Properties (Ranged)

Many ranged weapons have special properties related to their use. Below are a list of all the ranged weapons properties as well as what they mean.

### **Ammunition (Ammo)**

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from that weapon. Every time you attack with that weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battle field. If you use a weapon that has the ammunition property to make a melee attack, the weapon does 1d6 Bludgeoning (unless it has a Bayonet attached). There are two values in parenthesis next to the ammunition property. The first one is its standard range and the second is its far range. If the target of your attack is within the far range, the attack roll has disadvantage.

### **Automatic**

This weapon can fire in rapid bursts, unleashing a barrage of projectiles. Whenever you take the attack action, you can expend an amount of ammunition equal to the number indicated. If you do not have the ammunition loaded into the weapon the attack fails. Choose a 10 ft. square area within your weapons range. Each creature in that square must make a Dexterity saving throw, the DC of which is equal equal to 8 + your proficiency bonus + your Dexterity modifier. A creature takes damage equal to your attacks normal damage on a failed save or no damage on a successful save. A creature has advantage on the saving throw if they're in the weapons second range increment, unless you have a feature which bypasses the penalty for attacking within the second range increment.

The damage for your automatic attack can increase. If you gain the Extra Attack feature, your automatic attacks damage increases by one weapon die. If you gain a bonus to your attack rolls, you add that to your save DC. The exception is attack bonuses that require a dice roll, such as superiority dice.

### **Light**

A Light Firearm is small and easy to Handle, making it ideal to use when fighting with two weapons.

### **Point Blank**

Ranged weapons with the Point Blank property allow for exact precision when pointing at nearby targets. Attacks with ranged weapons that have this property do not suffer disadvantage when made within 5 ft. of a creature.

### **Precision Scope**

Weapons that have the Precision Scope property ignore Half and Three Quarters cover when fired. Additionally, you gain a +3 to the attack roll with any weapon that has this property.

### **Recoil**

Weapons with the Recoil Property have a lot of Kickback when you fire them. You must have a Strength score equal to or higher than the value detailed in parentheses or suffer a penalty to the attack roll equal to the recoil value. For example, a Hunting Rifle has a Recoil value of 3 and requires you to have a Strength score of 13 or higher or suffer a -3 penalty on your attack rolls with that weapon. Proficiency with a type of Firearm reduces the recoil value by one.

### **Reload**

The weapon can be fired a number of times equal to its Reload score before you must spend one attack or a Bonus Action to Reload. You must have one free hand to reload this weapon.

### **Silent**

Weapons with the silent property do not cause any noise. These weapons don't cause additional ticks to be filled in when using the Noise progression clock. Additionally, shooting one of these weapons does not immediately give away your position if you are in stealth.

### **Special**

A weapon with the Special Property has unusual rules governing its use, explained in the weapon’s description.

### **Stock**

Ranged weapons with the Stock property can improve your aim when set on firm ground. If you lay prone and make a ranged attack with it, you can ignore disadvantage when shooting at long range (but no further than 1000 feet), but you suffer disadvantage if you shoot at targets within close range.

### **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 can use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with that weapon.

### **Two-Handed**

This weapon requires two hands when you fight with it.

### **Volley**

Weapons with the Volley property are less effective at close distances. Your attacks against targets that are within 30 feet from you suffer disadvantage.