Weapons

This section contains weaponry used by characters. Here you’ll find weapon tables, several revised weapon properties, and a new type of property: Mastery properties.

## Weapon Properties:

### Artillery

You must use Strength instead of Dexterity for the Firearm save DC and the attack and damage rolls of this weapon. Such a weapon can only be reloaded with an action.

### 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.

### Barrel

The weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be reloaded according to its fast or slow reload property (F or S, respectively).

* **Fast:** You must use an Attack, an Action, or a Bonus Action to reload this firearm. You must have one free hand to do so.
* **Slow:** You must use an Attack or an Action to reload this firearm. You must have one free hand to do so.

### Blaring

Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have disadvantage on Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has advantage on Perception checks against you.

### Booming

The deflagration from firing this weapon makes a stupendous booming sound. The sound can be heard from up to 500 feet away. Firing this weapon rifle makes it impossible to go undetected; you automatically fail Stealth checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it automatically succeeds on Perception checks against you.

### Concussive

These weapons bludgeon as much as they pierce. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning damage. For instance, if a creature is immune to Piercing damage and has no resistance or immunity to Bludgeoning damage, it would take full damage from a concussive weapon. Resistance to all physical damage applies as normal.

### Fan Fire

You can quickly fire this weapon by slamming the hammer repeatedly. As an Action, you fire a number of bullets in a row equal to your Dexterity modifier (minimum of 2, up to the entirety of the barrel). Each attack after the first suffers a cumulative -3 penalty to the attack roll. You cannot add any modifier to the damage roll of these attacks beyond the first (such as the bonus from your Dexterity modifier, the Sharp-shooter feat, or a magic weapon's bonus to damage rolls). When you use this Action, your speed becomes 0 until the end of your turn, and attacks you make using the long range of the weapon automatically miss.

If you roll a 1 on any of the attack rolls, the weapon jams and can’t be used again until it is repaired. You can use an action to make a DC 15 Sleight of Hand check, repairing the weapon on a success. Alternatively, you can spend 1 hour outside of combat to mend it, automatically succeeding on the check. If your check fails, the weapon is broken and must be mended in a specialist’s store at a quarter of the cost of the firearm.

### 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.

### Misfire

Specifically for Firearms, if the number rolled on the d20 for the attack roll with that Firearm equals the Misfire score or lower then the weapon misfires. Requiring a successful Tinker’s Tools check to repair the weapon before it can be used again

### 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 feet, 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 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

### Spread Fire

A weapon that has the spread fire property can’t make a normal attack, instead spraying a cone in front of you with a length equal to its range (for example, a blunderbuss with ‘range 20’ will fire in a 20- foot cone in front of you). Each creature in the area must succeed on a Dexterity saving throw against your Firearm save DC or take the weapon's normal damage.

### Steady

A weapon with this property can be stabilized for greater accuracy. As a Bonus Action, you give yourself a bonus to your next attack roll with this weapon this turn equal to your proficiency bonus, and attacking at long range doesn’t impose disadvantage on the attack roll. You can use this Bonus Action only if you haven’t moved during your turn, and after you use the Bonus Action, your speed is halved until the end of your turn.

### 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.

### Twinned Barrel

This weapon has two barrels that can each hold a bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a double barrel weapon as part of an attack, instead of each barrel individually. Doing so empties the barrel of the weapon (as per the Barrel property) but increases the damage die of the weapon on a hit (from d4 to d6 to d8 to d10 to d12).

### 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.

## Mastery Properties:

Each weapon has a Mastery property, as shown in the weapon tables above. That property is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character.

Here are descriptions of each Mastery property. The properties are provided in alphabetical order. If a game feature lets you replace a weapon’s Mastery property with another one, that weapon must meet any prerequisite specified for the new property.

### Cleave

*Prerequisite: Melee Weapon, Heavy Property*

If you hit a creature with a melee attack using this weapon, you can make an attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage, unless that modifier is negative. You can make this extra attack only once per turn.

### Flex

*Prerequisite: Versatile Property*

When you hit with a melee attack using this weapon, you deal its Versatile damage even if you’re wielding it with one hand.

### Graze

*Prerequisite: Melee Weapon, Heavy Property*

If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can’t be increased in any way, other than increasing the ability modifier.

### Nick

*Prerequisite: Light Property*

When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn.

### Push

*Prerequisite: Heavy, Two-Handed or Versatile Property*

If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is no more than one size larger than you.

### Sap

*Prerequisite: No Other Properties*

If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

### Slow

*Prerequisite: None*

If you hit a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 10 feet.

### Topple

*Prerequisite: Heavy, Reach, or Versatile Property*

If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier you used to make the attack roll. On a failed save, the creature has the Prone condition.

### Vex

*Prerequisite: Ammunition, Finesse, or Light Property*

If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.