Mace
Simple
SRD 5.2.1A flanged iron head on a short haft: 1d6 bludgeoning in one hand. Sap — a hit gives the foe disadvantage on its next attack before your next turn.
Quarterstaff
Simple
SRD 5.2.1A plain length of hardwood: 1d6 bludgeoning, or 1d8 when both hands take it (versatile). Topple — a hit forces a CON save, or the foe goes prone.
Dagger
Simple
SRD 5.2.1A short, quick blade: 1d4 piercing, finesse and light, so Dexterity can drive it and it pairs with a second weapon. Nick — the off-hand strike rides your Attack action instead of a bonus action, once per turn.
Javelin
Simple
SRD 5.2.1A light spear thrown with Strength: 1d6 piercing out to 30 ft (120 at long range), three to a bundle and one spent per throw. Slow — a hit slows the foe by 10 ft.
Shortbow
Simple
SRD 5.2.1A compact bow drawn with both hands: 1d6 piercing at 80 ft, 320 at long range. Vex — a hit gives you advantage on your next attack against that foe until the end of your next turn.
Spear
Simple
SRD 5.2.1An ash shaft with an iron point: 1d6 piercing, 1d8 in both hands (versatile). Sap — a hit gives the foe disadvantage on its next attack before your next turn.
Sling
Simple
SRD 5.2.1A leather cord and a pouch of stones: 1d4 bludgeoning at 30 ft, 120 at long range, with a hand left free. Slow — a hit slows the foe by 10 ft.
Light Crossbow
Simple
SRD 5.2.1A two-handed crossbow: 1d8 piercing at 80 ft (320 at long range), but it needs loading — one bolt per action, however many attacks you have. Slow — a hit slows the foe by 10 ft.
Unarmed Strike
Simple
SRD 5.2.1A fist, an elbow or a kick: 1d4 bludgeoning, and it counts as finesse, so a quick fighter strikes with Dexterity. No mastery — just the body.
Longsword
Martial
SRD 5.2.1The knight's blade: 1d8 slashing in one hand, 1d10 with both (versatile). Sap — a hit gives the foe disadvantage on its next attack before your next turn.
Rapier
Martial
SRD 5.2.1A slim thrusting blade made for footwork: 1d8 piercing, finesse, so Dexterity drives it. Vex — a hit gives you advantage on your next attack against that foe until the end of your next turn.
Greatsword
Martial
SRD 5.2.1A heavy two-handed blade as long as a man is tall: 2d6 slashing. Graze — even a miss still cuts for your ability modifier.
Shortsword
Martial
SRD 5.2.1A short blade for close work: 1d6 piercing, finesse and light, at home in either hand. Vex — a hit gives you advantage on your next attack against that foe until the end of your next turn.
Scimitar
Martial
SRD 5.2.1A curved, light cutting blade: 1d6 slashing, finesse and light. Nick — the off-hand strike rides your Attack action instead of a bonus action, once per turn.
Greataxe
Martial
SRD 5.2.1A broad axe head on a long haft, heavy and two-handed: 1d12 slashing. Cleave — a melee hit carries on into a second foe within 5 ft, once per turn.
Longbow
Martial
SRD 5.2.1A tall, heavy war bow drawn with both hands: 1d8 piercing at 150 ft, 600 at long range. Slow — a hit slows the foe by 10 ft.
Flame Tongue
Martial
SRD 5.2.1A named longsword whose blade burns: 1d8 slashing plus 2d6 fire on every hit. Sap — a hit gives the foe disadvantage on its next attack before your next turn.
Frost Brand
Martial
SRD 5.2.1A named longsword rimed with frost: 1d8 slashing plus 1d6 cold on every hit, and while you wield it fire deals you only half damage. Sap — a hit gives the foe disadvantage on its next attack before your next turn.
Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Snaring Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Greatclub
Natural
SRD 5.2.1Morningstar
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Slam
Natural
SRD 5.2.1Pseudopod
Natural
SRD 5.2.1Giant Greatclub
Natural
SRD 5.2.1Giant Greataxe
Natural
SRD 5.2.1Giant Greatsword
Natural
SRD 5.2.1Beak
Natural
SRD 5.2.1Talons
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Rock
Natural
SRD 5.2.1Pact Blade
Natural
SRD 5.2.1Grab
Natural
SRD 5.2.1Light Hammer
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Bone Bow
Natural
SRD 5.2.1Heavy Crossbow
Natural
SRD 5.2.1Ritual Sickle
Natural
SRD 5.2.1Pact Blade
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Slam
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Pseudopod
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Nightmare Ray
Natural
SRD 5.2.1Stone Club
Natural
SRD 5.2.1Boulder
Natural
SRD 5.2.1Frost Axe
Natural
SRD 5.2.1Great Bow
Natural
SRD 5.2.1Flame Sword
Natural
SRD 5.2.1Hammer Throw
Natural
SRD 5.2.1Storm Sword
Natural
SRD 5.2.1Thunderbolt
Natural
SRD 5.2.1Beak
Natural
SRD 5.2.1Talons
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Pistol
Natural
SRD 5.2.1Heavy Crossbow
Natural
SRD 5.2.1Warhammer
Natural
SRD 5.2.1Heavy Crossbow
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Draining Swipe
Natural
SRD 5.2.1Life Drain
Natural
SRD 5.2.1Life Drain
Natural
SRD 5.2.1Bites
Natural
SRD 5.2.1Hand Crossbow
Natural
SRD 5.2.1Heavy Crossbow
Natural
SRD 5.2.1Arcane Burst
Natural
SRD 5.2.1Morningstar
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Tail
Natural
SRD 5.2.1Gore
Natural
SRD 5.2.1Fist
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Sting
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Gore
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Foreleg
Natural
SRD 5.2.1Poison Burst
Natural
SRD 5.2.1Abyssal Glaive
Natural
SRD 5.2.1Gore
Natural
SRD 5.2.1Battleaxe
Natural
SRD 5.2.1Morningstar
Natural
SRD 5.2.1Trash Lob
Natural
SRD 5.2.1Tree Club
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Rotting Fist
Natural
SRD 5.2.1Slam
Natural
SRD 5.2.1Gore
Natural
SRD 5.2.1Slam
Natural
SRD 5.2.1Hooves
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Sting
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Gore
Natural
SRD 5.2.1Ram
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Ram
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Rend
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Fist
Natural
SRD 5.2.1Rock
Natural
SRD 5.2.1Hooves
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Sting
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Beak
Natural
SRD 5.2.1Tentacles
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Thunderous Slam
Natural
SRD 5.2.1Slam
Natural
SRD 5.2.1Rock Launch
Natural
SRD 5.2.1Burn
Natural
SRD 5.2.1Slam
Natural
SRD 5.2.1Wind Swipe
Natural
SRD 5.2.1Pike
Natural
SRD 5.2.1Claw
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Tail
Natural
SRD 5.2.1Bite
Natural
SRD 5.2.1Claws
Natural
SRD 5.2.1Slash
Natural
SRD 5.2.1Smother
Natural
SRD 5.2.1Bite
Natural
TactForgeSpade Claws
Natural
TactForgeTail Sweep
Natural
TactForgeSilt Clot
Natural
TactForgeThis work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Tactforge is an independent project, compatible with fifth edition.