Dire Flail 5e versatile weapon uses and enhancements in dnd

Dire Flail 5e versatile weapon uses and enhancements in dnd

Dire Flail 5e cost and critical damage in dnd

Dire Flail 5e

This weapon ( Dire Flail 5e) can be useful either with one or both hands. A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft.

Dire Flail 5e Stat bloc

Cost 90 gp
Critical Damage x2
Damage (Medium) 1d8/1d8
Damage (Small) 1d6/1d6
Damage Type Bludgeoning
Special Disarm, Double, Trip
Weapon Category Two-Handed Melee


We will discuss Dire Flail 5e in detail to help you understand the types of weapons and their uses in dnd.

Weapons in dnd

Your class grants proficiency with certain Weapons. That is a reflection of your focus and the tools you use most. You can make a difference in your life if you can use your weapon effectively, regardless of whether you are using a Longsword and a Longbow.

The Weapons table shows the most commonly used weapons in fantasy gaming worlds. It also lists their price and weight. All weapons can be classified as either melee- or ranged. A melee weapon is designed to attack targets within 5 feet of your location. In contrast, a rifle or other ranged weapon is intended to strike at distant targets.

Weapon Proficiency

Your race, class, feats, and ability can give you proficiency with specific Weapons or categories. There are two kinds of Weapons: simple and martial. With proficiency, most people can use simple weapons. These weapons include clubs, maces, and other weapons often found in the arms of commoners. For effective use of martial weapons, such as polearms, axes, or swords, you need more training. Most warriors use martial weapons to maximize their Fighting style and movement.

Proficiency in a weapon means that you can add your Proficiency Bonus on the Attack roll for every Attack you make using that weapon. You do not get your Proficiency bonus if you attempt an attack roll with a weapon you aren’t proficient in.

Weapon Properties

Many Weapons can have special Properties that relate to their use. See the Weapons table.


Only weapons with the Ammunition property may be handy for a ranged attack. One piece of ammunition is expended for every Attack you make with the weapon. To load a one-handed weapon, you must have one free hand. Half of the Ammunition you have expended can be recovered by searching the battlefield for a few minutes after the battle ends. If you use a weapon with the Ammunition ability to make a melee attack, you are considered an Improvised Weapon. (See “Improvised Weapons” later in the section). If you use a sling to deal damage in this manner, it must be loaded.


For Attacks with finesse weapons, you can choose to use either your Strength modifier or your Dexterity moderator for Attack and Damage Rolls. The same modifier must be useful for both rolls.


Small creatures suffer from disadvantages when attacking with Heavy Weapons. Small creatures cannot use heavy weapons because of their bulk and size.


This light weapon is compact and easy to carry, making it great for fighting with two weapons.


This weapon is limited in ammunition fire ability due to its slow loading.

The Range

A weapon that can make a ranged Attack uses a weapon with a range listed in parentheses. There are two numbers in the range. The first number represents the weapon’s range in feet. While the second number indicates its long-range, it is the weapon’s range in meters. Attacking a target outside of the normal range will result in a disadvantage on the attack roll. You can’t attack targets beyond the weapon’s extended range.


This weapon will increase your reach 5 feet when you Attack using it. It also increases your reach for opportunity attacks with it.


A weapon with a special property has some unusual rules that govern its use. 


You can throw a weapon that has the Throw property to make ranged attacks. Suppose the weapon you are using is a melee weapon. In that case, you will use the same ability modifier as for the Attack roll or damage roll to attack the weapon. You can use your Strength to throw a Handaxe. But if you throw the Dagger, you can use your Strength or Dexterity since the Dagger’s finesse property allows you to use both your Strength and your Dexterity.


You will need two hands to attack this weapon.


The Versatile 5e weapon can be useful either with one or both hands. An inverted damage value appears in parentheses. It is the damage caused by the weapon when used with two hands to make melee attacks. Dire Flail 5e is a Versatile weapon.

Improvised weapons

Sometimes characters can’t carry their weapons and must use whatever they have at hand to attack. An Improvised weapon is anything you can hold in one or two hands. It includes broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin.

Improvised Weapons are often similar to actual weapons and can be treated in the same way. An example of this is a table leg. At the GM’s discretion, a character proficient in a weapon may use a similar object to that weapon and get their Proficiency bonus.

An object with no resemblance or similarity to a weapon does 1d4 of damage. The GM assigns a damage category appropriate for the thing. A melee attack is made by a character using a ranged weapon. Throwing melee weapons that do not have the thrown property will also cause 1d4 of damage. A thrown improvised weapon has a range of 20 feet. It can also reach 60 feet.

Silvered Weapons

Some Monsters have resistance or immunity to nonmagical weapons, making silver weapons more attractive to them. So cautious adventurers spend extra coins to plat their Weapons in silver. 100 gp can be spent on silvering a single weapon and ten pieces of ammunition. This cost includes the price for the silver. And the time and expertise needed to add the silver to the weapon.

Special Weapons

This section describes weapons that have special rules.

Lance: If you use a lance to attack a target less than 5 feet from you, you have a disadvantage. When you are not mounted, the lance requires two hands.

Net: A large or small creature that is caught in a net. It is held until it is released. A net is not effective against formless creatures or creatures that have a large or greater size. A creature can use its DC 10 Strength check to release itself or any other creature it finds within its reach. Also, dealing five slashing injuries to the net (AC10) frees the beast. It ends the Effect and disintegrates the net. You can only make one Attack, regardless of how many you normally can make, when you use Bonus Actions, actions, or reactions to Attack with a Net.

Dire Flail 5e Versatile weapon

A dire flail 5e is a double weapon. You can fight with it as if fighting with two weapons. Suppose you do. You acquire all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can’t use it as a double weapon—only one end of the weapon can be useful in any given round.

Suppose you are using a dire flail 5e. You get a +2 bonus on opposed attack rolls begun to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).

You can also use this weapon to make trip attacks. If you are tripped during your trip attempt, you can drop the dire flail to avoid being tripped.

Dire Flail 5e Material Enhancement table

Material Average Masterwork1 Hardness hp Special
Steel 80 gp 680 gp 5 10
Adamantine 6,080 gp 5 13 Bypass hardness less than 20
Deep Crystal 2,080 gp 10 30 Psionic
Mundane Crystal 680 gp 8 25 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 160 gp 760 gp 5 10 Magical enchantments cost an additional 2,000 gp.
Mithral 5,080 gp 5 10 1/2 weight
Silver, Alchemical 260 gp 860 gp 5 10 −1 damage

Can Dire Flail 5e consider an exotic dnd weapon feat?

I don’t believe they’re worth the Exotic Weapon feat. You need it and the three two-weapon fighting feats if your going to 20, which probably isn’t a problem for a Fighter/Ranger. It’s hard to get your full attacks in without Pounce: you will be turning one end of it just once on most attacks. Frequently, Rogues do better with TWF for more Sneak Attack damage.

There is a feat in PHB 2 called Two-Weapon Pounce (p.84) that lets you charge with both ends (without the +2 from charging). Or a level of Spirt Totem Barbarian from Complete Champion can net you the exact pounce feat.



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