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Rules

Thrown

Make ranged attacks using the same ability modifier as melee (usually STR). The weapon leaves your hand. Daggers can use DEX via finesse.

Thrown (Weapon Property)

A thrown weapon can be hurled at a target to make a ranged attack, using the same ability modifier you would use for a melee attack with that weapon.

Mechanical effect: You can throw the weapon to make a ranged attack. You use the same ability modifier for the attack and damage roll that you would use for a melee attack. For most thrown weapons, this means Strength. If the weapon also has the finesse property (e.g., dagger), you can use either Strength or Dexterity.

Thrown weapons in the SRD:

WeaponDamageRangeOther Properties
Dagger1d4 piercing20/60Finesse, light
Handaxe1d6 slashing20/60Light
Javelin1d6 piercing30/120
Light hammer1d4 bludgeoning20/60Light
Spear1d6 piercing20/60Versatile (1d8)
Trident1d6 piercing20/60Versatile (1d8)
Dart1d4 piercing20/60Finesse

Key interactions:

  • Throwing a weapon is a ranged attack, so it triggers the close-quarters disadvantage rule (disadvantage if a hostile creature is within 5 feet).
  • The weapon leaves your hand — you need another weapon to continue attacking (or the Dual Wielder feat / extra weapons).
  • Thrown weapons are not affected by the loading property, so you can throw multiple handaxes with Extra Attack.
  • Returning weapons (magic items like dwarven thrower) come back to your hand after being thrown.

Improvised thrown weapons: Any object can be thrown as an improvised weapon with a range of 20/60 feet, dealing 1d4 damage. You don't add your proficiency bonus unless the DM rules the object is similar enough to a weapon you're proficient with.