Simple weapons require no specialized training to use effectively. Many are everyday tools repurposed for combat, while others are basic weapons designed for self-defense or sport. In the 1990s, these items are readily available at hardware stores, sporting goods shops, or already lying around in garages and workshops across America.
Proficiency: Without proficiency in simple weapons, you do not add your proficiency bonus to attack rolls. However, simple weapons are designed to be intuitive—anyone can swing a bat or stab with a knife.
Weapon Mastery: Characters with the Weapon Mastery feature can use special properties with their chosen weapons. Each weapon lists its Mastery property. See the reference section at the bottom for details.
When used as a tool for prying, breaking locks, or demolition, grants advantage on Strength checks to force open doors, break padlocks, or pry apart objects. Can function as improvised thieves' tools for simple locks with disadvantage.
Description: A heavy steel bar with a curved, flattened end designed for prying and a straight claw on the other end. The classic tool of breaking and entering, demolition work, and emergency rescue. Found in nearly every toolbox and vehicle trunk in America.
Hammer (Claw Hammer)
Simple Melee Weapon/Tool
Damage: 1d4 bludgeoning
Cost: $10-30
Weight: 3 lbs
Properties: Light, Thrown (range 20/60)
Mastery: Nick
Tool Properties
Essential for construction and repair work. Can be used to pull nails, drive stakes for salt circles or protective barriers, and perform general carpentry.
Description: A standard carpenter's hammer with a steel head—one side flat for driving, the other clawed for pulling nails. Lightweight and ubiquitous, found in every household. The balanced design makes it surprisingly effective when thrown in desperation.
Sledgehammer
Simple Melee Weapon/Tool
Damage: 1d10 bludgeoning
Cost: $25-60
Weight: 10 lbs
Properties: Two-Handed, Heavy
Mastery: Topple
Tool Properties
Grants advantage on Strength checks to demolish structures, drive stakes, or break through barriers.
Description: A heavy hammer with a long handle and large steel head weighing 8-20 pounds. Designed for demolition and driving stakes. The weight generates tremendous force but makes it exhausting to wield. Found in construction sites and workshops.
Wrench (Pipe Wrench)
Simple Melee Weapon/Tool
Damage: 1d6 bludgeoning
Cost: $15-50
Weight: 5 lbs
Properties: Light, Versatile (1d8)
Mastery: Sap
Tool Properties
Grants advantage on Strength checks involving pipes, plumbing, or turning stubborn bolts.
Description: A heavy adjustable wrench designed for gripping and turning pipes. The serrated jaws provide excellent grip. Common in plumbing work and mechanical shops. The weight and leverage make it a practical improvised weapon.
Shovel
Simple Melee Weapon/Tool
Damage: 1d6 bludgeoning or slashing
Cost: $15-40
Weight: 5 lbs
Properties: Versatile (1d8)
Mastery: Push
Tool Properties
Essential for digging graves, salt lines, or burying evidence. Grants advantage on Strength checks for digging.
Description: A full-size shovel with steel blade and wooden or fiberglass handle. Found in every garage, shed, and garden center. Can be used for digging or as an improvised weapon. The edge can slash as well as the flat side can bludgeon.
Entrenching Tool (E-Tool)
Simple Melee Weapon/Tool
Damage: 1d6 bludgeoning or slashing
Cost: $25-60
Weight: 2 lbs
Properties: Light, Versatile (1d8)
Mastery: Vex
Tool Properties
Compact folding design allows it to be carried on a belt or in a pack. Grants advantage on Survival checks to construct field fortifications or shelters.
Description: Military-surplus folding shovel that can be locked into different angles. Compact and portable. Used by soldiers to dig foxholes and trenches. The sharp edge and folding mechanism make it surprisingly versatile as both tool and weapon.
Axe (Hatchet)
Simple Melee Weapon/Tool
Damage: 1d6 slashing
Cost: $20-50
Weight: 2 lbs
Properties: Light, Thrown (range 20/60)
Mastery: Nick
Tool Properties
Grants advantage on Survival checks to chop wood, prepare kindling, or process game.
Description: A single-handed axe with 12-18 inch handle, designed for chopping wood and camping utility. Common camping equipment. Legal everywhere. The balanced design allows it to be thrown effectively.
Axe (Full-Size)
Simple Melee Weapon/Tool
Damage: 1d8 slashing
Cost: $30-70
Weight: 6 lbs
Properties: Versatile (1d10)
Mastery: Cleave
Tool Properties
Grants advantage on Strength checks to chop through wood or wooden barriers.
Description: A full-size axe with 2-3 foot handle designed for felling trees and splitting logs. Much heavier than a hatchet. Common in rural areas and among outdoorsmen. Requires two hands for maximum effectiveness.
Pickaxe
Simple Melee Weapon/Tool
Damage: 1d8 piercing
Cost: $25-60
Weight: 6 lbs
Properties: Two-Handed
Mastery: Push
Tool Properties
Grants advantage on Strength checks to break through rock, hard-packed earth, or concrete.
Description: A mining tool with a heavy pointed head on a long handle. One side has a sharp pick, the other often has a chisel blade. Designed to break through hard surfaces. Common in construction and mining contexts.
Screwdriver (Large)
Simple Melee Weapon/Tool
Damage: 1d4 piercing
Cost: $5-20
Weight: 1 lb
Properties: Light, Finesse
Mastery: Vex
Tool Properties
Essential for mechanical work and improvised entry. Can substitute for thieves' tools on simple locks with disadvantage.
Description: A large flat-head or Phillips screwdriver with an 8-12 inch steel shaft. Found in every toolbox. While designed for turning screws, the hardened steel tip can be used as an improvised stabbing weapon. Completely mundane.
Ice Pick
Simple Melee Weapon/Tool
Damage: 1d4 piercing
Cost: $5-15
Weight: 1 lb
Properties: Light, Finesse
Mastery: Vex
Tool Properties
The narrow point allows for deep, precise strikes.
Description: A wooden or plastic-handled tool with a single sharp metal spike designed to break ice into smaller chunks. While less common in the 90s than in previous decades due to refrigeration, it remains a classic weapon of opportunity—easily concealed and capable of inflicting precise, deep wounds.
Simple Weapons
Baseball Bat (Wood)
Simple Melee Weapon
Damage: 1d6 bludgeoning
Cost: $15-40
Weight: 2 lbs
Properties: Versatile (1d8)
Mastery: Push
American Icon
Carrying a wooden baseball bat rarely draws suspicion, especially near sporting goods stores, parks, or in vehicles. Charisma (Deception) checks to justify carrying this weapon have advantage.
Description: Classic American sporting equipment—a smooth wooden bat made from ash, maple, or hickory. The Louisville Slugger is the iconic brand. Found in sporting goods stores, school gyms, and the trunk of many cars. While primarily for baseball, it's been the weapon of choice for everyone from Little League parents to mob enforcers.
Baseball Bat (Aluminum)
Simple Melee Weapon
Damage: 1d6 bludgeoning
Cost: $20-60
Weight: 2 lbs
Properties: Versatile (1d8), Light
Mastery: Push
Metallic Ring
When this weapon strikes a hard surface, it produces a distinctive metallic *ping* audible up to 60 feet away. This can intimidate opponents but also alerts enemies to your presence.
Description: A hollow aluminum bat, lighter and more durable than wood. Popular in Little League and amateur games. The metal construction produces a distinctive ringing sound on impact. Won't splinter or break like wooden bats, making it the practical choice for repeated use.
Tire Iron
Simple Melee Weapon
Damage: 1d6 bludgeoning
Cost: $10-25
Weight: 3 lbs
Properties: Light, Versatile (1d8)
Mastery: Sap
Vehicle Standard
Found in virtually every car trunk in America alongside the jack and spare tire. Carrying one is perfectly normal and draws no suspicion, especially near vehicles.
Description: An L-shaped or cross-shaped steel tool used to remove lug nuts when changing tires. Heavy, durable, and found in every vehicle emergency kit. The leverage from the long handle makes it effective as a bludgeon.
Kitchen Knife
Simple Melee Weapon
Damage: 1d4 piercing or slashing
Cost: $10-40
Weight: 1 lb
Properties: Light, Finesse, Thrown (range 20/60)
Mastery: Vex
Description: A large chef's knife or butcher knife with a 6-10 inch blade. Found in every kitchen in America. While designed for cutting meat and vegetables, the sharp edge and pointed tip make it a weapon of opportunity. Completely mundane and legal to own.
Hunting Knife
Simple Melee Weapon
Damage: 1d4 piercing or slashing
Cost: $20-100
Weight: 1 lb
Properties: Light, Finesse, Thrown (range 20/60)
Mastery: Nick
Outdoorsman's Tool
Grants advantage on Survival checks related to field dressing game, preparing food in the wilderness, or crafting simple items from natural materials.
Description: A fixed-blade knife with a 4-6 inch blade, designed for skinning game and general outdoor use. Usually comes with a leather sheath that can be worn on a belt. Common in rural America and completely legal to own and carry in most jurisdictions.
Switchblade
Simple Melee Weapon
Damage: 1d4 piercing or slashing
Cost: $30-80
Weight: 0.5 lbs
Properties: Light, Finesse
Mastery: Vex
Quick Draw
Can be drawn and opened as a bonus action due to the spring-assisted mechanism. The distinctive *snick* sound can be intimidating.
Illegal: Switchblades are illegal to carry in many states in the 1990s. Being caught with one can result in arrest.
Description: Spring-assisted folding knife that deploys the blade with the press of a button. Popular in movies and with certain subcultures. The 3-4 inch blade snaps out quickly. Compact enough to conceal easily but effective in close combat.
Straight Razor
Simple Melee Weapon
Damage: 1d4 slashing
Cost: $15-50
Weight: 0.25 lbs
Properties: Light, Finesse
Mastery: Vex
Extremely Sharp
This weapon is designed to shave hair without pulling. The edge is incredibly sharp but requires maintenance to keep honed.
Description: A folding blade traditionally used by barbers, now mostly replaced by safety razors and disposables. The 2-3 inch blade folds into its handle. Requires skill to use effectively without cutting yourself. Deadly in trained hands despite its small size.
Baton (ASP/Collapsible)
Simple Melee Weapon
Damage: 1d6 bludgeoning
Cost: $40-100
Weight: 1 lb
Properties: Light
Mastery: Sap
Collapsible
When collapsed, this weapon is only 6-8 inches long and easily concealed. Extending it requires a flick of the wrist and can be done as part of drawing the weapon.
Law Enforcement Equipment: Carrying this identifies you as law enforcement or security. Civilians carrying one may face questions.
Description: Modern expandable baton used by law enforcement. Collapses to a compact size and extends to 16-26 inches with a sharp flick. Made from hardened steel. Legal for police but restricted for civilian carry in many jurisdictions.
Nightstick (PR-24)
Simple Melee Weapon
Damage: 1d6 bludgeoning
Cost: $30-80
Weight: 2 lbs
Properties: Light
Mastery: Sap
Side Handle
The perpendicular handle allows for defensive techniques and joint locks. Grants advantage on checks to disarm or restrain opponents.
Description: Police baton with a side handle, allowing for more control and defensive techniques. Made from hardwood or polymer. Longer than a collapsible baton at 24 inches. The PR-24 design is standard issue for many police departments.
Chain (Heavy)
Simple Melee Weapon
Damage: 1d6 bludgeoning
Cost: $15-40
Weight: 5 lbs
Properties: Reach, Two-Handed
Mastery: Topple
Flexible Weapon
Can wrap around limbs or weapons. Grants advantage on checks to disarm or trip opponents.
Description: A 3-6 foot length of heavy steel chain. Can be found at hardware stores or construction sites. Swinging the chain creates reach and unpredictable movement. The flexibility makes it useful for entangling opponents.
Padlock on Chain
Simple Melee Weapon
Damage: 1d8 bludgeoning
Cost: $20-50
Weight: 6 lbs
Properties: Reach, Two-Handed
Mastery: Topple
Weighted End
The padlock adds significant impact force to the chain's swing, making it more dangerous than a plain chain.
Description: A heavy chain with a padlock attached to one end, creating a weighted flail-like weapon. The padlock concentrates the chain's momentum into a devastating impact. Associated with gang violence and street fighting.
Brass Knuckles
Simple Melee Weapon
Damage: 1d4 bludgeoning
Cost: $15-40
Weight: 0.5 lbs
Properties: Light
Mastery: Push
Illegal: Brass knuckles are illegal to carry in most states. Possession can result in arrest.
Unarmed Strike Enhancement
This weapon is worn over the fist and enhances unarmed strikes rather than replacing them. You can use this with monk features and other unarmed strike abilities.
Description: Metal rings worn over the fingers to concentrate punching force into a smaller area. Also called "knuckle dusters." Made from brass, steel, or aluminum. Extremely effective for brutal close-quarters fighting but illegal in most jurisdictions.
Pool Cue
Simple Melee Weapon
Damage: 1d6 bludgeoning
Cost: $15-50
Weight: 2 lbs
Properties: Versatile (1d8)
Mastery: Topple
Bar Weapon
Pool cues are found in nearly every bar with a pool table. Grabbing one doesn't draw suspicion until you start swinging it.
Description: A wooden stick 58 inches long used for playing pool/billiards. Usually made from maple or ash with a weighted end. The classic bar fight weapon. Effective for keeping distance but will break if used too roughly.
Walking Stick/Cane
Simple Melee Weapon
Damage: 1d6 bludgeoning
Cost: $20-100
Weight: 3 lbs
Properties: Versatile (1d8)
Mastery: Push
Completely Innocuous
A walking stick or cane draws absolutely no suspicion. It's expected for elderly or injured individuals and fashionable for gentlemen.
Description: A sturdy stick or cane made from hardwood or with a metal core. Can range from simple wooden sticks to ornate pieces with metal heads or decorative handles. The traditional weapon of choice for gentlemen and those who appreciate the combination of utility and defense.
Simple Ranged Weapons
Slingshot
Simple Ranged Weapon
Damage: 1d4 bludgeoning
Range: 30/120 ft
Cost: $10-30
Weight: 0.5 lbs
Properties: Ammunition, Light
Mastery: Slow
Silent
Makes virtually no sound when fired. Ideal for stealth attacks.
Improvised Ammunition
Can fire ball bearings, stones, marbles, or any small, hard object. Ammunition is essentially free and unlimited in most environments.
Description: A Y-shaped frame with rubber tubing or surgical bands attached, used to launch projectiles. A childhood toy that's also a surprisingly effective weapon. Modern slingshots can achieve significant velocity and accuracy in trained hands. Legal everywhere and completely innocent-looking.
Throwing Knife (set of 3)
Simple Ranged Weapon
Damage: 1d4 piercing
Range: 20/60 ft
Cost: $30-80
Weight: 0.5 lbs each
Properties: Thrown, Finesse, Light
Mastery: Vex
Balanced for Throwing
These knives are specifically designed and weighted for throwing. Attack rolls with these weapons don't have disadvantage at long range.
Description: A set of balanced knives designed specifically for throwing. Usually sold in sets of three, allowing for multiple throws before needing to retrieve them. Popular at renaissance fairs and with knife enthusiasts. The blades are typically double-edged and heavier than ordinary knives.
Dart (set of 3)
Simple Ranged Weapon
Damage: 1d4 piercing
Range: 20/60 ft
Cost: $10-25
Weight: 0.25 lbs each
Properties: Thrown, Finesse, Light
Mastery: Vex
Bar Game Equipment
Darts are found in nearly every bar with a dartboard. Taking them doesn't draw suspicion, and they can be carried openly without question in many establishments.
Description: Weighted throwing darts with metal points and plastic flights, used in the popular bar game. While not designed as weapons, the sharp steel tips can penetrate skin. Usually sold in sets of three. Light enough to carry multiple sets without burden.
The minimal recoil makes this weapon ideal for beginners. You don't need proficiency to add your Dexterity modifier to attack rolls with this weapon.
Description: A small caliber handgun firing .22 Long Rifle ammunition. The smallest common pistol cartridge, making it popular for target practice, small game hunting, and first-time gun owners. Low recoil and cheap ammunition make it accessible, but the small bullet lacks stopping power against larger threats.
Crossbow (Pistol)
Simple Ranged Weapon
Damage: 1d6 piercing
Range: 30/120 ft
Cost: $50-150
Weight: 3 lbs
Properties: Ammunition (bolts), Loading, Light
Mastery: Slow
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.
Silent Weapon
Crossbows make minimal noise when fired—just the twang of the string and the impact of the bolt. Ideal for stealth attacks.
Description: A small, hand-held crossbow popular as sporting equipment or novelty items in the 1990s. Much less powerful than full-sized hunting crossbows, but compact and relatively easy to use. Requires two hands to load but can be fired one-handed. Legal in most jurisdictions.
Reference - Weapon Properties
Ammunition: Uses specific ammo. Must have ammo to attack.
Finesse: Use DEX instead of STR for attack and damage rolls.
Heavy: Small creatures have disadvantage on attack rolls.
Light: Can use two-weapon fighting.
Loading: Can only fire once per action/bonus action/reaction regardless of attacks.
Reach: Adds 5 feet to reach.
Reload: Must reload after firing (specified in parentheses).
Thrown: Can make ranged attack by throwing weapon.
Two-Handed: Requires two hands to use.
Versatile: Can be used with one or two hands (damage in parentheses is two-handed).
Reference - Weapon Mastery Properties
Characters with the Weapon Mastery feature can use these special abilities with appropriate weapons. Each weapon lists its Mastery property in its stat block.
Cleave
On melee kill, make melee attack against second creature within 5 feet.
Graze
On miss, deal damage equal to ability modifier (same type as weapon).
Nick
When you make extra attack with Light property, can make it as part of Attack action instead of bonus action (once per turn).
Push
On hit, push Large or smaller creature 10 feet straight away.
Sap
On hit, target has disadvantage on next attack roll before start of your next turn.
Slow
On hit and damage, reduce target's Speed by 10 feet until start of your next turn (doesn't stack if hit multiple times).
Topple
On hit, force Constitution save (DC 8 + proficiency + ability modifier) or be knocked prone.
Vex
On hit, you have advantage on next attack against that creature before end of your next turn.
Design Notes: Simple weapons are balanced to match official D&D 5e power levels while maintaining 1990s flavor and authenticity. Tool properties provide utility advantages without increasing combat power. Special features add flavor without significant power boosts. Masteries provide tactical options for trained users.