1. Properties Expanded | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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1. Properties Expanded

Ver 8.3

A list of properties used by starter, mechanical, and magic weapons.

  • The Light and Heavy properties have been removed.
  • Two-weapon fighting can be done with any 2 one-handed weapons.
  • Weapons with special rules are described here:
  • Net. A Large or smaller creature hit by a net is restrained until freed. As an action, a creature can make a DC 10 Strength check to free itself or another within reach. Dealing 5 slashing damage to the net (AC 10) also frees the creature whilst destroying the net. You can only attack with a given net once per turn, and they have no effect on formless creatures
  • Firearms require firearm proficiency to be reloaded.

  • Basic Property

    Ammo(#).Requires ammunition. If the ammo is a weapon, deals both sets of damage.
    Cavalry.Requires 1 hand when mounted, but 2 hands the rest of the time.
    Disarming.You have advantage on disarm attacks.
    Glove.Wearing it counts as a free hand, but you can only attack with it if that hand is unoccupied.
    Grapple.Can be used to make a grapple attack using Sleight of Hand instead of Athletics.
    Launcher(#).Launches another weapon(#), dealing both the weapons damage and its own.
    Loading.The weapon must be loaded before use. Reloading takes a bonus action.
    Loading(#).The weapon has a # round internal magazine. Fully reloading takes an action, but reloading 1 shot takes a bonus action.
    Parry.As a reaction, gain 1 AC for 1 incoming attack that you can see.
    Reach.Range is extended by 5ft.
    Scatter.Targets all creatures and objects in a cone, rather than one creature or object.
    Siege Weapon.Deals double damage to objects, structures, and constructs.
    Sweeping.When you make a melee attack, you can target 1 additional creature within range.
    Thrown(#).Can be thrown as a ranged attack.
    Two-handed.Needs 2 hands to use. Can be used with 1 hand at disadvantage.
    Versatile.Can be 2-handed to increase damage dice rank.

    Ability Score

    Alluring.You can use Charisma as the modifier for this weapon.
    Arcane.You can use Intelligence as the modifier for this weapon.
    Entropic.You can use Constitution as the modifier for this weapon.
    Finesse.You can use Dexterity as the modifier for this weapon.
    Occult.You can use Wisdom as the modifier for this weapon.
    Prime.You can use any ability score as the modifier for this weapon.
    Stronk.You can use Strength as the modifier for this weapon.

    Minor magic

    Annoying.You have advantage to hit any creature within reach/half-range
    that is concentrating on a spell.
    Burst Fire(#).Every attack with this weapon uses # rounds.
    Dire.You can add your Proficiency Bonus to the damage roll instead of the attack roll.
    Dual Hit.This weapon attacks twice per attack action used. Four times with the Extra Attack feature.
    Glowing.Sheds bright light in a #-foot radius and dim light for an additional # feet.
    Hidden.This weapon is designed to be easily concealed
    Large.You have disadvantage in hallways.
    Mage Hunter.You deal additional damage to spellcasters.
    Non-Lethal.When dealing damage to a creature below 10% hp, they will be knocked Unconscious for 3 turns.
    Quick.You can make one attack with this weapon as a bonus action
    Relentless.You can add your Proficiency Bonus to both attack and damage rolls.
    Runic.You can use this item as a Spellcasting focus.
    Scoped.Extends the weapon's normal range to 3/4 of its long range.
    Sluggish.Requires 1 attack action and 1 bonus action or 2 attack actions to use.
    SprinterWhile holding this weapon, your movement speed increases by 10 ft.
    Stealthy.Doesn't reveil your position when attacking.
    Unwieldy.You have disadvantage when attacking a target within 5 feet.

    Attunment Bonus

    Confident.While attuned to this magic item, you have advantage on Intimidation, Performance, and Persuasion checks.
    Divine.While attuned to this weapon, your spells and abilities grant the maximum healing possible.
    Featherlite.While attuned to this magic item, you don't provoke opp attacks.
    Forge worker.(WIP)
    Grave Tender.While attuned to this magic item, necrotic damage no longer reduces your Max hp
    Ice Born.While attuned this weapon, you have resistance to cold damage.

    Damage Bonus

    Dark kiss.The target's max HP is reduced by the necrotic damage dealt. The reduction lasts until the target finishes a short rest.
    Decapitate.When you deal max damage on a critical attack, the target is beheaded.
    Freezing.When you deal max cold damage, the target's speed drops by 10 for 3 turns
    Lacerating.When you deal max damage, the target gains 1 level of exhaustion.
    Life-Steal.You gain temp HP equal to the necrotic damage dealt by this weapon.
    Paralyzing.When you deal max psychic damage, the target becomes paralyzed until the start of your .next turn.
    Smelt.When you deal max fire damage, the targets AC drops by 3. The reduction lasts until the target finishes a short rest.
    Storm Bound.When you deal max lightning damage, the target becomes stunned until the start of your next turn.

    Created by

    stormgate_dnd.

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