Weapon Properties

Stone Age Weapon Properties

These weapon properties can be applied to any weapon of at least TL 1, whether melee or ranged, so long as the property falls under the chosen weapon design categories weapon property list.
Includes: Braced, Brittle, Covert, Disposable, Entagle, Heavy, Improvised, Light, Lingering, Loading, Projectile, Range, Reach, Ricochet, Snagging, Special, Splash, Thrown, Two-handed, Unwieldy, Versatile.   Show Spoiler

Braced (4)

You can use your action to Brace a weapon with this property, the first time a mounted creature or a creature taking the Charge action enters or moves within your Reach in a round you can expend your Reaction to make an attack against that creature. Should you hit that creature, this attack is considered an automatic critical threat, you still must confirm the critical hit as normal. If you would normally critically hit, this is instead considered an automatic critical hit.
  • This property increases the value of any weapon made with it by 15gp. This is not applied to weapons that receive this property for free.

Brittle (-2)

This weapon suffers half of its maximum HP in damage whenever you would confirm a fumble with it. This weapon confirms a fumble on a 5 or lower. Ammunition with this property is automatically destroyed upon impact, it cannot be recovered.
  • This property decreases the base value of any weapon made with it by 50 percent. A weapon with this property cannot also have Disposable.

Covert (2)

A weapon with this property is easy to conceal on your person, you gain Advantage on Dexterity (Sleight of Hand) checks made to conceal this weapon.
  • This property increases the value of any weapon made with it by 5gp.

Disposable (-4)

  • This weapon is destroyed upon use.
This property decreases the value of any weapon made with it by 75 percent. A weapon with this property cannot also have Brittle.

Entangle (4)

A weapon with this property causes a creature hit by it to suffer from the Restrained condition. An entangling weapon has no effect on creatures that are formless, or creatures that are two size categories larger than the weapon. A creature can use its action to make a DC 15 Athletics check, freeing itself or another creature within its reach on a success. Destroying the entangling weapon also frees the creature without harming it, ending the effect and destroying the weapon.   When you use an Action, Bonus Action, or Reaction to Attack with an entangling weapon, you can make only one Attack with this weapon, regardless of the number of attacks you can normally make.

Heavy

A heavy weapon’s size and bulk make it too large for a creature smaller than the weapon’s size to use effectively. A creature one-size category smaller than the weapon’s designed size has Absolute Disadvantage on Attack rolls made with Heavy Weapons. While all other small creatures simply cannot use the weapon, regardless of their Strength score.

Improvised

A weapon with the Improvised property is not designed to be used in combat. The wielder does not add their Proficiency bonus to attack rolls made with an improvised weapon unless they possess an ability or feat that allows them to do so. An improvised weapon reduces its damage die by one step.   A ranged weapon that inherently gains this property only applies this property when not using its range attack method, such as a projectile weapon being used to make a melee attack instead of a ranged projectile attack.

Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. A weapon with this property can be used as the off-handed weapon using the Two-Weapon Fighting rule while equipped. An off-handed weapon does not apply your Ability modifier to the damage of the weapon, unless the modifier is negative.

Lingering (4)

A weapon with this property causes the target hit to suffer from the Aflame (damage suffered) condition.
  • This property increases the value of any weapon made with it by 15gp.

Loading (4)

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.

Loading, Slow (2)

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. You must use an Action to reload the weapon before it can be fired again.

Projectile

You can use a weapon that has the Projectile property to make a ranged Attack only if you have ammunition to launch 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 non-destroyed expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the Projectile 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.

Range

A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition, Projectile, 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 cannot Attack a target beyond the weapon’s long range.

Reach (2)

This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for Reactionary attacks with it. A weapon of the Axe, Club, Flail, Lance, Hammer, Mace, Pick, Spear, or Sword type with this property is considered a Polearm for features that rely on the use of a polearm.  
  • This property increases the value of any weapon made with it by 5gp. This is not applied to Lance or Spear class weapons. Additionally, a weapon that would normally utilize a weapon hilt with this property instead utilizes weapon hafts. Finally, weapons with this property add either an additional Base Weapon Haft or an additional Whip Part, as appropriate to the given weapon.

Ricochet (4)

An ammunition or projectile weapon with this property causes the projectile loosed from it to ricochet to a target of your choice that is within 15 feet of the original target. Should the original attack roll hit this new target, they suffer base weapon damage from the ricocheting attack.
  • This property increases the value of any weapon made with it by 5gp.

Snagging (2)

Whenever you Shove a creature Prone with this weapon, you can move them 5 feet to an unoccupied space of your choice.
  • This property increases the value of any weapon made with it by 5gp.

Special (6)

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).
  • This property increases the value of any weapon made with it by between 0gp and 150gp, See GM.

Splash [#] (2)

A weapon with this property causes all creatures within a 5 feet per splash score radius burst of the target creature to make a Dexterity saving throw (DC 8 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon) or suffer the weapons minimum damage. You may increase the DC of this property by 1 for every +2 added to the Craft DC. A successful save halves this damage.   Should you miss with a Splash weapon, you must roll a d8 to determine where the weapon lands, with a 1 being the space directly to the north-west of your target and going in clockwise order from there with each number on the d8, this determines the trajectory of the attack. For every 4 by which you miss your targets AC, the weapon lands an additional 5 feet away from the intended target within the trajectory of the attack.
  • This property increases the value of any weapon made with it by 5gp.

Thrown (2)

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 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.   If you miss with a thrown weapon, you must roll a d8 to determine where the weapon lands, with a 1 being the space directly to the north-west of your target and going in clockwise order from there with each number on the d8, this determines the trajectory of the attack. For every 4 by which you miss your targets AC, the weapon lands an additional 5 feet away from the intended target within the trajectory of the attack.

Two-Handed

This weapon requires two hands to use when you attack with it. A weapon with this property cannot effectively be used in one hand. A two-handed weapon can be hefted onto a shoulder or temporarily held in one hand to allow casting or other somatic components to occur in the off-hand.

Unwieldy

A weapon with the Unwieldy property cannot be used to make repeated attacks, due to its large and cumbersome nature. An Unwieldy weapon can only be used to attack once per round, regardless of if it’s fully loaded and aimed within the same round or if its wielder can make multiple attacks in a single attack action; in addition, it cannot be used to make Reactionary attacks.

Versatile (2*)

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—this is the damage used when the weapon is used with two hands to make a melee Attack.   This increased damage is normally the same step as the base weapon on the one-handed table but utilizes the two-handed versatile damage table instead of the one-handed damage table chosen when crafting the weapon; however, you can increase this damage further by spending half of the difference in cost from the versatile damage at base to the desired damage chosen.   This property increases the weight of the weapon by utilizing the Two-Handed/Versatile weight calculations of the weapon instead of the Normal calculations for weight.
 

Bronze Age Weapon Properties

These weapon properties can be applied to any weapon of at least TL 2, whether melee or ranged, so long as the property falls under the chosen weapon design categories weapon property list.
Includes: Attached, Bulky, Cleaving, Cracking, Deflecting, Double, Emplacement, Finesse, Indirect, Siege Engine, Staggering, Switch, Weighted.   Show Spoiler

Armor Piercing (4)

A character wielding a weapon with this property may make a single attack as an Action with this weapon against a medium- or heavily- armored creature or a creature with an AC of 18 or more. This attack deals an additional die of damage, this bonus die is of the same size as the base weapon.   A weapon that deals Ballistic damage with this property ignores the benefits to AC granted by the Ballistic armor property.
  • This property increases the value of any weapon made with it by 2gp for each die size (d4, d6, d8, d10, d12).

Attached [1-3] (4-2-2)

The first tier the weapon is attached to the wielder’s arm and cannot be disarmed. The wielder can wield or carry items in the hand to which this weapon is attached, but they suffer Absolute Disadvantage on all precision-based tasks involving that hand (such as opening locks) while the weapon is wielded.   The second tier of this property has the weapon attached to the wielder’s arm; it cannot be disarmed. The wielder cannot wield, carry items, or otherwise use that hand while this weapon is attached.   The third tier of this property has the weapon attached to another weapon, typically a ranged weapon with some form of solid body, such as a crossbow or firearm. It allows the weapon with this property to be used in melee, instead of the ranged weapon it is attached to. When attached in this way, the attached weapon cannot be disarmed, but the weapon it’s attached to can be.
  • This property increases the value of any weapon made with it by 5gp. This is not applied to weapons that receive this property for free.

Bulky [#] (2)

A weapon with the bulky property is designed to be fired only when braced on a bipod, or a hard, stationary surface, such as a low wall. Bracing the weapon requires an Action. If a creature moves after bracing the weapon, or drops the weapon, the weapon is no longer considered to be braced.   While a weapon with this property is not braced, attack rolls with it are made at Absolute Disadvantage unless the character's Strength score is equal to or higher than the bulky score of the weapon.

Cleaving (4)

A character wielding a cleaving weapon deals their weapons minimum damage to a single foe adjacent to their target, the attack must hit the AC of the new foe to deal this bonus damage.
  • This property increases the value of any weapon made with it by 15gp.

Cracking [#] (2)

A weapon with this property is designed to punch through objects and structures, making it easier to damage them. A cracking weapon ignores an amount of Damage Threshold and Hardness of an object or structure equal to its Cracking value. This is in addition to the weapon’s Penetration score.   When this weapon is used to make an attack against a creature benefiting from a Circumstance bonus to AC, this weapon treats the target’s Circumstance AC as 1 lower than normal.
  • This property increases the value of any weapon made with it by 5gp and adds an additional weapon part to the weapon’s design. This is not applied to weapons that receive this property for free.

Deflecting (2)

A character wielding a weapon with the Deflecting property, can use their Reaction when hit by a melee or ranged martial attack to reduce the damage dealt by half of their Dexterity score. You must spend a Reaction to reset this property before it can be used again.
  • This property increases the value of any weapon made with it by 5gp.

Double [0* Special]

A two-handed weapon with the double weapon property can be used as if you were fighting with two light weapons. Each head of the weapon must be purchased separately when forming the weapon, with properties assigned to each head as if they were their own weapon. The weapon’s damage track utilizes the Light damage track for this weapon.
  • This property increases the value of any weapon made with it by 5gp.

Emplacement [#] (2)

A weapon with this property cannot be used effectively unless it is first set up. Often times attached to a vehicle, or attached to wheels for ease of movement, it requires an Action to move a weapon with this property, moving it at half speed, and it takes a number of Actions to ready it for combat equal to its emplacement score. It cannot be used until it has been set up for combat.

Finesse (2)

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.
  • This property increases the value of any weapon made with it by 5gp. This is not applied to weapons that receive this property for free.

Indirect

An indirect weapon is difficult to aim, and unlikely to hit the exact location desired. A non-proficient user attacking with an indirect weapon suffers a -2 penalty on attack rolls. An indirect weapon suffers Absolute Disadvantage on attack rolls if the weapon is not aimed first using an Action.   An indirect weapon targets an AC equal to the AC of the material found at its target location, instead of the targets AC, and on success the user must roll a d10 to determine where it lands, with a 1 being the square directly below the target space, 2-8 being the adjacent square in clockwise order, and 9-10 being a direct hit. If any number other than a 9 or 10 is rolled, a d4 must then be rolled to determine how many 5-feet spaces in the rolled direction the attack lands.   A creature directly struck by an indirect weapon gains a Dexterity saving throw (DC 10 + attacker’s Proficiency bonus with the weapon + attacker’s attack ability modifier with the weapon), success means they suffer half damage.

Siege Engine [Size] (10)

A siege engine is a large, structure-like weapon designed to assault and assail fortifications and beasts of immense size, heavily used in war, siege engines are unique in nature in that they are both weapon and structure, thus they hold their own category. A weapon with this property requires its users to be both proficient in the type of Siege Engine as this weapon and with the weapon classification of the siege engine, whether that is simple, martial, or exotic. For example, the user of a martial mangonel would need to be proficient in both catapults and martial weapons.   All siege engines have a classifier tied to them that denotes the size of the siege engine, which is used to determine its durability, its damage, the time it takes to set up-given in number of Actions, the time it takes to reload-given in number of Actions, the time it takes to aim-given in number of Actions, and the number of crew required to utilize the siege engine, additional crew members provide no benefit. A siege engine increases the distance an indirect attack that misses lands by an additional 1d4, with an additional 1d4 at Huge and again at Colossal size. The abilities of the siege engine are shown in the table below:
Size Durability Damage Emplacement Reload Aim Crew Weight
Small Medium Unchanged 10 Actions +1 Action 0 Actions 1 x1
Medium Large +2 Dice 50 Actions +3 Actions 1 Action 2 x4
Large Huge +4 Dice 200 Actions +5 Actions 2 Actions 3 x8
Huge Gargantuan +7 Dice 600 Actions +9 Actions 3 Actions 5 x16
Gargantuan Colossal +10 Dice 1200 Actions +13 Actions 4 Actions 7 x32
Colossal Titanic +14 Dice 2400 Actions +19 Actions 6 Actions 10 x64
A siege engine may still be used at half crew complement, but doing so doubles the reload, aim, and set up actions required. Additionally, creatures of larger size find the actions required easier, for every size category above medium when working a siege engine designed for medium creatures, double the number of actions provided of that action type for each action given.   For example, a large creature would provide 2 actions for every 1 action used reloading the siege engine, while a huge creature would provide 4 actions for every 1 action used.   Alternatively, creatures of tiny size or smaller working a siege engine designed for medium creatures require double the number of actions listed to provide the same result as a small or medium creature.   Finally, the size of this property adjusts the weight of the end item, and thus the required materials to craft the siege engine, this is given as a multiplier to the base weight, as shown on the table above.

Staggering (4)

A weapon with this property causes a foe struck for maximum damage by it to reduce their movement speed by 10 feet until the end of their next turn.
  • This property increases the value of any weapon made with it by 15gp. This is not applied to weapons that receive this property for free.

Switch (2)

A weapon with the switch property can freely switch between the two indicated damage types. For example, the wielder of a Switch (Piercing / Slashing) weapon with extra attack, could make their first attack dealing Slashing damage, and their second attack dealing Piercing damage. No action is required to switch between damage types.

Weighted (2)

A thrown weapon with the Weighted property is designed in a way that when it is thrown and fails to strike a target due to a Protective Item’s AC bonus, it embeds itself in the protective item, reducing the effectiveness of the protective item.   Whenever you miss a creature benefiting from an AC bonus due to a protective item with a thrown attack using a weapon with this property, due to the extra bonus to AC provided by the protective item, that protective item is weighted down by this weapon, causing its AC bonus to be negated until the bearer of the item uses an Action to clear away the obstruction with a DC 15 Strength (Athletics) check.
  • This property increases the value of any weapon made with it by 5gp.

 

Classical Weapon Properties

These weapon properties can be applied to any weapon of at least TL 4, whether melee or ranged, so long as the property falls under the chosen weapon design categories weapon property list.
Includes: Astonishing, Barrage, Brawling, Breaching, Brutal, Collateral, Couched, Cracking G, Distracting, Ferocious, Flexible, Grab, Heavy Shot, Hooked, Impactful, Knockback, Matching, Nonlethal, Plowing, Quick Shot, Returning.   Show Spoiler

Astonishing (4)

A character wielding a weapon with the Astonishing property, can spend a Bonus Action to make a Dirty Trick against a target in reach with this weapon. Make a Dirty Trick maneuver check against your target, this is opposed as normal for a Dirty Trick attempt.
  • This property increases the value of any weapon made with it by 5gp.

Barrage (2)

A character attacking with a weapon with the barrage property, can release up to two additional weapons or projectiles of the same type on a single attack to deal an additional die of damage per additional barrage released. This bonus damage is not multiplied on a critical hit. This property can only be applied to tiny thrown weapons such as darts, or shuriken, or projectiles such as sling stones.   A weapon with this property reduces the damage of the weapon by 1 step and halves the required components to design the weapon. Finally, the cost of the weapon from complexity and training is reduced to a quarter of its base value.

Brawling (2)

A brawling weapon is enhanced when used by a character that possesses the Martial Arts feature. When using such a weapon with this feature, you benefit from two forms of attacks with that weapon, a Mighty attack and a Swift attack. The attack is treated as an innate part of your Martial Arts feature. This feature cannot be applied to a weapon that possesses the Heavy weapon property.   Each attack benefits from the respective properties of the weapon as well as from any applicable properties of the appropriate attack type (mighty or swift), and its damage is that of the weapon if making a Mighty Martial Arts attack with the weapon or your weapon minus 1 step if making a Swift Martial Arts attack with the weapon, chosen at time of attack.

Breaching (2)

A character wielding a weapon with this property can as a Bonus Action enhance an attack they are about to make granting their next attack made within the current round that is made against a medium- or heavily- armored creature or a creature with an AC of 18 or higher a bonus on the attack roll equal to half of your Proficiency bonus. Additionally, this attack increases its Penetration score by an amount equal to your Proficiency bonus.
  • This property increases the value of any weapon made with it by 5gp. This is not applied to weapons that receive this property for free.

Breaker (4)

A character wielding a weapon with the Breaker property, can spend a Bonus Action to make a Sunder attack against a target in reach with this weapon. Make a Sunder maneuver check against your target, this is opposed as normal for a Sunder attempt.
  • This property increases the value of any weapon made with it by 5gp.

Brutal (4)

This weapon increases its ability modifier multiplier by 0.5 on all attacks. For example, when wielding a one-handed brutal weapon with a Strength score of 18, you would add +6 damage due to Strength, instead of +4 to your attacks with this weapon.   Additionally, whenever you would critically hit a foe with this weapon, you deal your attacks bonus damage from your ability modifier per critical multiplier of the weapon in additional damage.
  • This property increases the value of any weapon made with it by 15gp.

Collateral (4)

A character wielding a weapon with the Collateral property causes any creature that they use the Overrun successfully to deal the weapon’s minimum damage. This is in addition to any damage rolled normally.
  • This property increases the value of any weapon made with it by 10gp.

Couched (2)

A two-handed weapon with this property may be wielded one-handed while mounted without penalty.
  • This property increases the value of any weapon made with it by 10gp. This is not applied to weapons that receive this property for free.

Cracking, Greater [#] (4)

A weapon with this property is designed to punch through objects and structures, making it easier to A weapon with this property is designed to punch through objects and structures, making it easier to damage them. A greater cracking weapon ignores an amount of Damage Threshold and Hardness of an object or structure equal to its Cracking value. This is in addition to the weapon’s Penetration score.   When this weapon is used to make an attack against a creature benefiting from a Circumstance bonus to AC, this weapon treats the target’s Circumstance AC as a number of points lower than normal equal to half of the wielder’s Proficiency bonus.
  • This property increases the value of any weapon made with it by 25gp and adds an additional weapon part to the weapon’s design.

Distracting (4)

A character wielding a weapon with the Distracting property, can spend a Bonus Action to make a Feint maneuver against a target in reach with this weapon. Make a Feint maneuver check against your target, this is opposed as normal for a Feint attempt. A character with Cunning Action can do so as an Item Interaction.
  • This property increases the value of any weapon made with it by 5gp.

Ferocious (2)

A ferocious weapon is especially designed for use with a natural attack. It cannot be used by a character that does not possess the indicated natural attack. The value in parenthesis indicates which type of natural attack it can be applied to.   When used by a character that possesses an innate natural attack, such as a claw or a bite, you use the damage of the weapon as well as all Properties and the Penetration score of the weapon and the natural attack combined, as if it were an innate part of your natural attack. The attack can utilize the critical rating of either the ferocious weapon or the natural attack, chosen at time of attack.

Flexible (4)

A character wielding a weapon with the flexible property can spend a Bonus Action to ignore the AC bonus provided by a Protective Item to a protected creature; once used, another Bonus Action must be taken before this property can be used again.
  • This property increases the value of any weapon made with it by 15gp. This is not applied to weapons that receive this property for free.

Grab (4)

A character wielding a weapon with the grab property, can spend a bonus action to make an Athletics check to Disarm or Grapple a foe struck by this weapon. This check is opposed as normal for a Disarm or Grab attempt.
  • This property increases the value of any weapon made with it by 5gp.

Heavy Shot (4)

Whenever a character would take the Attack action with a Heavy Shot weapon, they can remove one or multiple attacks in their attack scheme to benefit their main attack, providing it with a bonus to hit equal to half of your Proficiency bonus, and increasing the damage of the attack by the damage dice of the sacrificed attack(s).   However, doing so leaves you open, whenever you would take a heavy shot attack, your Armor Class is reduced by 5 – half of your Proficiency bonus until the end of your next turn.
  • This property increases the value of any weapon made with it by 20gp.

Hooked (4)

A character wielding a weapon with the Hooked property, can spend a Bonus Action to make a Shove check to knock a foe struck by this weapon Prone. This is opposed as normal for a Shove attempt.
  • This property increases the value of any weapon made with it by 5gp.

Impactful (4)

When making a ranged attack against a creature within close range with a weapon possessing the Impactful property you double the base Penetration score of the weapon and deal an additional amount of damage equal to your Proficiency bonus.
  • This property increases the value of any weapon made with it by 10gp.

Knockback (4)

A weapon with this property that rolls max on their damage die causes a creature struck by the weapon to make a Strength saving throw (DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon) or be knocked back 5 feet with an additional 5 feet for every 4 points by which they fail this save.
  • This property increases the value of any weapon made with it by 15gp.

Matching (4)

A matching weapon is designed to be used with its twin. Each weapon possessing this quality must possess the exact same makeup to function as a matching weapon pair. A character two-weapon fighting with a pair of Matching weapons treats their target’s Dodge bonus to AC as 2 lower on their off-hand attack following a successful main-hand attack.   A matching weapon can be drawn at the same time as its matched twin, as a part of the same Use An Object Action or Item Interaction.
  • This property increases the value of any weapon made with it by 10gp.

Nonlethal (4)

A ranged weapon’s ammunition with this property can attack nonlethally. Knocking a creature unconscious instead of killing them.

Plowing (4)

A character wielding a weapon with the Plowing property, can spend a Bonus Action to make an Athletics check to push a foe struck by this weapon away. Make a Shove check against your target, this is opposed as normal for a Shove attempt, on success the target is pushed back 5 feet with an additional 5 feet per 4 by which you beat their result.
  • This property increases the value of any weapon made with it by 5gp.

Quick Shot (4)

Whenever a character would take the Attack action with a Quick Shot weapon, they can make one additional attack using the Quick Shot weapon, albeit without their Proficiency bonus being added to the result of the attack.
  • This property increases the value of any weapon made with it by 15gp.

Returning (4)

A character throwing a Returning weapon, has it returned to their hand on the following round, unless it is stopped midflight in a way that would prevent its return.
  • This property increases the value of any weapon made with it by 5gp.

 

Medieval Weapon Properties

These weapon properties can be applied to any weapon of at least TL 6, whether melee or ranged, so long as the property falls under the chosen weapon design categories weapon property list.
Includes: Ammunition, Armor Piercing G, Compound, Concussive, Disorienting, Explosive, Fine, Fuel, Launcher, Magical Implement, Parrying, Reload, Scatter, Slow Reload, Strength, Veiled.   Show Spoiler

Ammunition

You can use a weapon that has the ammunition property to make a ranged Attack only if you have ammunition loaded into the weapon and ready to fire. Each time you attack with the weapon, you expend at least one piece of ammunition. The weapon draws the ammunition from a magazine automatically, manually loaded in through the use of a bolt action mechanism, or a similar method. Drawing the ammunition for a weapon with the Ammunition property is a part of the attack unless the weapon also possesses the loading property.   Each shot fired leaves behind a bullet, shell casing, or similar remains of the fired round, these are unusable, but can be collected to reforge the ammo for later use, returning half of the metal components in useable material for ammunition casings only when collected.   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 weapon with a bayonet or similar attachment is not considered an improvised weapon when used in melee.

Armor Piercing, Greater (8)

A character wielding a weapon with this property may make a single attack as an Action with this weapon against a medium- or heavily- armored creature or a creature with an AC of 18 or more. This attack deals two additional dice of damage, these bonus dice are of the same size as the base weapon.   A weapon that deals Ballistic damage with this property ignores the benefits to AC granted by the Enhanced Ballistic or Ballistic armor property.
  • This property increases the value of any weapon made with it by 10gp for each die size (d4, d6, d8, d10, d12).

Compound (4)

A character wielding a ranged weapon with the compound property, can use their Bonus Action to grant their next attack within close range Advantage. If you do so, you must use another Bonus Action to reset this ability.
  • This property increases the value of any weapon made with it by 15gp.

Concussive (6)

A weapon with this property causes a foe critically hit by it to suffer from the Poisoned condition for 1d4 rounds.
  • This property increases the value of any weapon made with it by 15gp. Finally, weapons with this property adds an additional Base Weapon part to the weapon design.

Disorienting (4)

A disorienting weapon causes any target struck by a weapon that has dealt maximum damage on the die, to be limited on the Reactions they can take until the start of their next turn. A creature disoriented in this way can take a Reaction by making a successful DC 10 Constitution saving throw.
  • This property increases the value of any weapon made with it by 5gp.

Explosive [#] (6)

Upon a hit, everything within 5 feet per rank in this property of the target, including the target, must make a Dexterity saving throw (DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon) success means they suffer half damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
  • This property increases the value of any weapon made with it by 20gp. This is not applied to weapons that receive this property for free.

Fine (6)

A fine weapon is light and easy to handle, making it ideal for use when fighting with two Weapons. A fine weapon counts as a Light weapon for the purposes of Two-Weapon Fighting. This property can only be applied to a one-handed weapon that does not possess the Light property.
  • This property increases the value of any weapon made with it by 10gp.

Fuel [#]

A weapon with this property uses fuel as its power source, each attack made with a weapon that uses fuel drains its fuel reserves with an amount equal to its Fuel value. When a weapon with the Fuel property runs out of fuel it must be reloaded before it can be fired again.   When making an attack with a fuel weapon each attack is made against each creature within a 45° cone equal to its Range. Make one attack roll against each creature within close range, and another for each creature within long range, the long range is at Disadvantage; in addition, each creature struck in the area of effect must make a Dexterity saving throw (DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon) success means the target suffers half damage.   If you use a weapon that has the Fuel property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A weapon with a bayonet or similar attachment is not considered an improvised weapon.

Launcher (2)

A weapon with this property is designed to launch grenades and similar projectiles at extreme speeds and greater range, propelling the object and causing it to explode on impact, thus ignoring the Delayed property of a launched item; in addition, the range of the launched item uses the Launcher properties range rather than the launched items range when determining range penalties and whether or not a space is in range.

Magic Implement [#] (4)

A magical implement can only be used by a character that possesses the Pact Magic or Spellcasting feature, and those with such a feature are considered Proficient with such weapons. When attacking with a magical implement’s ammunition property, the attack or spell originates from the implement and uses the mage’s Spellcasting attribute for attack and damage instead of the base attribute of the weapon, and the damage type of the weapon changes to that of the ammunition loaded into the weapon. A damage value in parentheses appears with the property—this is the damage used when the weapon utilizes its Ammunition property to make an Attack, whether melee or ranged. This alternate damage value is normally one step above the base weapon on the same damage track; however, you can increase this damage further by spending half of the difference in cost from the Magic Implement damage at base to the desired damage chosen.   Finally, a weapon with the magic implement property can use its ammunition to supercharge a cantrip or spell. Whenever you would cast an attack-cantrip or leveled spell, you can spend a charge of the implement’s ammunition to increase the damage of that cantrip or spell by this properties damage die on the first attack of the given spell, likewise the Range of the enhanced cantrip or leveled spell is enhanced by the ammunition Range value.
  • This property increases the value of any weapon made with it by 20gp and increases the weight of the weapon by adding an additional base foci part to the weapons design. This is not applied to weapons that receive this property for free.

Parrying (2)

A character wielding a weapon with the Parrying property in their off-hand, gains a +1 Competence bonus to their AC. This bonus to AC is lost for the round should you make an attack with it and is considered a Protective Item for stacking bonuses.
  • This property increases the value of any weapon made with it by 5gp.

Reload [#] (3) [base 1, +1 per 1 thereafter]

The weapon can be fired a number of times equal to its Reload score before you must reload it. You must have one free hand to reload a weapon with this property.   By spending an Action or a Bonus Action, you can load up to your Proficiency bonus in ammunition into a weapon. You can spend both your Action and Bonus Action on the same turn to load double your Proficiency bonus into the weapon. You can instead spend an Action to load a clip into a weapon.
  • This property increases the value of any weapon made with it by 5gp. This is not applied to weapons that receive this property for free.

Scatter [#] (2) [1 base, +2 per 1 thereafter]

An attack made from a weapon with this property is made against each creature within a 45° cone equal to its Range. Make one attack roll against each creature within close range, and another for each creature within long range, the long range is at Disadvantage, all creatures in the area of effect receive a Dexterity saving throw (DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon) for half damage.   Additionally, if an affected creature is within 10 feet of you, they do not receive this Dexterity saving throw and suffer an additional 1d4 points of damage per Scatter score this weapon has; however, unless that creature goes down, the attack stops at that creature unless the weapon also possesses the Greater Cracking property.
  • This property increases the value of any weapon made with it by 15gp.

Slow Reload [#] (1) [base 1, +1 per 1 thereafter]

When reloading a weapon with this property, you reload half of your Proficiency bonus for each action used, instead of your full Proficiency bonus, this otherwise functions like the Reload weapon property.

Strength [#] (2 at Strength 10, +1 per +2 Strength score)

A ranged weapon with this property is enhanced to allow the wielder’s physical might to aid in the projectiles force. This property has a value tied to it, this is the Strength score of the weapon, a character must have equal to or higher Strength to wield the weapon effectively, if they do not, they suffer Disadvantage on attack rolls with the weapon.   A character wielding a weapon with this property adds their Strength modifier, up to the weapons Strength modifier, in additional damage, this stacks with the character’s Dexterity modifier.
  • This property increases the value of any weapon made with it by 10gp.

Veiled (4)

A weapon with this property is hidden within a common mundane item of similar size and make, such as a sword hidden inside a walking cane, or a crossbow inside a gauntlet. The item can be revealed as an Item Interaction, and returned to its hidden pocket as an Item Interaction. The first attack made with a veiled weapon unseen by the defender treats the defender as if the attacker were Hidden. A veiled weapon has a base DC 20 Intelligence (Investigation) check or DC 25 Wisdom (Perception) check to notice its concealed nature.
  • This property increases the value of any weapon made with it by 10gp.

 

Chivalric Weapon Properties

These weapon properties can be applied to any weapon of at least TL 8, whether melee or ranged, so long as the property falls under the chosen weapon design categories weapon property list.
Includes: Blocking, Burst-Fire, Casting Foci, Delayed, Double-Barreled, Dueling, Gaseous, Misfire, Semi-Auto, Striking, Trick.   Show Spoiler

Blocking (4)

When you use a Reaction to boost your Armor Class you gain an additional +1 bonus on top of what that ability provides as you raise this weapon high to deflect the incoming blow.
  • This property increases the value of any weapon made with it by 15gp.

Burst-Fire [#*] (4) [2 base, +2 DC per 1 thereafter]

A weapon with this property has a second mode of firing, a multi-round burst fire. This property comes with a value, which is the number of additional shots used when shooting in this firing mode. For every point you exceed a targets Armor Class, you deal an additional 1d4 points of damage, up to 2d4 x the Burst-Fire value of the weapon.

Casting Foci (4)

This weapon counts as a Spellcasting Focus, and the hand is considered free for the purposes of Somatic gestures using this hand.
  • This property increases the value of any weapon made with it by 20gp and increases the weight of the weapon by adding an additional base foci part to the weapons design.

Delayed (2)

A weapon with this property does not activate until a number of rounds after the initial action equal to the Delayed score of the weapon.
  • This property increases the value of any weapon made with it by 5gp.

Double-Barreled (2)

A weapon with this property has an additional barrel which it launches its ammunition from. You can make an attack a double-barrel attack, when you do so, when attacking a foe within the first range increment, if you exceed your targets Armor Class by four or more, your weapons base damage is increased by 1 damage dice; however, you use double the normal amount of ammunition.

Dueling [#] (2) [base 1, +1 per 2 thereafter]

A weapon with this property is especially effective in duels; while wielding this weapon you gain a bonus to your Initiative equal to the dueling score of the weapon and gain +1 Dueling Dice when entering a duel with this weapon.

Gaseous (4) [#]

A weapon with this property causes the damage it deals to linger in a cloud of gas for a number of rounds equal to its Gaseous score. A creature that enters the area of a gaseous effect for the first time in a round or starts their turn there suffers the effects of a gaseous weapon. They receive a Constitution saving throw (DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon) to suffer half of the damage and negate any side effects.
  • This property increases the value of any weapon made with it by 15gp.

Misfire

Whenever you make an attack roll with a Misfire weapon, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and you must now roll to confirm the misfire, roll another d20, comparing it to the Misfire score, if you roll above the misfire score, the weapon is simply jammed and you must spend an Attack or Action to clear the jam; however, if you roll equal to or lower than the Misfire score the weapon is blocked and cannot be used again until you spend an Action to try and repair it. To repair your weapon, you must make a successful Crafting Tool’s check, as appropriate to the weapon (DC equal to 12 + the Misfire score when the weapon misfired) to repair this blockage. If your check fails, the weapon immediately suffers half of its maximum HP in damage.

Semi-Auto (4)

When you take the attack action with a semi-auto weapon, you can use your Bonus Action to make an additional attack with that weapon. You do not add your ability modifier to the damage of this extra attack unless that modifier is negative. If you are wielding two semi-auto weapons, you can make a single attack with each weapon as a part of this Bonus Action.

Striking (4)

Whenever you make a Charge modified attack with this weapon, you gain a free application of the Bash stamina action. You may still apply Bash as normal.
  • This property increases the value of any weapon made with it by 5gp.

Trick (2)

A weapon with the trick property can freely switch between two different stat lines, with one stat-line being of a weapon, while the other stat-line being either another weapon, a protective item, or a tool. These stat-lines are called Tricks, as indicated in the design of the trick weapon. Each trick must be purchased separately when forming the weapon, with properties assigned to each trick as if they were their own item, both Tricks in a trick weapon must have this property when designing their stat lines.   When switching from one trick to another, you must spend an Item Interaction. For example, the wielder of a trick weapon (spear trick / bow trick) could strike with the spear, transition to the bow as an item interaction and loose an arrow.   Alternatively, you can spend 2 points of Stamina to transition from one Trick to another as a Bonus Action, when doing so, you can make one special attack, known as a Trick Attack with the new Trick as a part of this action, this attack gains a special benefit based on the Trick’s design type:
Weapon Type Effect
Axes and Swords Transitioning into an axe or sword causes the trick attack to be made against all targets within a 10 feet + Reach of the user Cone in the direction of the attack. All targets other than the main target receive a Dexterity saving throw (DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon) for half damage.
Blowguns and Slings Transitioning into a blowgun or sling causes the trick attack to cause the Surrounded condition to a target hit should they fail a DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon, Constitution saving throw. This condition remains until the end of their next turn.
BP Blunderbuss and Shotguns Transitioning into a BP blunderbuss or shotgun causes the trick attack to deal d6s instead of d4s on its scatter dice.
Bows, BP Pistols, BP Rifles, Crossbows, Pistols, and Rifles Transitioning into a bow, BP pistol, BP rifle, crossbow, pistol, or rifle causes the trick attack to increase its Penetration score by 2 against the target, dealing an additional amount of damage equal to the newly modified Penetration score of the weapon.
Claws and Daggers Transitioning into a claw or dagger causes the trick attack to cause the Wounded condition to a target hit should they fail a DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon, Constitution saving throw. This condition remains until the end of their next turn.
Clubs, Hammers, Maces, and Picks Transitioning into a club, hammer, mace, or pick causes the trick attack to be made against all targets within a 5 feet of the target except yourself. All targets other than the main target receive a Dexterity saving throw (DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon) for half damage.
Flails and Whips Transitioning into a flail or whip causes the trick attack to deliver a number of combat maneuvers against the target equal to half of your Proficiency bonus, all maneuvers beyond the 1st free maneuver must be tied to a weapon property that the trick weapon possesses.
Foci or Magic Implement property Transitioning into a foci causes the trick attack to further enhance the next spell empowered using the magic implement property to now provide one of two effects:
  • All creature’s within 5 feet of the target receive a Dexterity saving throw (DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon) or suffer the effects of the triggering spell.
  • You gain a +5 Insight bonus to DR of the damage type of the given foci crystal for the next minute.
Instruments, Protective Items, and Tools Transitioning into an instrument, protective item, or other non-weapon tool alters the trick attack to instead grant you a +1 Insight bonus to AC until the end of your next turn.
Lances and Spears Transitioning into a lance or spear causes the trick attack to be made against all targets within a 20 feet + Reach of the user Line in the direction of the attack. All targets other than the main target receive a Dexterity saving throw (DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon) for half damage.
This property increases the value of any weapon made with it by 15gp and increases the weight of the weapon by the new weapon types base unmodified by damage weight. Finally, half of the final weight is for one of the weapon tricks, while the other half is for the other weapon trick. For example, an axe (heavy; 1d10 damage) with the Trick (sword (normal 1d8)) property would weigh 3.75lb metal and 2.5lb wood, requiring 8 hours minimum, 37 hours total to craft at base.
 

Industrial Weapon Properties

These weapon properties can be applied to any weapon of at least TL 10, whether melee or ranged, so long as the property falls under the chosen weapon design categories weapon property list.
Includes: Arcanum Core, Auto-Fire, Cluster, Repeater, Sniper, Suppressed, Trigger.   Show Spoiler

Arcanum Core (4)

A weapon with an arcanum core is enhanced to connect the wielder of the weapon’s magical energy to the weapon itself, allowing them to project their spells through the weapon. A weapon with this property is considered to be a casting focus of the appropriate type.   More importantly however, the user of the weapon when they cast an action spell that requires an appropriate melee or ranged spell attack to hit, can expend their Bonus Action as a part of its casting to cast the spell through the weapon. Make a single attack with the weapon for every attack that the spell calls for, following all the rules for attacking with the weapon; if this attack hits you deal half of the weapons damage to the target and the target is subject to the spell as normal.   Using this function of a weapon requires one charge of the arcanum core, which must be replaced as normal for a focus crystal; however, you can use your spellcasting modifier instead of your dexterity modifier for attack and damage.   An arcanum core increases the base misfire of a weapon by two when used in this way. In the case of a weapon that does not possess a Misfire score, it is considered to have a Misfire score of 2 for this action.
  • This property increases the value of any weapon made with it by 50gp and increases the weight of the weapon by adding an additional base foci part to the weapons design.

Auto-Fire [#/#] (4)

A firearm with this property has an additional mode of firing, a fully-automatic blast of fire. This property comes with two values, the first is the number of shots used when shooting in this firing mode, and the second is the radius that the auto-fire covers.   As an Action make a single attack roll this is checked against the armor class of each target in a radius burst equal to the second value of this property, every target hit must make a Dexterity saving throw (DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon), success means they suffer only half of the effects of the attack, while failure means they suffer the full effect of the attack.   After the first Auto-Fire, every consecutive Auto-Fire action thereafter increases the weapons Misfire score by 1. A full-round without firing must occur before the weapon begins to cooldown, every round thereafter the Misfire score is lowered by 1 down to its base Misfire score.

Cluster (4)

A weapon with this property causes the loaded grenade or missile to explode out in a greater radius as several smaller explosive devices shoot forth from it and explode in a shower of tiny explosions. This property doubles the explosion radius of a grenade or missile fired from it but doubles the misfire score of the weapon.

Repeater [#] (2 for half chamber, +1 per 2 additional)

A weapon with this property can be used to fan-the-hammer as an Action. The weapons range is cut in half and any attack made at long range is made at Absolute Disadvantage, as you unleash multiple shots against those in range. Make a single attack up to the weapons Repeater score against a target within range, for every shot you make you must expend one round of ammunition.   When you use the repeater action, all attacks have their Misfire score increased by 1. The first shot is made at a -1 penalty, with each additional shot made at a cumulative -2 penalty. You cannot fire more repeater shots than your Proficiency bonus + 1 for each Extra Attack you gain from the Extra Attack feature, or the Repeater score of the weapon, whichever is lower.

Sniper (2)

A weapon with this property can double its listed range increment, the user must spend a Bonus Action to look through some form of magnification device such as a scope to use this property, and they must attack with this weapon on the same round or round following this properties activation.

Suppressed [1-2] (2 per)

A weapon attachment with this property has the noise its weapon produces reduced. The distance at which this weapon's noise can be heard is one tenth of its original value. This property can be applied to an attachment up to two times. With the second application reducing muzzle flash by 50 percent, but increasing the value of the attachment by 50gp.

Trigger (4)

A weapon with the Trigger property only detonates should a specific trigger occur as noted in parenthesis under this property, typically pressure on the weapon. Should this occur, instead of making an attack roll with this weapon, all creatures within the radius of the weapon must make a (DC 10 + your Proficiency bonus with the weapon + your attack ability modifier with the weapon) Dexterity saving throw or suffer the effects of the weapon. You may increase the DC of this property by 1 for every +2 added to the Craft DC.
 

Comments

Please Login in order to comment!