>[!item-white] See Also: [[Advanced Weapon Masteries]]
# Weapon Properties
*Sources: Heliana's Guide to Monster Hunting; Ryoko's Guide to the Yokai Realms; Player's Handbook; Dungeon Master's Guide*
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Here are definitions of the *properties* in the *Properties* column of the Weapons table.
>[!item-red]- Weapon Property: Adaptable
>This weapon can be used with differing techniques, allowing it to deal different types of damage. A damage type in parentheses appears with the property -- when a creature makes a weapon attack with this weapon, it can choose to deal the weapon's alternative damage type.
>[!item-orange]- Weapon Property: Ammunition
>You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. If you use a weapon that has the *Ammunition* property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
>[!item-yellow]- Weapon Property: Attached
>You can't be disarmed of this weapon, but donning or doffing the weapon takes an Action. You can use a hand equipped with this weapon to hold items, but can't attack with the weapon while doing so. Additionally, you have Disadvantage on attack rolls using other weapons held in a hand equipped with this weapon and on Sleight of Hand checks using the hand that is equipped with this weapon.
>[!item-green]- Weapon Property: Finesse
>When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
>[!item-blue]- Weapon Property: Firearm
>You don’t add your ability modifier to the weapon’s damage, unless otherwise stated. Firearm ammunition is destroyed upon use.
>[!item-purp]- Weapon Property: Heavy
>You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.
>[!item-pink]- Weapon Property: Impact
>This weapon deals double damage to objects and structures.
>[!item-white]- Weapon Property: 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, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack 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.
>[!item-gold]- Weapon Property: Loading
>You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
>[!item-black]- Weapon Property: Loud
>The sound of the weapon (typically a firearm) discharging alerts all hearing creatures within a number of feet as specified by the number in parentheses after the *Loud* property. This range is doubled in echoey locations, such as cave systems, and where sound travels faster, such as underwater.
>[!item-red]- Weapon Property: Parry
>This weapon has been designed to help you parry blows. While wielding this weapon, you can use your Reaction when you are hit by a melee attack to gain a -2 bonus to AC against the triggering attack, potentially causing it to miss.
>[!item-orange]- Weapon Property: Pugilist
>For creatures that roll a die when they make unarmed strikes (such as the Monk or Pugilist), the size of their damage die is increased by one (maximum 1d12) when they make unarmed strikes with a hand equipped with a weapon that has this property.
>[!item-yellow]- Weapon Property: Range
>A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second is 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 long range.
>[!item-green]- Weapon Property: Reach
>A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
>[!item-blue]- Weapon Property: Recoil
>After you make an attack with this weapon, you can’t make ranged attacks beyond the weapon’s normal range until the end of the current turn.
>[!item-purp]- Weapon Property: Reload
>This weapon can be used to make a number of attacks before it must be reloaded. If you are Proficient with the weapon, reloading it takes an Action or a Bonus Action; otherwise, reloading it takes an Action.
>[!item-pink]- Weapon Property: Returning
>This weapon returns to the wielder's hand immediately after it is used to make a ranged attack (no Action required).
>[!item-white]- Weapon Property: Scourge
>This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Like the *Reach* property, the *Scourge* property extends your effective attack radius, but through a length of flexible material rather than a long stiff material.
>[!item-gold]- Weapon Property: Shield
>A shield is typically made from wood or metal and is carried in one hand. Wielding a shield increases your AC by 2. You can benefit from only one shield at a time.
>[!item-black]- Weapon Property: Thrown
>If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
>[!item-red]- Weapon Property: Thrown Versatility
>This weapon is better used for thrown ranged weapon attacks than for melee weapon attacks. A damage value in parentheses appears with the property -- the damage when the weapon is used to make a ranged weapon attack.
>[!item-orange]- Weapon Property: Two-Handed
>A Two-Handed weapon requires two hands when you attack with it.
>[!item-yellow]- Weapon Property: Versatile
>A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
>[!item-white]- Weapon Property: Twinned Barrel
>A Twinned Barrel weapon has two barrels that can each hold a firearm bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a Twinned Barrel weapon as part of an Attack, instead of each barrel individually. Doing so empties both barrels of the weapon (as per the **Barrel** property) but increases the damage die of the weapon on a hit (from d4 to d6 to d8 to d10 to d12).
>[!item-white]- Weapon Property: Spread Fire
>A weapon that has the **Spread Fire** property can’t make a normal attack. It instead sprays a Cone with a length equal to its range (for example, a Blunderbuss with a range of 20 feet will fire in a 20-foot Cone). Each creature in the area must succeed on a Dexterity Saving Throw (DC equals 8 plus your Dexterity Modifier and your Proficiency Bonus) or take the weapon’s normal damage.
>[!item-white]- Weapon Property: Booming
>The deflagration from firing a **Booming** weapon makes a stupendous booming sound. The sound can be heard from up to 500 feet away. Making a Ranged Attack using a weapon with this Property makes it impossible to go undetected; you automatically fail Dexterity (Stealth) Checks made as part of the Hide Action until the start of your next turn. In addition, if a creature is within the area of the sound blast, it automatically succeeds on Wisdom (Perception) Checks made against you as part of the Search Action.
>[!item-white]- Weapon Property: Blaring
>Firing a **Blaring** weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Making a Ranged Attack using a weapon with this Property makes it hard to go undetected; you have Disadvantage on Dexterity (Stealth) Checks made as part of the Hide Action until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has Advantage on Wisdom (Perception) Checks made against you as part of the Search Action.
>[!item-white]- Weapon Property: Barrel
>A **Barrel** weapon can be fired a number of times equal to the number of bullets its barrel can hold (written as Barrel X) before it must be Reloaded. It can be Reloaded as either an Action or instead of an Attack as part of the Attack Action. If the weapon also has the **Light** Property, it can also be Reloaded as a Bonus Action. You must have one free hand to reload the weapon.
>[!item-white]- Weapon Property: Artillery
>You must use Strength instead of Dexterity for the Attack and damage rolls of a weapon with the **Artillery** Property, and you can use the weapon to make a Ranged Attack only if you have Ammunition to fire from it. The type of Ammunition required is specified with the weapon's range. Each Attack expends one piece of Ammunition. Weapons with the **Artillery** Property must be Reloaded with an Action. After a fight, you can spend 1 minute to recover half the Ammunition (round down) you used in the fight; the rest is lost.
# Mastery Properties
***Source: Heliana's Guide to Monster Hunting; Ryoko's Guide to the Yokai Realms; Dungeons & Dragons 5.5e Player's Handbook & Dungeon Master's Guide***
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Each weapon has a mastery property, which is usable only by a character who has a feature, such as *Mastery Property*, that unlocks the property for the character. The properties are defined below.
>[!item-red]- Mastery Property: Automatic
>When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can’t replace these attacks.
>
>If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition.
>[!item-orange]- Mastery Property: Cleave
>If you hit a creature with a melee attack roll using this weapon, you can make a melee 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.
>[!item-yellow]- Mastery Property: Explode
>When you take the Attack action, you can replace one of your attacks with an explosion from this weapon’s projectile. This explosion is a 5-foot-radius Sphere centered on a point you choose within the weapon’s normal range.
>
>Each creature within the Sphere makes a Dexterity Saving Throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, a creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. On a successful save, a creature takes half as much damage.
>
>You can create an explosion only once per turn.
>[!item-green]- Mastery Property: Graze
>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 be increased only by increasing the ability modifier.
>[!item-blue]- Mastery Property: Nick
>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 make this extra attack only once per turn.
>[!item-purp]- Mastery Property: Push
>If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
>[!item-pink]- Mastery Property: Sap
>If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
>[!item-white]- Mastery Property: Scatter
>Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon.
>[!item-gold]- Mastery Property: Sighted
>Attacking at long range with this weapon doesn’t impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.
>[!item-black]- Mastery Property: Slow
>If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
>[!item-red]- Mastery Property: Topple
>If you hit a creature with this weapon, you can force the creature to make a Constitution Saving Throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the **Prone** condition.
>[!item-orange]- Mastery Property: Vex
>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.