Weapon Properties
This article contains all generic weapon properties added to D&D 5e.
Craftmanship Properties
Scrappy. A scrappy melee weapon looses its finesse, light, thrown and versatile properties, and a scrappy ranged weapon has its long and short range halved. All scrappy weapons have a -1 to attacks and damage.
Normal. A normal weapon is your standard issue weapon.
Superior. A superior weapon adds a +1 to attacks and damage, but it does not stack with similiar magical enchantments.
Mastercrafted. A mastercrafted weapon adds a +1 to its attacks and damage, but does stack with similiar magical enchantments.
Unique. A unique weapon has a special property that is preserved even if it is enchanted, depending on the craftsman.
Weapon Properties
Angelic. Angelic weapon deal an additional d8 of radiant damage.
Blunt. A blunt weapon can change its original damage type to bludgeoning during an attack.
Breakthrough. A breakthrough weapon deals the same damage to a target within 5ft. of the original target if the original target was reduced to 0 hit points with an attack.
Carain. A carain weapon proficiency can only be gained through an Origin based in Cara on the continent of Leyial.
Cleave. A cleaving weapon deals its damage modifier to the closest creature within 5ft. to the left and or right of the original target.
Clumsy. A clumsy weapon looses its Dexterity modifier to attack and damage, and instead uses Strength for both.
Demonic. A demonic weapon deals an additional d8 of necrotic damage.
Devastating. A devastating weapon deals an additional weapon die of damage whenever you have fallen at least 5ft. as part of the attack.
Devilish. A devilish weapon deals an additional d8 of fire damage.
Dwarven. A dwarven weapon can only be used by Dwarves or Dwarven Descendants.
Elven. An elven weapons can only be used by Elves or Elven Descendants.
Expose(Damage Type, Creature Type, Special). A weapon with expose has a special condition to expose another creature, making them vulnerable to a specific damage type until the damage type has been dealt once. It can have further specifications like creature type, duration or even size, that are inclusive.
Finesse. A finesse weapon can be used with either Dexterity or Strength.
Gnomish. A gnomish weapon can only be used by Gnomish or Gnomish Descendants.
Goblin. A goblin weapon can only be used by Goblin or Goblin Descendants.
Halfling. Halfling weapons can only be used by Halfling or Halfling Descendants.
Hidden. You have advantage on Sleight of Hand or Stealth checks to conceal this weapon.
Ignitable(x). An ingnitable weapon can be set on fire with a tinder box or other fire source, using a bonus action, and deals 1d10 additional fire damage a number of rounds equal to the number next to the property. Once the number of rounds is reached, either consecutively or over different ignitions, the weapon burns down and becomes unusable. If the weilder of the weapon still held it in the last round, they take 1d6 fire damage.
Heavy. A heavy weapon can't be used effectively by a small or smaller creature.
Light. A light weapon allows the wearer to make a bonus action weapon attack with a second light weapon in their offhand.
Loading(x). A weapon with the loading property requires a bonus action to be reloaded after a number of shots indiciated by the number next to the property.
Magical. Magical weapons are used to overcome immunities or resistances of powerful foes.
Mounted. A mounted weapon is stationary, and has to be build properly on a large surface. A creature of large or larger size can carry a mounted weapon, but has its jump distance and movement speed halved.
One-Two. A one-two weapon can act as its own dual-wielding partner for the puposes of dual-wielding, without needing a second weapon or the light property.
Orcen. Orcen weapons can only be used by Orcen or Orcen Descendants.
Overwhelm. Hitting a creature with a weapon that has the overwhelm property, knocks it prone immediatly if it is at least two sizes smaller than you.
Penetrating. A penetrating weapon ignores 1 AC if the target is wearing any kind of armor.
Pointy. A pointy weapon can change its original damage type to piercing during an attack.
Ranged. A weapon with the ranged property can shoots its ammunition over a short or long distance, depending on the weapon. In addition, you have disadvantage on ranged weapon attacks, whenever a hostile creature is within 5ft. of you.
Rapid. Whenever you take the Attack action with a rapid weapon, you can attack a number of additional times equal to your proficiency modifier. Neither these additional attacks nor the damage of this weapon add any modifiers, unless the modifiers are tied to ammunition in the case of a ranged weapon.
Reach. A weapon with reach increases its melee range by 5ft.
Returning. Using a bonus action, a returning weapon returns to the wearer after each attack.
Sharp. A sharp weapon can change its original damage type to slashing during an attack.
Sentient. Sentient weapons have mental Ability Scores and abilities to dominate the wearer.
Serrated. Serrated weapons apply one level of bleed on hit.
Special. Special weapons have a unique property that they don't share with any other weapon of the same type.
Stagger. A creature hit by this weapon is dazed.
Two-Handed. This weapon requires two hands to be used effectively.
Thrown. A weapon with the thrown property can usually be thrown with the following ranges 20/60ft., unless it says otherwise.
Versatile. A versatile weapon can be either carried in one- or two-handed, usually increasing its damage die by one step.
Wind-Up. If you use the Hold action to hold a weapon attack, you deal an additional die of damage with the weapon on a hit, doubling the die if you land a critical hit.
Material Properties Adamantine. A weapon made of adamantine gains the siege property and ignores adamantine armor resistance.
Mithril. A weapon made of mithril gives it the light property.
Sinful. Sinful weapon is described in the Sinful Armory article.
Normal. A normal weapon is your standard issue weapon.
Superior. A superior weapon adds a +1 to attacks and damage, but it does not stack with similiar magical enchantments.
Mastercrafted. A mastercrafted weapon adds a +1 to its attacks and damage, but does stack with similiar magical enchantments.
Unique. A unique weapon has a special property that is preserved even if it is enchanted, depending on the craftsman.
Weapon Properties
Angelic. Angelic weapon deal an additional d8 of radiant damage.
Blunt. A blunt weapon can change its original damage type to bludgeoning during an attack.
Breakthrough. A breakthrough weapon deals the same damage to a target within 5ft. of the original target if the original target was reduced to 0 hit points with an attack.
Carain. A carain weapon proficiency can only be gained through an Origin based in Cara on the continent of Leyial.
Cleave. A cleaving weapon deals its damage modifier to the closest creature within 5ft. to the left and or right of the original target.
Clumsy. A clumsy weapon looses its Dexterity modifier to attack and damage, and instead uses Strength for both.
Demonic. A demonic weapon deals an additional d8 of necrotic damage.
Devastating. A devastating weapon deals an additional weapon die of damage whenever you have fallen at least 5ft. as part of the attack.
Devilish. A devilish weapon deals an additional d8 of fire damage.
Dwarven. A dwarven weapon can only be used by Dwarves or Dwarven Descendants.
Elven. An elven weapons can only be used by Elves or Elven Descendants.
Expose(Damage Type, Creature Type, Special). A weapon with expose has a special condition to expose another creature, making them vulnerable to a specific damage type until the damage type has been dealt once. It can have further specifications like creature type, duration or even size, that are inclusive.
Finesse. A finesse weapon can be used with either Dexterity or Strength.
Gnomish. A gnomish weapon can only be used by Gnomish or Gnomish Descendants.
Goblin. A goblin weapon can only be used by Goblin or Goblin Descendants.
Halfling. Halfling weapons can only be used by Halfling or Halfling Descendants.
Hidden. You have advantage on Sleight of Hand or Stealth checks to conceal this weapon.
Ignitable(x). An ingnitable weapon can be set on fire with a tinder box or other fire source, using a bonus action, and deals 1d10 additional fire damage a number of rounds equal to the number next to the property. Once the number of rounds is reached, either consecutively or over different ignitions, the weapon burns down and becomes unusable. If the weilder of the weapon still held it in the last round, they take 1d6 fire damage.
Heavy. A heavy weapon can't be used effectively by a small or smaller creature.
Light. A light weapon allows the wearer to make a bonus action weapon attack with a second light weapon in their offhand.
Loading(x). A weapon with the loading property requires a bonus action to be reloaded after a number of shots indiciated by the number next to the property.
Magical. Magical weapons are used to overcome immunities or resistances of powerful foes.
Mounted. A mounted weapon is stationary, and has to be build properly on a large surface. A creature of large or larger size can carry a mounted weapon, but has its jump distance and movement speed halved.
One-Two. A one-two weapon can act as its own dual-wielding partner for the puposes of dual-wielding, without needing a second weapon or the light property.
Orcen. Orcen weapons can only be used by Orcen or Orcen Descendants.
Overwhelm. Hitting a creature with a weapon that has the overwhelm property, knocks it prone immediatly if it is at least two sizes smaller than you.
Penetrating. A penetrating weapon ignores 1 AC if the target is wearing any kind of armor.
Pointy. A pointy weapon can change its original damage type to piercing during an attack.
Ranged. A weapon with the ranged property can shoots its ammunition over a short or long distance, depending on the weapon. In addition, you have disadvantage on ranged weapon attacks, whenever a hostile creature is within 5ft. of you.
Rapid. Whenever you take the Attack action with a rapid weapon, you can attack a number of additional times equal to your proficiency modifier. Neither these additional attacks nor the damage of this weapon add any modifiers, unless the modifiers are tied to ammunition in the case of a ranged weapon.
Reach. A weapon with reach increases its melee range by 5ft.
Returning. Using a bonus action, a returning weapon returns to the wearer after each attack.
Sharp. A sharp weapon can change its original damage type to slashing during an attack.
Sentient. Sentient weapons have mental Ability Scores and abilities to dominate the wearer.
Serrated. Serrated weapons apply one level of bleed on hit.
Special. Special weapons have a unique property that they don't share with any other weapon of the same type.
Stagger. A creature hit by this weapon is dazed.
Two-Handed. This weapon requires two hands to be used effectively.
Thrown. A weapon with the thrown property can usually be thrown with the following ranges 20/60ft., unless it says otherwise.
Versatile. A versatile weapon can be either carried in one- or two-handed, usually increasing its damage die by one step.
Wind-Up. If you use the Hold action to hold a weapon attack, you deal an additional die of damage with the weapon on a hit, doubling the die if you land a critical hit.
Material Properties Adamantine. A weapon made of adamantine gains the siege property and ignores adamantine armor resistance.
Mithril. A weapon made of mithril gives it the light property.
Sinful. Sinful weapon is described in the Sinful Armory article.
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