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Weapon Properties

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have the appropriate 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" property below). 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. Creatures with less than 3 Strength cannot lift or move heavy objects. Creatures with less than 13 Strength have disadvantage on attack rolls with heavy weapons.   Very Heavy. Creatures with less than 7 Strength cannot lift or move very heavy objects. Creatures with less than 17 Strength have disadvantage on attack rolls with very heavy weapons.   Super Heavy. Creatures with less than 11 Strength cannot lift or move super heavy objects. Creatures with less than 21 Strength have disadvantage on attack rolls with super heavy weapons.   Improvised. This property applies to any object that does not fall under a normal weapon category or is otherwise considered to be unreliable compared to a purpose-built weapon. Such objects may include, but are not limited to: broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. These weapons deal 1d4 damage of a suitable type chosen by the DM. If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.   Creatures are not proficient with improvised weapons unless they have the Tavern Brawler feat.   Light. When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.   If either weapon has the thrown property, you can throw the weapon instead of making a melee attack with it.   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 (x/y). A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property, represented here by X and Y. X is the weapon's normal range in feet, and Y indicates the weapon's maximum range in feet. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's maximum range. If any effect would reduce your maximum range to a value lower than your normal range, your normal range becomes the same as your maximum range while affected by that effect.   Example: Range (30/90) - Normal range is 30 feet; Long range is 90 feet.   Reach (x). This weapon adds X feet to your reach when you attack with it, subsequently increasing your reach for opportunity attacks as well. If X is 10 or more, attacks with this weapon against creatures within 5 feet of you have disadvantage.   Net (size index). A creature of equal or smaller size than the net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are larger than the net. The size Index represent the number of diagonal squares the creature's space consumes. For example, Medium is Size Index 1 because medium creatues consume only 1 square of space. Small and Tiny creatures have a size Index of 0.5.   A creature can use its action to make a DC (10 * Index; Max 30) Strength check in order to free another creature within its reach on a success. Dealing (5 * Index) slashing damage to the net (AC 7+{Index * 2}; Max 20) also frees the creature without harming it, ending the effect and destroying the net. A creature currently affected by a net cannot free other creatures but can attempt to free itself by making the same rolls with disadvantage.   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.   Examples: Net (2) means creatures up to Large can be affected. Net (8) means creatures consuming up to an 8x8 area can be affected.   Silvered. Weapons with this property bypass damage resistances against Fiends, Undead, and Lycanthropes - but not immunities.   Weapons made entirely of silver inherently have this property.   Thrown (x/y). If a weapon has the thrown property, you can throw the weapon to make a ranged attack with X feet as your normal-range and Y feet as your long-range. 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 to use. This property is relevant only when you attack with the weapon, not when you simply hold 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.

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