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The 20 Best Weapons For Barbarians in D&D 5e [Ranked]

The 20 Best Weapons For Barbarians in D&D 5e [Ranked]

The world of D&D lets adventurers pick and choose between various ranged and melee weapons.

However, some weapons stand out above the rest, fitting an adventurer’s background, build, roleplay, and simply giving more useful stats for that character.

In the case of Barbarians, their backstories mainly include larger, two-handed weapons, two-weapon fighting axe wielders, as well as a combination of one-handed weapons and a shield.

Barbarian Weapon Proficiency

  • Simple weapons
  • Martial weapons

Best Weapons for the Barbarian in 5e

20. Lance

Cost: 10 GP

Damage: 1d12 Piercing

Weight: 6 lbs

Properties: Reach, Special (Special property, see below)

Special – Be given disadvantage when using a lance in order to attack a target within 5 feet of you. A lance also requires two hands to wield while not mounted.

Explanation

If you’re fed up with walking and want a weapon that works if you’re mounted, then the Lance should be your go-to option.

Beyond that, the Lance is pretty terrible, as it can’t be used with a shield if you’re not mounted, as it requires two hands. So, at that point, you’re better off just going for a Greatsword or Greataxe.

19. Longbow

Cost: 50 GP

Damage: 1d8 Piercing

Weight: 2 lbs

Properties: Ammunition, Range (150/600), Heavy, Two-handed

Explanation

If you want to go with a ranged option on the Barbarian, but you want extra range as well as better damage, then the Longbow can give you that.

It has some pretty good range, and if you’re building a lot of Dexterity (for some reason), it might become a valuable option for you to deal some damage down range.

The only problem is that it doesn’t fit a Barbarian, and something like a Crossbow (Hand) would be infinitely better and much easier to roleplay with.

18. Improvised Weapon

Cost:

Damage: Improvised weapons resembling already-made weapons use that damage (Example: a table leg resembles a club, so it uses a club’s stats)

However, objects with no resemblance to weapons will deal 1d4 damage, and the appropriate damage type will be assigned by the DM.

Weight: Depends on the improvised weapon

Properties: Depends on the improvised weapon

Explanation

You might think that an Improvised weapon would always turn out to be rather terrible, but in certain situations, it can be useful or just plain hilarious.

As explained above, you’ll most likely use an Improvised weapon after losing your weapon or if you’re just in the mood to spice things up.

It would be beneficial to aim for an Improvised weapon that resembles a specific weapon, allowing you to treat it as the one it resembles.

But since you’re a strong Barbarian, you’ll probably have a better time breaking a chair over someone’s head or beating an opponent with their deceased comrade!

17. Net

Cost: 1 GP

Damage: 0

Weight: 3 lbs

Properties: Special (Special property, see below), Thrown (5/15)

Special – A Large or smaller creature that’s hit by the net will be restrained until set free. The net doesn’t affect creatures that are formless, or Huge or larger.

A creature may make a DC 10 Strength check using its action, freeing itself or another creature it can reach if successful.

Dealing 5 Slashing damage to a Net (AC 10) will destroy it, ending the effect and freeing the creature without doing harm to it.

Using an action, bonus action, or reaction in order to attack with a net, you’re only allowed to make one attack regardless of how many attacks you can normally make.

Explanation

Many adventurers avoid the Net as they’ve heard rumors about it being “terrible,” while it isn’t perfect, it can work if you build your character around it.

It can’t affect creatures exceeding Large, but that’s not an issue, as most enemies you encounter, especially in the early game, seldom exceed the Large size.

Barbarians can be quite proficient with ranged weapons, so if you’re looking to play with a Net, you should get Crossbow Expert (Feat) to mitigate the silly disadvantage Nets give you.

If you don’t want to build a ranged Barbarian, you’ll be stuck with the disadvantage, but you’re a Barbarian, and I don’t think you care much for the specifics anyway, so just net ‘em!

16. Spear

Cost: 1 GP

Damage: 1d6 Piercing

Weight: 3 lbs

Properties: Thrown (20/60), Versatile (1d8)

Explanation

Spear Barbarians aren’t too uncommon among those who want a little bit of everything out of their weapon.

If you’re looking to pile on some AC, take a shield and a Spear, but if you want to deal some more damage, simply throw your shield aside (or at your enemy’s head) and take the spear in two hands.

You can even throw a Spear for some decent damage, but that might be a bit counterproductive, as you’ll be throwing away your only weapon. 

Unless you have something like a Dagger on you (even an Improvised weapon would work!

15. Glaive

Cost: 20 GP

Damage: 1d10 Slashing

Weight: 6 lbs

Properties: Heavy, Reach, Two-handed

Explanation

The Glaive is similar to the Halberd in stats, but because it only has a sword-like blade for its head, it’ll only ever be able to dish out Slashing damage.

Barbarians who want extra attack range in order to stop enemies from getting to their backline or attack enemies from a greater distance than normal should consider the Glaive.

Its only problem is that it can’t work with a shield since it’s a two-handed weapon, and unless you want a Glaive, it’ll be better to take a Greatsword or Greataxe.

14. Halberd

Cost: 20 GP

Damage: 1d10 Slashing

Weight: 6 lbs

Properties: Heavy, Reach, Two-handed

Explanation

Halberds are essentially a Glaive, but instead of a large sword-like blade on top, it feature an axe-like head with a spear tip protruding from the top.

Just like the Glaive, it has reach, which will give you a lot of extra range to stop enemies from getting to your backline.

Note: The reason I didn’t just put the Glaive and the Halberd together is because a Barbarian who wants to play with a Halberd should try to convince their DM to let them choose between dealing Slashing or Piercing damage with it.

This can work, as it has a spear-like tip for Piercing damage and an axe-like head for Slashing damage. It might be a little troublesome for some DMs, which is why it still only takes the 14th spot!

13. Flail

Cost: 10 GP

Damage: 1d8 Bludgeoning

Weight: 2 lbs

Properties:

Explanation

Barbarians who want to use a Flail will undoubtedly be combining it with a shield and roleplaying some crazed Flail-swinging lunatic who swears they’re a holy Paladin!

All jokes aside, the Flail isn’t a bad weapon for the Barbarian, especially when combined with a shield to give a much-needed AC bonus and, in turn, work well with your Reckless Attack.

The Flail also makes for an interesting backstory and can portray the Zealot Barbarian as a crazed, barbaric Paladin!

12. Silvered Weapon

Cost: 100 GP (to silver a single weapon or 10 pieces of ammunition)

Damage: No added damage, but can help pass immunity or resistance to non-magical weapons that some creatures have

Weight:

Properties:

Explanation

Silvered weapons are your best bet when you need to pass physical resistance or immunity without going through the hassle of getting your hands on a magic item.

It’s much easier to silver a weapon instead of ammunition, but the problem is that you’ll have to pay 100 GP, which is out of the question in earlier stages of the game.

Luckily, most creatures with physical resistance and immunity only get introduced later in the game (if your DM is sane).

11. Crossbow (Hand)

Cost: 75 GP

Damage: 1d6 Piercing

Weight: 3 lbs

Properties: Ammunition, Range (30/120), Light, Loading

Explanation

The Crossbow (Hand) is probably one of the most thematic ranged weapons you can take as a Barbarian, especially if you’re trying to roleplay a specific Berserk character.

It’s much better than most ranged weapons available to the Barbarian (except Javelins) and can put in some good work when combined with Crossbow Master.

Otherwise, you won’t get many other benefits from it, but see it as a good option if you ever consider building a ranged Barbarian!

10. Scimitar

Cost: 25 GP

Damage: 1d6 Slashing

Weight: 3 lbs

Properties: Finesse, Light

Explanation

Barbarians can make gruesome pirates if they want to, and there’s no better weapon to use in that situation than the Scimitar.

While it can be used for two-weapon fighting, I would only recommend it if you’re character relies on the pirate theme. However, it can also be used with a shield, which will give some much-needed AC.

You might even be able to use the Scimitar in combination with the Crossbow (Hand) or, better yet, a firearm!

9. Longsword

Cost: 15 GP

Damage: 1d8 Slashing

Weight: 3 lbs

Properties: Versatile (1d10)

Explanation

The Longsword serves as your one-handed version of the Greatsword, ideal for when you want to use a shield for the added AC but also want to two-hand a weapon for some increased damage.

It’s a lot like the Battleaxe, but less suited for a Barbarian and more suited for a Fighter or Paladin.

8. Warhammer

Cost: 15 GP

Damage: 1d8 Bludgeoning

Weight: 2 lbs

Properties: Versatile (1d10)

Explanation

The Warhammer is just like the Longsword, but instead of dealing Slashing damage, it deals Bludgeoning damage, which is the best physical damage type in D&D.

It works well if you want to use it in combination with a shield or, at times, two-hand it and get some increased damage.

Overall, it’ll probably be more fitting than the Longsword, but in the end, it’ll depend on what you want for your character.

7. Battleaxe

Cost: 10 GP

Damage: 1d8 Slashing

Weight: 4 lbs

Properties: Versatile (1d10)

Explanation

The Battleaxe is the most fitting one-handed weapon when you’re left to choose between the Longsword, Warhammer, and Battleaxe.

While it’s not objectively better than the Warhammer, it is the most aesthetically pleasing out of the options.

It also portrays a Barbarian casting their shield down and grasping their Battleaxe with two hands to inflict a devastating blow perfectly.

6. Rapier

Cost: 25 GP

Damage: 1d8 Piercing

Weight: 2 lbs

Properties: Finesse

Explanation

The Rapier is the best one-handed weapon for a tank Barbarian looking to gain as much AC as possible and still deal a respectable amount of damage.

Barbarians who want to become Defenders or play a more Dexterity-focused build should pick the Rapier.

5. Maul

Cost: 10 GP

Damage: 2d6 Bludgeoning

Weight: 10 lbs

Properties: Heavy, Two-handed

Explanation

The Maul is often described as a blunt Greatsword, so that means it works just as well as the Greatsword, but instead of being a giant sword, it’s a giant hammer.

In all honesty, if you want to play a Barbarian optimally but don’t feel like using a Greatsword or a Greataxe, the Maul would be your best bet.

4. Javelin

Cost: 5 SP

Damage: 1d6 Piercing

Weight: 2 lbs

Properties: Thrown (30/120)

Explanation

The Javelin is the Barbarian’s best ranged weapon, no questions asked. It’s disposable, unlike the Spear, so you won’t have to worry about giving up your primary weapon.

Javelins are also perfect if you want to attack an enemy but are too far away to move into melee in a single turn.

Even though Javelins only do 1d6 Piercing damage, that’s still a lot, and they only cost 5 SP each and weigh a measly 2 lbs, so you can stuff a few in your bag!

3. Handaxe

Cost: 5 GP

Damage: 1d6 Slashing

Weight: 2 lbs

Properties: Light, Thrown (20/60)

Explanation

Handaxes are the best two-weapon fighting option for the Barbarian and for various reasons.

Not only do the Handaxes have a Thrown property, but they also have some decent damage and are particularly good if you want to play a classic Berserker or deranged Barbarian.

The roleplaying aspect that wielding two Handaxes gives you is out of this world, and the fact that you can even chuck them at enemies if you can’t reach them makes your relentless anger seem all the more real!

2. Greatsword

Cost: 50 GP

Damage: 2d6 Slashing

Weight: 6 lbs

Properties: Heavy, Two-handed

Explanation

Greatswords are extremely popular for almost any Barbarian and are one of the go-to two-handed options for any Barbarian who doesn’t know what weapon to pick.

However, when compared to the Greataxe, the Greatsword deals more reliable and higher average damage than the Greataxe without accounting for any Barbarian abilities or features.

The only problem the Greatsword has is that it doesn’t work as well with Brutal Critical, nor does it fit with the roleplaying aspect of a Barbarian.

1. Greataxe

Cost: 30 GP

Damage: 1d12 Slashing

Weight: 7 lbs

Properties: Heavy, Two-handed

Explanation

It’s been greatly debated whether the Greatsword or Greataxe is better, and even though the Greatsword deals higher damage on average, the Greataxe is, without a doubt, the best Barbarian weapon when using Brutal Critical.

In all honesty, the Greataxe shouldn’t be picked up from the start of the game, as its average damage will be lower than the Greatsword, but from level 9 and onwards, there’s no reason not to take the Greataxe.

After leveling past level 9, the Greatsword becomes weaker and weaker, especially for a Barbarian who’s trying to build as optimally as possible.

Let’s be honest, the Greataxe fits Barbarian roleplay much better than the Greatsword ever could!

Final Thoughts

For the most part, each class in D&D has its most used or beloved weapon that is both iconic and functional.

Though some of these weapons might not be the best D&D weapon overall, they remain the best option for that character at the moment.

A good example would be the Greatsword or Greataxe decision Barbarians need to make if they want the weapon best for a Barbarian who’s focused mainly on damage output.

In the end, whether you decide to take a conventional or unconventional weapon, as long as you like it and it fits your playstyle, you should roll with it!