Weapon Properties

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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.    

Arcane Focus

You can use an Arcane Focus as a spellcasting focus as well as a weapon to make spell attacks, using Intelligence for the attack and damage rolls.    

Breakable

When you critically hit or critically miss with a breakable weapon, it breaks. If you critically hit, your target becomes vulnerable to your damage for the rest of the turn, then you roll critical damage as normal. If you critically miss, you deal critical damage to yourself.    

Crushing

Attacks made with crushing weapons deal double damage against AP.    

Deathrot

Whenever you deal damage with a deathrot weapon to a creature, they gain a stack of deathrot until they rest.    

Divine Focus

You can use a Divine Focus as a spellcasting focus as well as a weapon to make spell attacks, rolling Insight instead of a normal attack roll and adding your Wisdom modifier to the damage roll.    

Finesse

When making an attack with a finesse weapon, you use your choice of Strength or Dexterity for the attack and damage rolls.    

Heavy

While equipped with a heavy weapon, your movement speed is halved.    

Instrument

You can use an instrument as a spellcasting focus as well as a weapon to make spell attacks, rolling Performance instead of a normal attack roll and adding your Charisma modifier to the damage roll.    

Improvised

Improvised weapons require special proficiencies. (see Improvised Weapon Specialist)    

Light

A light weapon may be equipped in your offhand as a secondary weapon, with the following ability:
  • Bonus Action - Make an attack with your secondary weapon.
   

Loading

Because of the time required to load this weapon, you can fire only a limited amount of ammunition from it before needing to spend a bonus action to reload. The number of attacks you may make before reloading is indicated in parentheses on the weapon, or is 1 if not otherwise specified.    

Precise

Whenever you deal damage with a precise weapon to a creature with AP, you may ignore their AP with half your damage.    

Purifying

Whenever you would deal damage with a purifying weapon, you may instead cause your target to heal a number of hit points equal to how much damage you would have dealt.    

Range

Most ranged weapons have two ranges listed with them. The first number is the weapon's normal range in feet, and the second indicates the weapon's long range. You may attack targets within your normal range as normal, and you may attack targets between your normal range and your long range at disadvantage.   (Note: You have disadvantage on ranged attacks while you are within an enemy's melee range.)    

Reach

Your reach is doubled with this weapon.    

Stunning

Whenever you critically hit a creature with a stunning weapon, your target must pass a DC 20 Constitution saving throw or become stunned until your next turn.    

Suspiciously Sharp

Whenever you deal damage to a creature with a suspiciously sharp weapon, your target gains a stack of bleeding until they are healed.    

Thrown

If a weapon has the thrown property, you may throw the weapon to make a ranged attack.    

Two-Handed

Two-handed weapons require two hands to be equipped.    

Versatile

This weapon can be equipped with one or two hands. The amount of damage done by the weapon when equipped with two hands is indicated in parentheses on the weapon.    

"Yippee! Rules!!"   - Zeevul