Properties (Melee)

Most weapons have special properties related to their use as shown in the Weapons table. Below is a list of all the different weapon properties and their descriptions:

### **Beatdown**

You can use one of your attacks to make a special unarmed attack beating down on a defenseless target. If your target is either restrained, or is both grappled and prone, you may choose to beat it down with a special melee attack that deals additional damage of the same type as shown in parenthesis.

### **Brutal**

Weapons with the Brutal property deal devastating critical hits. When you score a critical hit, you add one additional weapon die to the damage total.

### **Cleaving**

When you reduce a creature to 0 hit points with a weapon with this property, any excess damage might carry over to another creature within your weapon's reach. The attacker targets another creature within reach and if the original attack roll equals or exceeds the the new targets Armor Class (AC), you apply any remaining damage from your original attack to the new target. And if you reduce the new target to 0 hit points, you repeat the process until either there's no targets within reach of your weapon or your attack fails to reduce a creature to 0 hit points.

### **Concealed**

Weapons with the Concealed property can be hidden from plain sight until wielded or used. You can use your Dexterity (Sleight of Hand) skill to hide the weapon. If the weapon does not have the Light property, anyone who uses Wisdom (Perception) check to detect the weapon may benefit from Passive Perception.

### **Critical**

Upon a critical hit, this weapon can produce a devastating blow. When your attack is a critical hit, instead of rolling the weapon dice again add the maximum amount of damage that the dice could roll.

### **Finesse**

When making an attack with a Finesse weapon, you can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Melee weapons with this property that do not also have the Light property require Strength 11 or higher to use Dexterity in this way.

### **Fragile**

Whenever you make an attack roll with a melee weapon with the Fragile property and the result on the d20 die is equal to or lower than the weapon’s Fragile value, the weapon breaks immediately after the attack.

### **Heavy**

You must be stronger to use weapons with the Heavy property effectively. Your Strength score must equal or exceed the value detailed in the parentheses of weapons with this property. If your strength score doesn't meet the value required to use this weapon effectively, then you suffer disadvantage on all Attack rolls you make with this weapon.

### **Hooked**

The weapon has a hooked head that can get stuck into your opponent. While your weapon is grappling the target and you are holding on your weapon, if the target attempts to break the grapple by leaving your reach or is Shoved away from you, it provokes an opportunity attack from you that automatically hits.

### **Light**

A Light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. The weapon is able to be used just as effectively while you are laying on the ground or while you are standing. When you are prone and attack with this weapon, you do not suffer disadvantage if you are proficient with the weapon.

### **Opportunistic**

This weapon is great for striking back at opponents who threaten you. When using your reaction to make an opportunity attack with this weapon, you benefit from advantage to the attack roll.

### **Parry**

The weapon has a catching or deflecting feature, allowing it to be used to parry incoming attacks. You can use the Deflect combat action without Dominance over your target, and even if the weapon has the Light or Finesse properties.

### **Reach**

Weapons with this property add an extra 5 feet to your reach when you attack with it, as well as determining your reach for opportunity attacks with it.

### **Sharp**

The weapon is particularly adept at making the most of the advantageous situation when an enemy is unarmored. When you attack a target that is unarmored or with an armor AC of 12 or less, you gain a bonus to the damage roll equal to the value written in parenthesis. Creatures with natural armor or an armor Class of 13 or higher are immune to this property.

### **Slow**

A Slow weapon is massive and cumbersome, and requires great strength to wield and multi-attack with. The limit to the number of attacks also affects attacks that use a bonus action and opportunity attacks.

 15-16
 17-18
 >19

### **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. For example, if you throw a Hatchet, you use your Strength, but if you throw a Butcher Knife, you can use either your Strength or Dexterity. since the Butcher Knife has the Finesse property.

### **Two-Handed**

This weapon requires two hands when you fight with it. When you deal damage with a Two-Handed weapon, you deal additional damage equal to 1.5 times your Strength modifier (rounded down) . For example, if your Strength modifier is four, you would deal an additional six damage because 1.5 x 4 = 6.

### **Versatile**

The 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.

### **Vicious**

If a weapon with the Vicious property deals damage, you may reroll any of the weapon dice if it rolls a value of 1. You must use the new value even if it is also a 1. If you have the Great Weapon Fighting style Feat, the rerolls stack to 1-3 instead.