Rapier (+2)
D&D 5e · 2014·Weapons·Rare·No attunement
Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.
Damage calculator
Hit chance
65%
Expected damage / attack
6.4
Attack bonus
+7
Average normal hit: 9.5 · Average critical hit: 14 · Critical chance: 5%.
- Category
- Martial weapon
- Damage type
- Piercing
- Reach
- 5 ft.
- Magic attack bonus
- +2
- Weight
- 2 lb
- Attunement
- Not required
- Rarity
- Rare
- Price
- Not specified
Magic: Make attacks using this magic weapon; no attunement required.
Calculator assumptions & rules
One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.
Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.
Changing calculator inputs does not change the item’s rules or create a new page URL.
What Rapier does
- Strength or Dexterity can drive this martial weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
- The base 1d8 +2 weapon damage averages 6.5 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the rare Rapier (+2) variant. The magic bonus is +2 to attack rolls and to any damage rolls made with this weapon. The displayed damage includes the magic bonus once, before the applicable ability modifier. Martial melee weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Finesse.
Full item details & properties
Rules for this edition
- Proficiency
- A martial melee weapon; proficiency allows adding your Proficiency Bonus to its attack rolls.
Magic properties
- Activation
- Make attacks using this magic weapon; no attunement required.
- Consumable
- No
- Damage bonus
- Included once in displayed damage and two-handed damage; add the applicable ability modifier separately.
- Weapon properties
- Use the properties, range and handling listed below, including any special rules.
Weapon details
- Damage
- 1d8 + 2 piercing
- Weapon class
- Martial Melee
Properties
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Tags & related references
Compare alternatives
Same edition, using your calculator inputs above. Special properties and character features can change the choice.
Same base weapon; compare its bonuses and rarity
Rapier (+3)7.58 expected damage / attack70% hit chance1d8 +3 piercing · +3 magic attack · 5 ft. reachNot specified · 2 lbSame base weapon; compare its bonuses and rarity
Whip (+2)5 expected damage / attack65% hit chance1d4 +2 slashing · +2 magic attack · 10 ft. reachNot specified · 3 lbBoth use Finesse; compare reach and damage
Scimitar (+2)5.7 expected damage / attack65% hit chance1d6 +2 slashing · +2 magic attack · 5 ft. reachNot specified · 3 lbBoth use Finesse; compare reach and damage
Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.
Rapier FAQ
Does Rapier require attunement?
No. This entry does not require attunement; follow its activation and use rules.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.