Dungeons & Dragons: A Guide to Using Mid Range Weapons

Not all Dungeons & Dragons The player rushes into battle with a large sword or throws a fireball. Many characters prefer to attack from a distance, stay out of conflict, and deal damage out of sight. A well-placed arrow or a hurled dagger can be the difference between life and death for a party member caught in a head-to-head struggle with an enemy.

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Such fighting styles are based on ranged attacks. Although melee and ranged attacks work quite similarly, there are a few differences between these two primary weapons in D&D. Before players draw their bows, here’s everything they need to keep in mind when starting the action.


Ranged Weapons

left to right: bow, archer holding a bow, crossbow

Like melee weapons, there are two main types of ranged weapons in D&D: simple and martial arts. Usually, when the player’s character loots or buys weapons in the game, DM will let players know whether a weapon is simple or martial.

There are fewer ranged weapons than melee weapons, and they don’t offer as much versatility as melee weapons when it comes to damage type. While their close cousins ​​can slash, pierce, or constrict, Ranged weapons almost exclusively deal Piercing damage (with the exception of Cable Cars). However, Piercing is an effective form of damage against many enemies, and for those who prefer to be out of sight, it serves their purpose well.

Simple medium range weapons

Weapons were simply basic tools commonly found in the hands of ordinary people, and nearly every class is proficient with these weapons starting at Level 1. Wizards, Sorcerers and Druids, although they are not proficient with all simple weapons, they are capable of mastering any item included in their initial equipment.

  • Light crossbow: Deals 1d8 . piercing damage
  • Darts: Deals 1d4 piercing damage
  • Short bow: Deals 1d6 . piercing damage
  • Climb up: Deals 1d4 bombardment damage

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Ranged Weapon

Unlike simple weapons, martial arts weapons require a little more training and practice to use. Barbarians, Fighters, and Paladins all start the game with proficiency in these weapons, but any other character can acquire the ability to use them masterfully with Mastery of martial arts weapons Marvel.

  • Blowing gun: Deals 1 piercing damage
  • Heavy crossbow: Deals 1d10 xuyên piercing damage
  • Hand crossbow: Deals 1d6 . piercing damage
  • Bow: Deals 1d8 . piercing damage
  • Net: Nets do no damage; rather, a successful attack with a net will curb target until it is released. While restricted, an organism’s speed is 0; ie, it cannot move. Attacks against a restrained creature have an advantage and attacks it makes it a disadvantage.

Perform caliber weapon attacks


Attacking with a ranged weapon is a simple process and works like any other attack D&D. To determine if an attack is on target, the player will use their character’s Dexterity modifier. Scroll d20 and add this number to the result (except for critical success or failure). Add character mastery bonus if available.

If the final number exceeds the enemy’s AC, the attack will hit the target and the player can roll to determine how much damage their attack has done. The appropriate die for a damage roll is determined by the weapon type, as listed above.

Who uses medium range weapons?

D&D Ranger

Depending on the build and subclass, ranged weapons can be in the hands of a variety of characters. Since these weapons are based on ingenuity, people with high Dex skills more likely to use these weapons. Classes that typically rely on ranged weapons as their primary damage dealers include:

  • Rangers: Starting gear for this class always includes a bow and 20 arrows.
  • Ingenuity-based fighter: A long crossbow and a light crossbow are both among the options for starting the device.
  • Rogues: This class can choose to start with a short bow, although many Rogues may prefer melee weapons with the Finesse attribute.

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While they are less commonly associated with ranged weapons, later classes may also include such items in their initial equipment. Usually in these cases, the player will be able to choose between melee and ranged options; ranged selection is usually better for a character with higher Dexterity than their Strength. These characters can rely on these weapons if they run out of charms or ki, Silenced, or face a magic resistant opponent.

  • Card: Can start with any simple weapon.
  • Priest: Maybe start with a light crossbow and 20 bolts.
  • Druids: Can start with any simple weapon. If a range option is selected, slings are recommended, as they are the only ranged weapons that the Druids can masterfully wield.
  • Monks: In spite of Monks often focus on unarmed attacks, they always have 10 darts included in their starter gear. They can also start with any simple weapon; ranged or sophisticated weapons work well for these classes based on its high dexterity.
  • The witches: Maybe start with a light crossbow and 20 bolts.
  • Warlock: Maybe start with a light crossbow and 20 bolts.

Attributes of ranged weapons

ranger in D&D

All weapons in D&D have a set nature, attributes that govern how that weapon is used in combat. Some attributes are specific to ranged weapons; Therefore, those who prefer bows or slingshots should understand how the following attributes work.


A bow is useless without an arrow. Characters that rely on ranged weapons need to provide arrows, bolts, ammo, or whatever ammunition their chosen weapon requires. As noted above, the starter device usually includes the required 20 units of ammo, but once it is used up, the characters will have to find more.

Depending on the campaign, players and DMs who participate in the game Can choose to track ammunition or not. In one Casual games focus more on narrative, the player can decide that everyone has an unlimited amount of ammo, to help keep the story from getting bogged down in minutiae. Such cases can be explained narratively with magical vibrations that never run out or regain ammo after a battle. However, for other players, keeping track and carefully storing ammunition is an interesting part of the game’s strategy. The team will decide what works best.


Some weapons that require ammunition may have a Load real estate; namely crossbows and pistols. This shows that it takes time to load the right weapon and thus the user can activate it only once per action, reward action or response. Eg, a level 5 fighter with Extra Attack the feature can usually hit twice when using the Attack action, but when using the crossbow they can only fire a single beam. As an alternative, they can choose to use a separate weapon in the second attack.

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