Weapon Properties
Property | Effect |
---|---|
Ammunition | Must expend one unit of ammo to attack with this weapon. Can recover (d6+Wis)*10 in % of ammo used after combat. This takes up to ten minutes. |
Finesse | User picks Str or Dex mod to use for attack or damage rolls. |
Heavy | Small creatures have disadvantage when using these weapons. |
Light | Can be used in two-weapon fighting. |
Loading | Can only be fired once per round due to needing to load the weapon. |
Range | First number is standard range and second number is long range. Have disadvantage attacking beyond standard range. |
Reach | Adds 5' to attack range |
Thrown | Use same attack mod as if you were using it in melee. |
Two-handed | Requires both hands to use. |
Versatile | Can be used with either one or two hands. Use damage in parentheses when using two hands. |
Covert | Advantage on sleight of hand checks to conceal it. |
Disarm Immune | Cannot be disarmed while conscious. |
Returning | Thrown weapons that returns to user at the end of their turn. They must use their object interaction to catch it. Can throw without returning it to add 5' to its standard range and 10' to its max range. |
Double Weapon | This weapon counts as both weapons for two-weapon fighting, the off-hand stats should be indicated. |
Burst Fire | Can spray a 10' cube, anything in it must make a DC 15 Dex save or take the weapon's damage. Consumes ten ammo. |
Reload | Requires an action to reload, indicates ammo capacity. |
Lance | Disadvantage when attacking target within 5' and requires both hands when not mounted. |
Net | A large or smaller creature hit must make a DC 10 Str check to free itself. An ally can make the check also or 5 slashing damage (against AC 10) to destroy it. |
Bomb | Max range of 60' and creatures within 10' of the explosion make a DC 12 Dex save or take 3d6 fire damage. |
Dagger, boot toe | Use your feet to attack instead of your hands. |
Khopesh | Deals extra 1d4 damage on crit. |
Sap | When damaging a surprised humanoid you may attempt to knock it unconscious. If your attack drops it below 15 HP target is incapacitated for one minute. |
Tonfa | +1 AC when two-weapon fighting, the off-hand weapon is considered a shield. |
Bola | A large or smaller creature hit is knocked prone until freed. A DC 10 Str or DC 15 Dex check is needed to free the target. 5 slashing damage (against AC 10) destroys it. |
Chain, spiked | May grapple target on hit if it is large or smaller. May only grapple one at a time. As an action you can auto-hit the grappled creature for 1d4 piercing damage. |
Chakram | May bounce the weapon between up to five targets close together. Roll one attack roll against the target's AC then split the damage done among the targets rounding down. |
Harpoon | On hit when thrown at a target up to one size larger than the user can pull it 15' toward the user by passing an athletics contest. The target moves 15' away if it wins the contest. A DC 15 Str check to free itself. The rope is destroyed with 5 slashing, acid, or fire damage (against AC 10). |
Kusari-Gama | When target is hit with the off-hand the user may disarm the target and pull it 10' toward the user. |
Shield, spiked | If wielding with another shield it only grants +1 AC. |
Spade, monk's | You may use the off-hand attack to shove the target. |
Sword, two-bladed | If you make an attack against a creature it cannot make opportunity attacks against the user for the rest of their turn. |
Blowgun | Attacking from stealth doesn't reveal the user's location if they miss. |
Brass Knuckles | If the user has the unarmed fighting style this weapon does 2d4 damage. |
Shot Put | Use your Str mod when calculating damage with this weapon. |
Silvered | Can hurt monsters with nonmagical resistance or immunity normally. |
Artisan | +1 to hit. |
Mithril | Half weight, +1 to hit and damage, non-heavy weapons gain the light property |
Adamantine | Crit on a 19 or 20. |
Hepatizon | Consumes 1d4 spell slots from target on hit, if it doesn't have spell slots then its abilities are put on recharge. |
Cold Iron | Ignore resistance of fey, undead, and fiends. Does an extra 1d4 damage to these monster types. |
Obsidian | +1 to hit and damage, weighs 1.5x the normal weight. |
-improvised weapons typically do 1d4 damage
Remove these ads. Join the Worldbuilders Guild
Comments