Basic Weapons

## Basic Weapon Properties

Many weapons have special properties related to their use,
as shown in the Basic Weapons table.

**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 (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 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.

**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.

**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.

**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.

**Range:**
A weapon that can be used to make a ranged attack has a range in parentheses after
the ammunition or thrown property. The range lists two numbers. The first is the
weapon's normal range in meters, and the second indicates the weapon's long 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 1.5 meters
to your reach when you attack with it, as well as when determining your reach for
opportunity attacks with it.

**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).

**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.

**Two-Handed:**
This weapon requires two hands when you attack with it.

**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.

## Special Weapons

**Lance:** You have
disadvantage when you use a lance to attack a target within 1.5 meters of you. Also,
a lance requires two hands to wield when you aren't mounted.

**Net:** A Large or
smaller creature hit by a net is restrained until it is freed. A net has no effect
on creatures that are formless, or creatures that are Huge or larger. A creature
can use its action to make a DC 10 Strength check, freeing itself or another creature
within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also
frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack
with a net, you can make only one attack regardless of the number of attacks you
can normally make.