Weapons
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Weapons

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A parent to for all weapons

Weapon Properties

Main Properties

  • Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
  • Disarming: A weapon with the disarming property is specially designed to disarm an opponent. They often have hooks, curved blades, angled spikes, or wrapping chains. If you are proficient with a disarming weapon, you add your proficiency bonus to disarm checks while wielding it.
  • Double: When you take the Attack action and attack with a double weapon, you can use a bonus action to make another attack with the other end of the weapon, dealing damage equal to the value in parentheses, on the property description. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
  • 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.
  • Glove: A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold objects, wield weapons, and cast spells with a hand fitted with a glove weapon, but you can only attack with the glove weapon if that hand is unoccupied. It takes an action to don or doff a glove weapon.
  • Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a small creature to use effectively.
  • Hidden: A weapon with the hidden property is designed to be easily concealed by the holder. If you have proficiency with a hidden weapon, you also gain advantage on checks with Dexterity (Sleight of Hand) to hide the weapon.
  • Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
  • Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
  • Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
  • Reach: This weapon adds 5 feet to your reach when you attack with it.
  • Returning: A weapon with the returning property has an airfoil design that allows it to return to the thrower when thrown. If you make a ranged attack with a returning weapon and miss, you catch it at the end of your turn if you still have a free hand. Returning weapons need lots of space to bank and return to the thrower. There must be no obstructions (such as walls or trees) in a circle around the target of diameter equal to the distance to the target.
  • Special: A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
  • Splintering: Splintering has two main effects. first they tend to break up in a wound allowing for all 1’s to be rerolled. second they break easier, so the chance to recover them is slightly worse than other weapons of it’s type.Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
  • Trip. The weapon lets the user take advantage on a shove action to knock a target prone.
  • Two-Handed: This weapon requires two hands to use.
  • Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
  • Vertical Attack. A weapon with a reach score can attack prone combatants at reach with this weapon. This means they have advantage on prone targets.

Weapons Masterwork Properties

  • Accurate: Reduces AC granted by cover by 1 to ammunition weapons.
  • Aerodynamic: Ammunition weapon range increased by +10/40 and thrown by +5/15.
  • Alternate damage: Add bludgeoning, piercing, or slashing quality to a weapon.
  • Deadly: Reroll (once) all 1s on a damage roll. This cannot be used if another feature allowed a reroll.
  • Defensive: As reaction, add +1 to AC. If dual-wielding, add +2. Does not function with a shield.
  • Disarming: Gain +1 to disarm attacks, +2 if using weapon 2-handed (DMG 271).
  • Fine: Double weapon’s hardness (if any), hit points, and reduce break chance (if any) by 1.
  • High Critical: Any 1s rolled for critical damage are treated as 2s.
  • Tripping: Gain +1 to shove, +2 if using weapon 2-handed (PHB 195).
  • Wounding: Creates vicious injury that deals 1 point of bleeding at end of target’s next turn. Any healing, a Medicine DC 8 check, or use of a healing kit prevents this damage. The effect can stack with multiple attacks.

Airgun specific Properties

Airguns are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

  • Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
  • Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
  • Scatter. An attack is made against each creature within a 30 ft. cone. If an affected creature is adjacent to you, they suffer double damage on a hit.

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