Weapon Properties
Ammunition
You can use a weapon that has the Ammunition property to make a ranged Attack only if you have 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 ammunition, rolling a d6 for each one (on a 1 the ammunition is broken). Magical ammunition also follows this rule unless it has the Unbreakable enchantment.
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
Small creatures have disadvantage on Attack rolls with Heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Improvised Weapons
Non-typical weapon (1d4 bludgeoning/slashing/piercing, range 20/60ft)
Light
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage, unless that modifier is negative. For example, if you take the Attack action on your turn and have a Shortsword in one hand and a Dagger in the other—each of which has the Light property—you can make one attack with each weapon, using your action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action, unless that modifier is negative.
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.
Ranged
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 can’t Attack a target beyond the weapon’s long range.
Reach
Reach adds 5ft to a weapon when you attack with it for each level, as well as when determining your reach for Opportunity Attacks with it.
Reloading #
Because of the sheer power of these weapons, they require multiple Actions to complete loading, not even including the action to fire it.
Thrown
You can throw the weapon to make a ranged Attack, and can draw another weapon of the same type as part of the attack. 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
You can only use this weapon affectly with two hands. You cannot use your off-hand for holding a shield or other weapon, but you can use it for manipulating objects, taking a potion or consumable, and otherwise quick acts.
Versatile 1d#/d#
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.
Mastery Properties
Each weapon now has a Mastery property, as shown in the weapons details. That property is usable only by a character who has a feature, such as
Weapon Mastery, that unlocks the property for the character. Here are descriptions of each Mastery property. The properties are provided in alphabetical order. If a game feature lets you replace a weapon’s Mastery property with another one, that weapon must meet any prerequisite specified for the new property.
Cleave
Prerequisite: Melee Weapon, Heavy Property
If you hit a creature with a melee attack using this weapon, you can make an attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage, unless that modifier is negative. You can make this extra attack only once per turn.
Flex
Prerequisite: Versatile Property
When you hit with a melee attack using this weapon, you deal its Versatile damage even if you’re wielding it with one hand.
Graze
Prerequisite: Melee Weapon, Heavy Property
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can’t be increased in any way, other than increasing the ability modifier.
Nick
Prerequisite: Light Property
When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn.
Push
Prerequisite: Heavy, Two-Handed, or Versatile Property
If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is no more than one size larger than you.
Sap
Prerequisite: No Other Properties
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Slow
Prerequisite: None
If you hit a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 10 feet.
Topple
Prerequisite: Heavy, Reach, or Versatile Property
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier you used to make the attack roll. On a failed save, the creature has the Prone condition.
Vex
Prerequisite: Ammunition, Finesse, or Light Property
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Simple Weapons
Melee
Club (1d4 bludgeoning, Light, Slow): 2lb, 1sp.
Mace (1d6 bludgeoning, Sap): 4lb, 5gp.
Quarterstaff (1d6/d8 bludgeoning, Flex): 4lb, 2sp.
Sickle (1d4 slashing, Nick): 2lb, 1gp.
Spear (1d6/d8 piercing, range 20/60ft, Flex): 3lb, 1gp.
Thrown
Dagger (1d4 piercing, range 20/60ft, Finesse, Light, Thrown, Nick): 1lb, 2gp.
Dart (1d4 piercing, range 20/60ft, Finesse, Thrown, Vex): 1/4lb, 5cp.
Handaxe (1d6 slashing, range 20/60ft, Light, Thrown, Vex): 2lb, 5gp.
Javelin (1d6 piercing, range 30/120ft, Thrown, Slow): 2lb, 5sp.
Light Hammer (1d6 bludgeoning, range 20/60ft, Light, Thrown, Nick): 2lb, 5gp.
Ranged
Blowgun (1 piercing, range 25/100ft, Ammunition, Loading, Ranged, Vex): 1lb, 1gp.
Light Crossbow (1d8 piercing, range 80/320ft, Ammunition, Loading, Two-Handed, Ranged, Slow): 5lb, 25gp.
Shortbow (1d6, 80/320 range, Ammunition, Ranged, Vex): 2lb, 25gp.
Sling (1d4 bludgeoning, range 30/120ft, Ammunition, Ranged, Slow): 1/8lb, 1sp.
Martial Weapons
Finesse
Sabre (1d8 slashing, Finesse, Vex): 3lb, 25gp.
Rapier (1d8 piercing, Finesse, Vex): 2lb, 25gp.
Sap (1d6 bludgeoning, Light, Finesse, Sap): 3lb, 10gp.
Scimitar (1d6 slashing, Light, Finesse, Nick): 2lb, 10gp.
Shortsword (1d6 piercing, Light, Finesse, Vex): 2lb, 10gp.
Whip (1d4 slashing, Reach 2, Finesse, Slow): 3lb, 2gp.
Military
Battleaxe (1d8/d10 slashing, Topple): 4lb, 15gp.
Longsword (1d8/d10 piercing, Flex): 3lb, 15gp.
Warhammer (1d8/d10 bludgeoning, Flex): 2lb, 15gp.
Flail (1d8 bludgeoning, Sap): 2lb, 10gp.
Morningstar (1d8 slashing, Sap): 4lb, 10gp.
War Pick/War Sickle (1d8 piercing, Topple): 2lb, 10gp.
Trident (1d8/d10 piercing, range 20/60ft, Topple): 4lb, 5gp.
Two-Handed + Heavy
Greataxe (1d12 slashing, Heavy, Two-Handed): 7lb, 50gp.
Greatsword (2d6 piercing, Heavy, Two-Handed, Graze): 6lb, 50gp.
Maul (3d4 bludgeoning, Heavy, Two-Handed, Topple): 10lb, 50gp.
Cavalry Mace (1d10 bludgeoning, Reach 1, Heavy, Two-Handed, Topple): 18lb, 35gp.
Halberd/Glaive/War Scythe (1d10 slashing, Reach 1, Heavy, Two-Handed, Cleave): 8lb, 35gp.
Pike/Longspear/Crow's Beak (1d10 piercing, Reach 1, Heavy, Two-Handed, Push): 12lb, 35gp.
Ranged
Hand Crossbow (1d6 piercing, range 30/120ft, Ammunition, Light, Loading, Ranged, Vex): 3lb, 75gp.
Heavy Crossbow (1d10 piercing, range 100/400ft, Ammunition, Heavy, Loading, Two-Handed, Ranged, Push): 18lb, 50gp.
Longbow (1d8 piercing, range 150/600ft, Ammunition, Heavy, Two-Handed, Ranged, Slow): 2lb, 50gp.
Exotic Weapons
These are weapons with special rules for their use, and while some are included in Class Proficiencies, others require the Weapon Master feat.
Melee
Falchion (2d6 slashing, Finesse, Heavy, Two-Handed, Cleave): 5lb, 50gp. A very rare tactical choice, used by more martially minded rogues and certain clerics.
Lance (1d12 piercing, Reach 1, Heavy, Push): 6lb, 10gp. A type of horse-back weapon, when travelling more than 20ft on a mount any hits with this weapon it deals an additional 2d6 piercing damage but breaking the weapon. When off horseback it can be used with disadvantage.
Spiked Chain (1d8 slashing, Reach 2, Heavy, Two-Handed, Sap): 20lb, 50gp. A distinct chain covered in rending and gripping barbs on the sides, used by Northmen and Pirates of the Inner Sea. Requires the Exotic Weapon Proficiency to use, but can alternatively be used as a 1d6 slashing weapon for the off hand (1d8 slashing/1d6 slashing, Reach 1, Heavy)
Gythka (1d10 slashing, Reach 1, Heavy, Two-Handed, Cleave): 10lb, 25gp. The unique three-pronged weapon of the Thri-kreen, designed for their distinctive grip and fighting style. If using the Polearm Mastery feat, the offhand damage is 1d8.
Urgrosh (1d12 slashing, Reach 1, Heavy, Two-Handed, Cleave): 12lb, 45gp. A distinctive weapon of the Theskan Orcs and Delzoun Dwarves used extensively for the slaying of Uthgardian Legionaries. If using the Polearm Mastery feat, the offhand damage is 1d8.
Thrown
Bolo (Range 20/60ft, Topple): 3lb, 1gp. A Large or smaller creature hit by a bolo is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 12 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the cord (AC 10) also frees the creature without harming it, ending the effect and destroying the bolo.
Chatkcha (1d6 slashing, Range 30/120ft, Nick): 1lb, 3gp. And a chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon), designed for the Thri-kreen grip. Modified versions can be made for other humanoids. The Chatkcha has a distinctive ability to rebound off of targets. If you roll a natural 20, you can make a secondary attack at a creature within 30ft.
Ranged
Simple Flintlock (2d10 force, range 10/40ft, Loaded, Single-Shot, Vex): 3lb, 15gp. A simple device crafted by the Lantan Gnomes, only used by the extremely wealthy for personal defense.
Warbow (1d10, 150/600 range, Ammunition, Heavy, Two-Handed, Slow): 4lb, 80gp. Made from Yew & Bone to generate excellent flexibility and strength, used by the Avariel to protect their cities from dragons.
Blunderbust (2d10 force, range 40/80ft, Loaded, Single-Shot, Heavy, Two-Handed, Slow): 12lb, 150gp. An exceedingly expensive and complex technological device that sees very little use by the Lantan military.
Siege
Light Ballista (3d6 piercing, 100/400ft range, Extremely Heavy, Ammunition, Reloading 1, Slow): 40lb, 150gp. Required Strength 18.
Scorpion (4d8 piercing, 200/800ft range, Extremely Heavy, Ammunition, Reloading 2, Slow): 150lb, 300gp. Requires Strength 20.
Cannonette (5d10 bludgeoning, 300/600ft range, Extremely Heavy, Ammunition, Reloading 2, Aim 1, Slow): 150lb, 300gp. Requires Strength 22.
Heavy Ballista (6d12 piercing, 120/480ft range, Ammunition, Reloading 3, Topple): 250lb, 450gp. Requires Strength 26.
Naval Cannon (7d12 force, 600/2400ft range, Ammunition, Reloading 3, Aim 1, Topple): 400lb, 550gp. Requires Strength 30.
Naval Trebuchet (8d12 bludgeoning, 120-400/800ft range, Ammunition, Reloading 4, Topple): 500lb, 2,000gp. Requires Strength 28.
Full-Sized Trebuchet (9d12 bludgeoning, 300-600/1200ft range, Ammunition, Reloading 5, Topple): 750lb, 8,000gp. Requires Strength 36.
Karaturian Weapons
These weapons are considered exotic for most adventurers, requiring the Weapon Master feat. They are considered Simple or Martial Weapons for humanoids from Shou or Kakuriyo. If made in Kara-tur, consider the quality of the iron is significantly weaker, giving disadvantage on Smithing checks to improve them.
Simple Weapons
Melee
Ninjato (1d6 slashing, Light, Finesse, Nick): 2lb, 20gp.
Punch Dagger (1d6 piercing, Light, Finesse, Nick): 2lb, 10gp.
Sai (1d6 piercing, Light, Finesse, Vex): 2lb, 10gp.
Shuriken ( (1d4 piercing, range 20/60ft, Finesse, Thrown, Nick): 1/4lb, 5cp.
Tonfa (1d6 bludgeoning, Light, Finesse, Sap): 4lb, 2gp.
Ranged
Hankyū Bow (1d8, 80/320 range, Ammunition, Vex): 2lb, 75gp. Can be used on horseback effectively.
Martial Weapons
Melee
Katana (1d8/d10 slashing, Finesse, Flex): 2lb, 35gp.
Kusarigama (1d8 bludgeoning, Reach 2/1d4 slashing, Two-Handed, Finesse, Slow): 4lb, 25gp. Can act as a flail for the purposes of the Flail Mastery feat.
Nunchaku (1d8 bludgeoning, Finesse, Sap): 2lb, 10gp. Can act as a flail for the purposes of the Flail Mastery feat.
Sanjiegun Staff (1d10 bludgeoning, Two-Handed, FInesse, Sap): 8lb, 15gp. Can act as a flail for the purposes of the Flail Mastery feat.
Ranged
Daikyū Bow (1d10 piercing, range 150/600ft, Ammunition, Two-Handed, Slow): 3lb, 150gp. Can be used on horseback effectively.