Like any good RPG, noDungeons & Dragonscampaign is complete without a healthy dose of combat. As they venture through the mystical and unforgiving Forgotten Realms, players will guide their characters through encounters with enemies ranging from common ruffians tosadistic mind-flayersto the titular fire-breathing lizards themselves.

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Though each class deals with foes differently, one of the most common methods is to hit it with something sharp, heavy, or both — and that’s where melee weapons come in. ForD&Dplayers who favor swords, axes, clubs, staffs, or any other up-close-and-personal combat item, here’s a guide to their basic mechanics and properties.

Weapon Types

Like all weapons inD&D, melee weapons are classified as eithersimpleormartial.Simple weapons are basic, easy-to-use weapons used among everyday folk; meanwhile, martial weapons are designed for battle and require specified training.

Simple Weapons

Nearly all classes begin with proficiency in simple weapons,with the exception of Wizards, Sorcerers, and Druids. They are found inseveral classes' starting equipmentand can deal a variety of damage types, as listed below:

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left to right: shortsword, hammer, dagger

Martial Weapons

Paladins, Fighters, Barbarians, and Rangers begin with proficiency in these weapons, which are more complex than the basic ones listed above. For characters outside these classes,the feat"Martial Weapon Prowess"gives a character proficiency in one type of martial weapon. These can deal the same damage types as simple weapons; however, they are available in much greater variety, and many can deal heavier hits than simple weapons.

Making Melee Weapon Attacks

Most melee weapons are based on Strength; however, some have the Finesse property. This will be explained in further detail below, but at its core, when wielding a Finesse weapon, the player can choose whether to use their Strength modifier or their Dexterity modifier.

As with most other attacks with weapons or spells, the player must first make anAttack Roll and add the appropriate bonus;if this exceeds the target’s armor class (AC) the attack will hit. If they meet this condition, the player can then roll damage as determined by their weapon’s damage die andany applicable bonuses.

Dungeons and Dragons cleric artwork

Who Uses Melee Weapons?

Almost every non-magical class will likely use melee weapons at some point during theirD&Dcampaign. Those listed below, however, rely on their trusty swords and axes more often than others, and can use them to deal devastating damage to dragons or other monsters.

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The following classes, while not necessarily associated with melee attacks, still count them among their options for starting equipment and may use them as backup when necessary; for example, if they are unable to cast spells. Though not proficient in martial weapons in general, each class does have proficiency with any martial weapon available in their starting gear.

Melee Weapon Properties

Every weapon inD&Dhas a set of Properties, attributes that govern their use in battle. A wide variety of properties can apply to melee weapons, but the following are generally the most important for players to know.

Finesse

While most melee weapons scale with Strength, as mentioned above, Finesse weapons allow players tochoose whether toattack with Strength or Dexterity,though they must use the same ability for both the attack roll and the damage roll. With this flexibility, they are an excellent options for classes that rely on Dexterity, or for characters whose races grant increased Dex rather than Strength. The following melee weapons have this property:

Thrown

These weapons, while they may not normally qualify as ranged weapons,can be used to make a ranged attack by hurling them at one’s foe.All weapons that can be thrown have a specified range listed in their description, describing the distance in which an attack can be made. Players can throw:

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barbarian (left); wizard (right)

Two-Handed

As the name implies,two-handed weaponsrequire both of the character’s hands to wield. They cannot be used while one of a character’s hands is incapacitated for any reason, such as being tied up or restraining an enemy. Furthermore, they cannot be used while dual-wielding. Players need two hands to use:

Versatile

Players maychoose to wield Versatile weapons with either one or two hands.A two-handed attack will generally deal more damage, but using one hand allows the character to dual-wield or use a shield. Versatile weapons include:

Dungeons & Dragons fighter