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D&D: Need Range But No Dex? Use One Of These Five Magical Thrown Weapons Instead

4 Minute Read
Jun 17 2025
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Thrown weapons are better than ever in D&D 5.5E. Javelins, darts, any thing you can fling -is better now. Especially if it’s magic.

Thrown weapons are better than they’ve ever been. Admittedly, it wouldn’t take much. But now they are actually good – I blame Baldur’s Gate 3 for opening wide the gates of “hey wait a minute it’s actually really fun to throw things at other things and good in a fantasy game that this should happen.” And sure, those are some specific gates. But Larian knows what the people want.

Just like your friends after a hard weekend or partying and/or receiving a single genuine compliment that they have to accept instead of deflecting with ironic detachment, the people want to hurl. And hurl they shall, thanks to a good deal more support for thrown weapons. Including a fighting style and several magical weapons that work just as well when thrown.

Javelin Of Lightning

A javelin of lightning is a potent weapon. It has been through a lot of changes over the years, and while it will perhaps never again be as cool as “you make a ranged attack roll as normal, and every creature between you and your target gets hit with a 5th level Lightning Bolt” it still is pretty handy.

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Nowadays a javelin of lightning deals lightning damage when hitting things and returns to the user’s hand immediately after dealing damage, so you can keep making attacks with it. On top of that, once per day you can transform the javelin into a bolt of lightning between you and your target, hitting everyone in a line up to 120 feet long and 5 feet wide.

Hammer of Thunderbolts

Pairing nicely with the javelin of lightning, we have the hammer of thunderbolts. What I love about this one is that it is not meant to be a throwing weapon. It is a magical warhammer (one-handed, versatile weapon) or a maul (two-handed hammer). Personally I like a maul. But whatever form you find, this hammer can be empowered as a throwing weapon.

Spend one of its five charges to hurl it up to 60 feet. If it hits your target, this magical thrown weapon makes everyone (save you) in a 30 foot radius save or be stunned. So not only are you doing way more damage than expected with a throwing weapon, you’re possibly stunning the whole fight for a round.

Trident of Fish Command

Tridents have a purpose in D&D once more. They are not just “randomly worse spears” anymore. They have their own different function. They can topple enemies at range and also do more damage. It’s a great day for big fork lovers.

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And doubly so for the Trident of Fish Command. It has no special properties that make it better than a normal trident when thrown, but it does let you spend one of its 3 charges to cast Dominate Beast on any beast with a swim speed, making you effectively about as powerful as Aquaman. And I love any item that does that as well as being a thrown weapon.

Dagger of Venom

The Dagger of Venom, on the other hand, is a much more deadly weapon. This humble dagger can be coated with a potent poison as a Bonus Action, making it deal 2d10 extra poison damage on a hit, as well as giving the target the Poisoned condition for a minute if they fail their save.

Combo that with someone like a Rogue who wants to be close but not too close – and you’ve got a potent sneak attack that may well flatten someone on a crit. And it can be delivered at range, too, because daggers are one of the more ubiquitous thrown weapons.

Axe of the Dwarvish Lords

The Axe of the Dwarvish Lords is a full on artifact. This magical battleaxe is no joke. It has +3 to hit and damage, deals 20 extra points of damage when you roll a natural 20 on your attack roll, and it deals an extra 1d8 points of force damage when you throw it with a range of up to 60 feet.

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All of that, plus the usual artifact powers and passive abilities that it grants its wielder. Sure, it’s a legendary artifact that wants to return home eventually, but what a ride that’ll be.

Happy adventuring!


Author: J.R. Zambrano
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