[Top 5] D&D Best Martial Weapons
[Top 5] D&D Best Martial Weapons
When many of us think of a knight in shining armor, we tend to imagine him with some kind of shield and martial weapon, and we would be right that they would want something for slaying a terrorizing beast. A few classes such as fighter and barbarian get proficiency with martial weapons. These weapons are a bit more complicated than “Grab a big stick, smash on heads”, and consequently need more training to use effectively. Some options are better than others, and I have made a list of 5 martial weapons from 5e that really deserve consideration next time you pick one up.
5. Rapier
An elegant weapon for anyone who wants decent damage dice while also using a shield, dexterity, or another weapon they can use when they see this one won’t cut it.
- Decent Damage: 1d8 Piercing.
- Finesse: Use Dexterity in place of Strength for attack and damage rolls.
- One-Handed: Hold another object at the same time.
- Become Zoro!
Rapier Details: https://www.dndbeyond.com/equipment/rapier
4. Heavy Crossbow
With the highest ranged damage of all non-magical weapons, this is probably the weapon of choice for making a dent while safely out of harm’s way working best with the Crossbow Expert feat. Though this may be the only ranged weapon on this list apart from the Net, most of the martial weapons are focused on melee combat including the net.
- Good Damage: 1d10 Piercing.
- Ranged 100/400 feet: Uses Dexterity for attack and damage rolls.
- Carry a hand-held ballista.
Heavy Crossbow Details: https://www.dndbeyond.com/equipment/crossbow-heavy
3. Glaive/Halberd/Pike
These weapons are all considered polearms which have reach which means you can cover a larger area with your 10 ft. range, so you can really hit anybody and everybody all at once.
- Good Damage: 1d10 Slashing/Slashing/Piercing (Respective).
- Reach: You can target creatures from 5 ft. further away from you.
- Impale somebody like Olaf on an icicle.
Glaive Details: https://www.dndbeyond.com/equipment/glaive
Halberd Details: https://www.dndbeyond.com/equipment/halberd
Pike Details: https://www.dndbeyond.com/equipment/pike
2. Greatsword/Maul
I think these two weapons are classics when it comes to using big weapons that most people only reach for because of the massive potential damage. It may be clunky, but those beefy fighter/barbarian muscles will really bring the heat!
- Great Damage: 2d6 Slashing/Bludgeoning
- Be the big man who wields a big weapon.
Greatsword Details: https://www.dndbeyond.com/equipment/greatsword
Maul Details: https://www.dndbeyond.com/equipment/maul
1. Net
Never underestimate a net, even if it’s really just cable spaghetti you threw on your foe. This may seem like an odd choice given that it deals no damage, and consumes your entire attack. But all that advantage/disadvantage and/or forcing an enemy to lose their turn is incredible for any party. Just be sure to grab the Dual Wielder Feat if you are allowed to do so. (+1 AC, and you can use Two-Weapon fighting with the nets).
- Restrains the target on hit: Until they escape (5 slashing to the net or DC 10 strength check for a Net), a restrained creature cannot move, attack rolls against them have advantage, and they have disadvantage on attack rolls, and Dexterity Saving Throws.
- Throw up to 15 ft. if your enemy runs from you. (though it will be at disadvantage if made from further than 5 feet away.)
- Tell your enemies: No, you can’t escape me or my crew.
Net Details: https://www.dndbeyond.com/equipment/net
Though these weapons may be in my top 5, there are other good weapons that you might find useful depending on how you build your character such as a longbow with the longest range out there. Maybe a Greataxe for your brutal criticals or even a Hand Crossbow might be what you really need to set yourself up for a great build. As always, it’s D&D and you should play your character the way you want to play them (just be sure to work with your fellow players and the Dungeon Master).
Common D&D Terms:
1d6: A single six-sided die. The format is XdY where X is the number of dice, and Y is the number of sides on the dice.
Attack Roll: This is the roll used to determine if you hit an attack. Always rolled with a twenty-sided die.
Damage Roll: This is the roll used to determine how many hit points a target loses.
Saving Throw: these rolls are used to avoid debuffs and other nasty effects. Always rolled with a twenty-sided die.
AC (a.k.a Armor Class): Attack rolls are measured against this. If the attack roll equals or exceeds the AC of the target then the attack hits and deals damage. Otherwise, no damage is dealt. Armor changes the calculation for this whether natural or equipped. The basic AC calculation for all creatures is equal to 10 + your Dexterity Bonus.
DC (a.k.a Difficulty Class): Saving throws and ability checks are almost always rolled against one of these. Most effects have one listed or a calculation suggested but some can have a DC that is rolled at the same time called a “contested roll”.
Ability Check: This is used every time you attempt to do something that has a chance of failure such as: climbing a cliff without hand-holds, figuring out where the rogue hid your favorite spoon, or even seeing if you can pull off a sweet flip over some obstacle.
Advantage/Disadvantage: This only applies to Attack Rolls, Ability Checks, and Saving Throws. When you have Advantage on a roll, you make the roll twice and take the higher number. Same with Disadvantage, only you take the lower number.
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