ×2 Bludgeoning
Light Melee Weapons
Dagger 2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. Piercing or slashing
Dagger, punching 2 gp 1d3 1d4 ×3 1 lb. Piercing
Gauntlet, spiked 5 gp 1d3 1d4 ×2 1 lb. Piercing
Mace, light 5 gp 1d4 1d6 ×2 4 lb. Bludgeoning
Sickle 6 gp 1d4 1d6 ×2 2 lb. Slashing
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
Axe, throwing 8 gp 1d4 1d6 ×2 10 ft. 2 lb. Slashing
Hammer, light 1 gp 1d3 1d4 ×2 20 ft. 2 lb. Bludgeoning
Handaxe 6 gp 1d4 1d6 ×3 3 lb. Slashing
Kukri 8 gp 1d3 1d4 18–20/×2 2 lb. Slashing
Pick, light 4 gp 1d3 1d4 ×4 3 lb. Piercing
Sap 1 gp 1d43 1d63 ×2 2 lb. Bludgeoning
Shield, light special 1d2 1d3 ×2 special Bludgeoning
Spiked armor special 1d4 1d6 ×2 special Piercing
Spiked shield, light special 1d3 1d4 ×2 special Piercing
Sword, short 10 gp 1d4 1d6 19–20/×2 2 lb. Piercing
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
Kama 2 gp 1d4 1d6 ×2 2 lb. Slashing
Nunchaku 2 gp 1d4 1d6 ×2 2 lb. Bludgeoning
Sai 1 gp 1d3 1d4 ×2 10 ft. 1 lb. Bludgeoning
Siangham 3 gp 1d4 1d6 ×2 1 lb. Piercing
  1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2. When two types are given, the weapon is both types if the entry specifies “and,” either type (player’s choice at time of attack) if the entry specifies “or,” or each end of the double weapon is a different type if the entry specifies “/.”
  3. The weapon deals nonlethal damage rather than lethal damage.
  4. Reach weapon.
  5. Double weapon.



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