Simple weapons in D&D 5e are the basic, easy-to-use arms available to nearly every character, offering basic damage options and light encumbrance, with martial weapons providing higher damage and more specialized options for those trained in them.
What counts as a simple weapon
- Melee: club, dagger, greatclub, handaxe, javelin, light hammer, mace, quarterstaff, sickle, spear, and others depending on the edition or variant rules you’re using.
- Ranged: light crossbow, shortbow, and sometimes darts or slings depending on the source.
Who can use them
- In standard 5e rules, all classes can typically use simple weapons without needing any special proficiency beyond what the class provides. Some classes may gain proficiency with all simple weapons as part of their class features, while others start with proficiency in many simple weapons.
How they compare to martial weapons
- Simple weapons are generally easier to use and more accessible, often cheaper, and don’t require special training to wield effectively.
- Martial weapons tend to deal higher damage or have additional properties, but require training or proficiencies granted by class, subclass, or feats.
Tips for choosing simple weapons
- For high-damage consistency with minimal resource investment, the quarterstaff is a strong pick in many builds, especially when two-handed (1d8) or when using features that scale with it.
- If you need a ranged option without investing in complex gear, the light crossbow or shortbow are solid, particularly for characters who don’t rely on magic or feats to boost their attack.
If you’d like, specify your character class, race, and build goals, and a more tailored list of suitable simple weapons with quick pros/cons can be provided.
