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These beginner-friendly weapons are perfect for attacking enemies from a safe distance and are available to craft right away. Most of the weapons in this category require ammunition, like arrows, bolts, or darts, so be sure to keep your supply stocked before heading out. They’re great for adventurers who prefer to strike from afar rather than rush into melee.
A light, simple bow that deals piercing damage. It’s easy to craft and use, making it a reliable ranged option for beginners. Requires arrows as ammunition and works well at mid-range.
Shortbow
Ranged weapon (simple, shortbow)
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Two-Handed. This weapon requires two hands when you attack with it.
Damage: 1d6
Damage Type: Piercing
Properties: Ammunition, Range, Two-Handed
Range: 80/320
Weight: 2
Shortbow
A - Upper Bow Limb
B - Grip
C - Reinforced Bowstring
D - Leather Guard
E - Lower Bow Limb
Crafting Bench
A powerful two-handed bow with impressive range. It deals piercing damage and is favored by skilled archers. Requires arrows and a bit more space to use effectively, but hits hard from a distance.
Longbow
Ranged weapon (martial, longbow)
Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Two-Handed. This weapon requires two hands when you attack with it.
Damage: 1d8
Damage Type: Piercing
Properties: Ammunition, Heavy, Range, Two-Handed
Range: 150/600
Weight: 2
Longbow
A - Upper Bow Limb
B - Leather Guard
C - Shortbow
D - Lower Bow Limb
Crafting Bench
A basic, two-handed ranged weapon that fires bolts. It deals piercing damage and is easy to aim, but takes time to reload after each shot. Great for consistent ranged attacks early on.
Light Crossbow
Ranged weapon (simple, light crossbow)
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed. This weapon requires two hands when you attack with it.
Damage: 1d8
Damage Type: Piercing
Properties: Ammunition, Loading, Two-Handed
Range: 80/320
Weight: 5
Light Crossbow
A - Crossbow Limb
B - Reinforced Bowstring
C - Simple Firing Mechanism
D - Grip
E - Crossbow Stock
Crafting Bench
A bulkier, stronger version of the light crossbow. It deals more piercing damage and has a longer range but also takes longer to reload. Best used by characters with high Strength or Dexterity.
Heavy Crossbow
Ranged weapon (martial, heavy crossbow)
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Two-Handed. This weapon requires two hands when you attack with it.
Damage: 1d10
Damage Type: Piercing
Properties: Heavy, Loading, Range, Two-Handed, Ammunition
Range: 100/400
Weight: 18
Heavy Crossbow
A - Crossbow Limb
B - Reinforced Bowstring
C - Powerful Firing Mechanism
D - Grip
E - Crossbow Stock
Crafting Bench
A small, one-handed crossbow that deals piercing damage. It’s easy to carry and quick to draw, but doesn’t hit as hard as larger options. Requires bolts and is popular with nimble, stealthy characters.
Hand Crossbow
Ranged weapon (martial, hand crossbow)
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Damage: 1d6
Damage Type: Piercing
Properties: Ammunition, Light, Loading, Range
Range: 30/120
Weight: 3
Hand Crossbow
A - Crossbow Limb
B - Reinforced Bowstring
C - Intricate Firing Mechanism
D - Grip
E - Crossbow Stock
Crafting Bench
A silent weapon that fires small needles with precision. It deals very little piercing damage but is excellent for stealthy or poison-based builds. Requires special darts as ammunition.
Blowgun
Ranged weapon (martial, blowgun)
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Damage: 1
Damage Type: Piercing
Properties: Loading, Range
Range: 25/100
Weight: 1
Blowgun
A - Blowgun Barrel
Crafting Bench
A small, thrown weapon that deals piercing damage. It’s light and simple, and can be used even while holding a shield. Good for characters who need a backup ranged attack.
Dart
Ranged weapon (simple, dart)
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Damage: 1d4
Damage Type: Piercing
Properties: Finesse, Range, Thrown
Range: 20/60
Weight: 0.25
Dart
A - Chunk of Wood
B - Sand
Crafting Bench
The sling is one of the oldest ranged weapons, consisting of a pouch attached to two lengths of cord. A stone or clay bullet is placed in the pouch and hurled with a whipping motion. Slings are favored by those who need a lightweight, inexpensive ranged option, especially in rural or improvised settings.
Sling
Ranged weapon (simple, sling)
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Damage: 1d4
Damage Type: Bludgeoning
Properties: Range
Range: 30/120
A - Waxed String
B - Leather Strap
C - Chunk of Wood
Crafting Bench