Weapons

Weapons are the bread and butter of any adventure worth their salt. Fighting Styles as well as Backgrounds give proficiencies in weapon, while proficient crafters may create parts and pieces to fashion their own versions of these weapons. Refer to the Crafting section for more details.

## Qualities

**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.

**Charge** A weapon with this property allows you to, when moving at least 20 feet straight towards a creature before hitting it with a weapon attack, you double your damage modifier on the damage roll of this attack and the target, if they are no more than one size category larger than you, must make a Strength saving throw. On a failure, the target falls prone.

**Complex** When making an attack roll with a complex weapon, if the attack roll die lands below 9, the attack is an automatic miss, regardless of modifiers. If such a situation happens,the character making the attack also accidentally hurts themselves, suffering half of the damage of the attack. Two complex weapons can't be wielded at the same time.

**Daunting Hit** A weapon with this property allows you to, as an action, make a single attack roll with your weapon against a creature. If the attack hits, it deals normal weapon damage and the target must make a Constitution saving throw. On a failure, the target does not add its Dexterity modifier to its AC until the beginning of it's next turn.

**Finesse** A weapon with this property allows you to, when making an attack with a finesse weapon, choose between your Strength or Dexterity modifier for the attack and damage rolls. The same modifier must be used for both rolls.

**Focus** A weapon with this property allows you to make a single attack with advantage on a turn that you have not moved.

**Fragile** When making an attack roll with a fragile weapon, on the result of a 1, the weapon gains the damaged condition. If such a condition is accrued a number times equal to the number shown by the fragile property on the weapon chart, the weapon breaks immediately after the attack and must be reforged for it's full price. Each damaged condition can be removed from the weapon by paying half the weapon's price plus a service charge to a blacksmith, or if proficient with blacksmithing tools, by buying the necessary materials and spending 3 hours working on the weapon for each damaged condition the it has accumulated.

* Rerolling 1's If any source would cause the creature wielding a fragile weapon to reroll 1's, reroll the attack roll as you normally would, but still add the damage condition to the weapon after the attack is made as you normally would if the reroll did not happen.

**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.

**Hurling** A weapon with this property allows you to, as an action, make a single attack roll with your weapon against a target your size or smaller. If the attack hits, it does normal weapon damage, and the target must make a Strength saving throw. On a failure, the target is pushed up to 10 feet away from you.

**Immovable** A weapon with this property allows you to dig your weapon into the ground as a reaction to gain advantage on a saving throws against being moved against your will. If the effect pushing you does not have a saving throw, you move only half of the pushed distance.

**Light** A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

**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.

**Long Reach** This weapon adds 10 feet to your threaten area. However, on the weapon table, a damage value appears in parentheses along this property—that is the damage used when the weapon is used to make an attack against an enemy within 10ft of you.

**Momentum** A weapon with this property allows you to make use of the weapon balance to carry your attack through your opponent, you can choose to try and attack two targets with each attack of the weapon. The first target suffer no penalties, but on the second target, the attack and damage rolls are rolled with disadvantage.

**Multi-use** When making an attack, you may decide to use one of the two listed damage rolls.

**Overbearing** You have disadvantage when you use this weapon to attack a target within 5 feet of you. Also, this weapon requires two hands two wield when you aren't mounted.

**Piercing** A weapon with this property allows you to, when targeting a specific body area with an attack roll, you puncture the target’s armor and dealing damage equal to your Strength modifier.

**Ranged** 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 threaten area.

**Risky Shot** A weapon with this property allows you to make a single attack roll with disadvantaged, if both rolls would hit the target, you automatically land a critical hit.

**Shoving** A weapon with this property allows you to, as an action, make a single attack roll against a target of the same size category as you or smaller. If the attack hits, it does normal damage, and the target must make a Strength Saving Throw or be shoved 5 ft. in any direction of your choosing, you can move and occupy the square the target was previously occupying without using any of your speed.

**Stun** A weapon with this property allows you to, once per turn, as an action, make a single attack roll with your weapon against a humanoid target. If the attack hits, it does no damage, but the target must make a Constitution saving throw or be stunned until the beginning of its next turn.

**Sundering** A weapon with this property allows you to, as an action, make a single attack roll with your weapon against an armored or naturally armored creature. If the attack hits, the targeted area’s AC is permanently reduced by 1 until its armor is repaired, but cannot be reduced below 8. This attack has no effect on creatures with magical armor, unless the weapon is also magical.

**Thin Blade** A weapon with this property allows you to increase your critical hit range by 1 while wielding it. e.g if you would normally critically hit on a 20 this weapon critically hits on a 19 or 20. This effect stacks with similar effects for improved criticals.

**Thrown** With a weapon with this 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 and you are able to increase both of the weapon's ranges by 20 ft.

**Throw Flurry** A weapon with this property allows you to, with one attack action, throw two weapons with this property, as long as each weapon targets a different creature.

**Two-Handed** This weapon requires two hands to use.

**Undersized** A weapon with the undersized property is particularly small. They can be easily hidden, and are favoured by tiny races.An undersized one-handed weapon is considered to be a light weapon. A Tiny creature can wield an undersized weapon in their off-hand and use it when two-weapon fighting. An undersized two-handed weapon can be used by a Tiny creature without taking Disadvantage on their attack rolls.

**Vault** A weapon with this property allows you to use this weapon to help leap long distances. You can use an action to allow you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single attack with you weapon as part of this action. **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.