Javelins are one of the oldest weapons known to man. They’re perfect for ranged battles, especially if you can’t use a bow and arrow. As a whole, javelins are perfect for martial classes, and there are several feats you can invest in to improve how deadly you are in battle.
If you’re considering purchasing a javelin from your campaign’s DM, you may be considering how useful they are. After all, you want to make the right investment for your character.
However, you may not be thinking about buying one at all, and your class may already have a javelin, and you want to know how to best use it.
In this guide, we’ll discuss how you can use a javelin and even look at some rarer javelins to keep an eye on. If you don’t have a javelin but have the right stats, we’ll also consider some similar weapons you could invest in to triumph in your campaign.
What Is A Javelin?
Javelins are light, flexible spears that are mainly used as throwing weapons, but they’re also suitable for melee combat.
They’re simple weapons made from wood with a sharp point at both ends, or they may have a metal spearhead tip. Generally, they have a thin shaft perfect for anyone looking for an up close and personal fight.
Objectively, they can be used for melee combat but are better for ranged combat. They’re not actually sturdy enough to be used for melee combat. However, they are helpful if you need a weapon on foot or while on a mount.
However, despite their length, javelins are not counted as polearm weapons, so they are incapable of being used for the Polearm Masters feat.
Most polearms are used with melee as their primary use, while javelins are better used for ranged battles. After all, they have better range than most polearms, so they can even hit flying enemies you would otherwise not be able to hit.
Know Your Stats
To help you understand what to expect when using a javelin, we’ve included the stats for a basic javelin. There are rarer javelins with different stats, but generally, this is what you can expect from any blacksmith or store.
- Category: Items
- Type: Simple Melee Weapon
- Damage: 1d6
- Damage Type: Piercing
- Item Rarity: Standard
- Properties: Thrown (Range 30/120)
- Weight: 2
- Cost: 5sp
As you can see, javelins are a pretty affordable weapon. They only cost five silver pieces, making them cheaper than other weapons. They also don’t weigh too much, making them great to throw and carry multiple on you at a time.
Javelin’s Properties
Javelins are a simple, standard weapon that most classes can wield. They are a standard weapon that does 1d6 worth of piercing damage. Due to being a thrown weapon, you can take threats out at a distance.
To throw a javelin, you need to say that you’re throwing it and pay attention to the range of your target. Then you attack as normal. You don’t lose the javelin after one throw, either, as you can pick them up again if you fail to hit your target the first time.
The range of 30/120 is measured in feet. The number 30 indicates the effective range of your weapon, while 120 indicates the maximum range.
Your rolls will only be affected by your attack via d20, your proficiency, and your strength modifier. Overall, they’re pretty easy to use.
If you don’t want to throw your javelin, you can move to make a closer attack and use a melee attack. When you throw above your accuracy level, you must roll your d20 twice, use the lower roll as your attack roll, and then add your modifiers. That’s because you may be trying to hit an enemy further away, but it’s less likely to do as much damage.
Another interesting note about a javelin is that you can use it when fighting enemies underwater. If you’re fighting any enemies with disadvantages on most melee attacks due to unnatural swimming speeds, you can use a javelin to battle them.
Likewise, most ranged weapons will automatically miss when attacking beyond their normal range or are disadvantaged when used at normal range. However, a javelin can still be used normally underwater, so you don’t need to worry about missing it.
Classes Who Can Use Javelins
Many classes can use javelins, and many martial classes can choose them as starter items. You can select it when you must decide which simple melee weapon you want.
For example, most starting classes are proficient with the javelin. This selection will discuss which classes can choose javelin as a starter item and who can select them later.
Barbarian
Barbarians can choose a javelin as a starter weapon, and they will automatically get four at the beginning of the campaign. Using the Dueling Fighting Style, barbarians can get +2 as a damage bonus when they have one melee weapon in their hand.
Javelins are a one-handed melee weapon, which makes them perfect for this class. After all, javelins are a melee weapon with a thrown property, so you can do +2 damage to what you roll when you use them at a range.
When you begin as a barbarian, you can start with several weapons. You will have multiple weapons, along with the equipment granted to you by your background. All barbarians will begin their campaign with an explorer’s pack and four javelins.
Fighter
Despite being proficient in using javelins, fighters can’t select a javelin as their starter weapon. However, a fighter can purchase one by finding them in a shop later in the campaign.
When you begin at level 1, you can select a Fighting Style. If you adopt the Dueling Fighting Style, you can wield a melee weapon in one hand and no other weapons.
Using the Dueling Fighting Style, you can get an additional +2 bonus to your damage rolls with your javelin.
Eldritch Knight
The Eldritch Knight is a fighter subclass for those who want to cast spells. However, while spell selection is limited, it offers plenty of options for any versatile player. The biggest way the Eldritch Knight can help you master the javelin is through the Weapon Bond ability.
Using Weapon Bond, you can use your bonus action to resummon your javelin to your hand. You can keep throwing your javelin, resummon it, and throw it again. It saves you from collecting it, so you don’t have to waste your action to find your javelin.
Battle Master Fighter
As another subclass, the Battle Master subclass is perfect for anyone wanting to master the javelin. The best way it can do so is through your Lunging Attack.
The Lunging Attack will increase your weapon’s range by 5 feet, so you can take down your enemy as they’re charging at you.
You can also use the Quick Toss maneuver to let you draw and throw your javelin using your bonus action. Overall, the fighter subclasses are some of the best for javelin usage.
Monk
All monks are proficient with simple weapons, and these include javelins. When your monk begins their campaign, they can choose a shortsword or any simple weapon. This means that javelins are an optional starter weapon for any monks added to the campaign.
One of the first features you get as a monk is a mastery of Martial Arts. You can use Unarmed Strikes and a selection of simple one-handed melee weapons using this feat.
With this benefit, you can use Dexterity instead of Strength for any Attack and Damage Rolls if you’re using an Unarmed Strike or a javelin.
As an additional bonus, you can use an Attack Action with either, and then use another Unarmed Strike as a bonus action, so long as you haven’t already used it.
You could also roll your d4 instead of your normal damage for your monk weapon. As you gain levels, you will change your dice as determined by the Martial Arts column on the monk table. You can progress as you level up until you reach the highest level and roll a d10 by level 20.
Kensei Monks
The Way of the Kensei is a monk subclass in 5e that first appeared in Xanathar’s Guide to Everything. They’re best described as a hybrid between monks and fighters. The Kensei is taught to use various weapons, making them weapon-based monks.
Naturally, the Kensei can use javelins to get a +2 Armor Class bonus when using an unarmed strike. Along with their Unarmed Defense, they can be an incredible challenge for their enemies to defeat.
They have a special feature, One With The Blade, allowing them to turn any normal javelin into a magical one to overcome resistance.
Using ki points, they can even do extra damage equal to their martial arts damage. They can even re-roll a single missed attack one time each turn to make another javelin attack.
Paladin
Paladins can select a javelin as a starter weapon, and because of this, they will automatically receive five when they begin the campaign. However, you won’t receive five javelins if you choose to opt for any simple melee weapon instead.
At your second level, you can adopt your own Fighting Style. The best choice you can have if you want to specialize in javelins is Dueling.
This is generally the best Fighting Style for javelins, as we’ve noted for other classes. With the Dueling Fighting Style, your paladin can gain a +2 bonus to your damage roll so long as you have a javelin in one hand and no other weapons.
Ranger
As a ranger, you also have the option to begin your campaign with javelins. You’ll find that rangers can choose to wield two shortswords or two simple melee weapons, which means you can choose two javelins if you desire.
At your second level, you can choose your Fighting Style. Among Fighting Styles, you can choose Dueling. Using the Dueling Fighting Style, you’ll be able to gain a +2 damage bonus, so long as you only wield one melee weapon and no other weapons.
Rogue
While a rogue is proficient in using a javelin, we wouldn’t recommend specializing in using them. Unlike the other classes, you won’t gain any advantages based on the feats you can invest in. Likewise, there’s no way to obtain a javelin at the start of your adventure.
If you’re limited on weapons, you can use a javelin, but generally, rogues are better with ranged weapons or those with finesse. So, unless you have to, we wouldn’t choose a javelin unless no other weapons were available.
However, that isn’t to say that it would be futile for all rogues to invest in a javelin. Ultimately, it would depend on whether you choose to multiclass. If so, consider checking out other classes to find out which ones have the best features.
Warlocks
As a warlock, your character is proficient in using simple weapons, and you could start with any simple weapon in place of a light crossbow and 20 bolts. However, that doesn’t mean a javelin is a perfect weapon for all warlocks. Ideally, using one is better if you make a certain Pact.
When you reach your third level, your Patron will bestow a gift for your loyal service, so you can choose Pact of the Blade to get the most out of a javelin.
If your pact weapon is a javelin, you can create your own javelin using that turn’s action. Your weapon will then be a Magical weapon and can overcome resistance and immunity to non-magical attacks and damage.
It will disappear if you’re more than 5 feet away for a minute. The same will also happen if you dismiss your weapon, if you use the feature once more, or if your character dies.
You could even turn one Magic weapon into your pact weapon by performing a special ritual while holding it. This ritual takes roughly an hour, which can be done while you’re having a short rest.
When you dismiss your weapon, it will go into an extradimensional space, and it will appear whenever you create your pact weapon.
The best patron to choose to take the Pact of the Blade is Hexblade. As an additional bonus, you can use invocations such as Lifedrinker, which gives your pact weapon, such as your javelin, a damage bonus equal to your character’s charisma.
The further you level up, you can get more invocations and features that allow you to benefit from your javelin. At level 7, you can obtain Relentless Hex, which allows you to teleport to your target within 30 feet of someone cursed with Hexblade’s hex, using a bonus action.
This lets you throw your javelin at the target and teleport to it in one turn. Warlocks are probably the best class when you want to cause chaos with javelins.
Bladesinger Wizards
A bladesinger is a wizard who can also use swordplay and magical abilities. As one of their features, they can invest in the feat Training in War and Song upon reaching the second level.
Here, they can become proficient with light armor and a one-handed melee weapon. This means that bladesinger wizards are the only selection of wizards who can use melee weapons.
Bladesingers can also obtain Bladesong at the second level. With this Arcane Tradition, you can use Bladesong for one minute to have an Armor Class bonus equal to your Intelligence modifier.
You can also enhance your walking speed by 10 feet and get an advantage in Dexterity checks. The final perk of Bladesong is that you can get a bonus on Constitution saving throws, which is equal to your Intelligence modifier.
Of course, these are only the earlier perks. As you go further into each level, you can learn the Song of Defense and the Song of Victory to add your Intelligence modifier to your Damage rolls and reduce your own Damage.
Multiclassing
You don’t have to only play as one class in D&D 5e. If you want to enjoy the javelin-throwing benefits of another class without sacrificing your own, you can always choose another class. Ideally, you can have fun with your own combinations, but a few classes are better for multiclassing than others.
With the assistance of multiclassing, you can get the benefits of your class that will also run along with your current class. If you are a non-combatant or a spellcaster, this can be a great way to improve your skill set.
Recommended Feats
Do you want to know a few of the best feats available with your javelin? We’ve compiled a selection of our favorite choices.
Feats are optional features you can gain instead of increasing your ability scores. However, not all feats work with javelins, so we’ve broken down which you should invest in.
Fighting Initiate
Do you want a Fighting Style, but your class won’t allow you to choose one? If so, you can use the Fighting Initiate feat to select your own fighting style.
You could choose Dueling or Thrown Weapon Fighting, giving you a +2 bonus on damage rolls. If you want to use multiple javelins, you can deal a decent amount of damage to your opponents.
Martial Adept
Using the Martial Adept feat, you can perform special combat maneuvers. Doing this, you can learn any two maneuvers of your choice from the Battle Master subclass. We recommend the Quick Toss and Precision attacks to ensure a more accurate javelin throw for distance battles.
Should your maneuver require your target to do a saving throw to resist your effects, the saving throw should be the Difficulty Class = 8 + your Proficiency bonus + your Strength or Dexterity modifier.
You can also gain one superiority die, which is a d6. This can be used to fuel your maneuvers, and when you use it, you can’t regain it again until you have finished a short or long rest.
Piercer
The Piercer feat came from Tasha’s Cauldron of Everything. Using Piercer, you can re-roll your javelin’s damage die when you roll critical. You can then add +1 to your Strength or Dexterity as a bonus.
Shield Master
The Shield Master feat is helpful as it can keep your Armor Class high and give you some useful offensive and defensive options.
While you will need a shield to reap the benefits, it’s helpful as your javelin is only a one-handed melee weapon. You could make a bash attack with your shield and add a +2 bonus to your Dexterity saving throw.
Weapon Master
Combining Weapon Master and Shield Master can make you a force to be reckoned with. As your character has practiced extensively with various weapons, you can increase your Strength or Dexterity score by 1. You can also gain proficiency with four simple or martial weapons of your choice.
If your class doesn’t have native proficiency with javelins, this can be an excellent opportunity to become proficient.
Javelin of Lightning
The Javelin of Lightning is an uncommon magical weapon that can be thrown. You would speak a command word for the wielder to use it, and your javelin would transform into a bolt of lightning.
It can be thrown up to 120 feet, affecting any creature in its path unless they manage to dodge. When the lightning bolt strikes its target, it transforms into a javelin and delivers tremendous lightning damage.
If any creature in its path wanted to dodge, it needed to make a DC 13 saving throw. If they fail, they take 4d6 lightning damage and half the amount if they save successfully. When the target itself is hit, it takes damage from both the javelin and the 4d6 lightning damage.
In 5e, (see also: The Complete Guide To Ice Knife In 5e)the Javelin of Lightning is the only famous javelin to keep an eye out for. There was the Javelin of Piercing and Cursed Javelins in previous editions, but this is the only special javelin you can find. However, it’s still incredibly useful if you manage to find one.
Consider consulting your DM if you want a special javelin for your character. Your DM can create a new weapon for you and add more depth to your character’s backstory.
If you’re a DM thinking of making your own weapon, you should consider the rarity of your javelin and how many properties it has. You should then choose several properties to define its magical abilities.
The best way to make your own magic javelin is by looking at other magical items and drawing inspiration from them.
Similar Weapons To Javelins
Not all classes can use javelins, but that doesn’t mean you can’t use similar weapons. If you’re looking for a new weapon, we’ve compiled a selection of similar weapons you can find and become proficient in.
Spears
Spears are a simple melee weapon that is the closest relative to the javelin. They do the same piercing damage with a d6. However, they are better for ranged combat, but they also have the Versatile property.
This means a spear can be used with one or two hands, allowing you to roll with 1d8. When using a melee attack, this offers more damage to your opponents, which ties into the added weight and expense.
However, while the spear can do more damage with its Versatile property, it doesn’t mean that it’s superior. After all, the range of a javelin is better than both spears and tridents.
Spear Stats
- Category: Items
- Type: Simple Melee Weapon
- Damage: 1d6
- Damage Type: Piercing
- Item Rarity: Standard
- Properties: Thrown, Versatile (Range 20/60)
- Weight: 3
- Cost: 1gp
Tridents
Much like the spear, the trident is another weapon you could invest in to become proficient in the javelin. If you want a martial melee weapon instead of a simple one, you should consider investing in the trident.
However, if you have to choose between them, a trident is better if you prefer its aesthetic to the spear. Overall, there isn’t a major difference between the two weapons.
Trident Stats
- Category: Items
- Type: Martial Melee Weapon
- Damage: 1d6
- Damage Type: Piercing
- Item Rarity: Standard
- Properties: Thrown (Range 20/60)
- Weight: 4
- Cost: 5gp
Pikes
Admittedly, the pike may not be as good as it was in 4e, but it can be a useful weapon when used well. It can do more damage, but you must be proficient in martial weapons to use it. It can use more damage, but it is heavier and more expensive.
Smaller races will struggle to wield a pike due to its unwieldy weight. However, they have more reach, adding 5 feet to your weapon’s attack range.
Due to being two-handed, you do sacrifice your defense when you use it. We recommend only using pikes if you want to rely solely on charging in for an attack.
Pike Stats
- Category: Items
- Type: Martial Melee Weapon
- Damage: 1d10
- Damage Type: Piercing
- Item Rarity: Standard
- Properties: Heavy, Reach, Two-Handed
- Weight: 18
- Cost: 5gp
Halberds
Halberds are another option for anyone who wants to invest in a more powerful weapon. While they are much more expensive than pikes, they have the same properties.
The only difference between a halberd and a pike is the price and the type of damage you can inflict. However, they do weigh less. Ultimately, you sacrifice more of your money, but halberds are a better option if you have to factor weight into your travels.
Halberd Stats
- Category: Items
- Type: Martial Melee Weapon
- Damage: 1d10
- Damage Type: Slashing
- Item Rarity: Standard
- Properties: Heavy, Reach, Two-Handed
- Weight: 6
- Cost: 20gp
Lances
While lances are reasonably expensive at 10gp, they have better reach and can do more damage with a d12. They weigh the same as a halberd, but the lance is half the price and can do more damage. However, this weapon is better used while you’re on a mount.
As part of its special property, it has rules governing its usage. You need to use two hands to wield it when you aren’t on a mount, and you are at a disadvantage if you attack a target within 5 feet of you.
A lance may be your best option if you have a mount and are looking for a weapon with more reach. However, it can’t be used as a thrown weapon.
Lance Stats
- Category: Items
- Type: Martial Melee Weapon
- Damage: 1d12
- Damage Type: Piercing
- Item Rarity: Standard
- Properties: Reach, Special
- Weight: 6
- Cost: 10gp
Bottom Line
We hope that this guide has helped you understand everything there is to know (see also: Thorn Whip 5e: Everything That You Need To Know)about using javelins. Of all simple weapons, javelins are the most underrated. They have the most range and are more accessible than most polearms.
If you want more info to help, you learn about playing a 5e campaign, check out our other posts. Good luck with your campaign!
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