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Weapons Properties

(U) Marks unique weapon properties, any one weapon can only have one of these properties at the same time unless magically attributed to it. Weapons may only gain these properties when crafted directly for the purpose, either by the player or craftsperson.

Ammunition

You can use a weapon that has the ammunition properly lo 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 half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way.


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.


Light

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand.


Combined(#)

If a weapon has this property, it can be thrown in bundles up to a maximum equal to the number in the parenthesis following. Each additional unit of this weapon increases the damage by one of its damage die..


Loading(#)

Because of the time required to load this weapon, you can fire only a number of shots equal to the number in the parentheses after from it before you need to load it, regardless of the number of attacks you can normally make. You may reload the weapon as the start of your attack action or as a bonus action(you need a free hand to load a one-handed weapon). For example, if you have two extra attacks(a total of three attacks) and a weapon with "Loading(2)" you may only take two attacks as part of your attack action, even if you have one last extra attack.


Area

If a weapon with the Area property is used to make an attack, any creature within the specified area must make a Dexterity Saving Throw against a DC which equals to 10+your dexterity modifier. If the creature fails they take damage according to the weapons description and you do not add any modifiers to the damage, and if they succeed they take no damage. 


Raking

If a weapon with the Raking property is used to make an attack, the attacker can specify two adjacent targets within 5 feet of them, the targets may not be further than 15 feet away from each other. Targeted creatures must make a Dexterity Saving Throw against a DC which equals to 10+your dexterity or strength modifier(whichever was used to make the attack). If the creature fails they take damage according to the weapons description and you do not add any modifiers to the damage, and if they succeed they take no damage. 


Range

A weapon that can be used to make a ranged attack has a range shown 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 indicates the weapon’s maximum 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

This weapon adds a number of feet to your reach when you attack with it as well as when determining your reach for opportunity attacks with it. Added reach is shown in parentheses after the reach property.

For example if a weapon has the property Reach(5); you add 5 feet onto the normal reach(which is usually 5 feet for a melee weapon) which would allow you to attack creatures within 10 feet of you.


Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged 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

This weapon requires two hands when you attack with it.


Heavy

A creature must have a strength score of 15 to use a weapon with this property effectively. If you have a strength score of 14 or lower you gain disadvantage on any attacks made with it.


Unwieldy

This weapon struggles in close range, you have disadvantage when you attack a target within 5 feet of you.


Versatile

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.


Silvered (U)

Weapons with the Silvered property overcome resistance to non-magical weapons.


Masterpiece (U)

Weapons with the Masterpiece property have an added +1 to attack and damage rolls.


Adamantine (U)

A weapon with the Adamantine property always critically hits against objects or structures.


Mithril (U)

A weapon with the Mithril property is lighter than it's mundane equivalent. A weapon with the heavy Property loses it, and a weapon without the heavy or light property gains the light property.


Restraining

When you make an attack roll using a weapon with the restraining property, you may forego the damage and instead restrain your target. The target may escape as an action using their Acrobatics or Athletics against a DC which equals 8+your dexterity modifier. If the target fails their ability check by 5 or less the DC is lowered by 2, the DC is also lowered by 2 if the target creature is large, and by 4 if it is huge or gargantuan. 

If the restraining property says pulling in a parenthesis following you may also pull them 10 feet towards you as part of that action, or as an Action on a following turn as long as they have not escaped with an Athletics skill check against a DC equal to their Athletics-5. 


Bloodletting (U)

Whenever you roll a 19 or 20 on an attack roll you may add 1d4 to the damage roll, the extra die deals Piercing damage and is determined magical or non magical based on whether or not the weapon used for the attack is.


Crushing (U)

Whenever you roll a 19 or 20 on an attack roll you may add 1d4 to the damage roll, the extra die deals Bludgeoning damage and is determined magical or non magical based on whether or not the weapon used for the attack is.


Scarring (U)

Whenever you roll a 19 or 20 on an attack roll you may add 1d4 to the damage roll, the extra die deals Slashing damage and is determined magical or non magical based on whether or not the weapon used for the attack is.


Flanking 

When you make an attack roll, if an ally is on an opposing side of the creature you are targeting, you gain advantage on the attack. A creature must have a dexterity score of 15 to use a weapon with this property effectively. If you have a dexterity score of 14 or lower you lose the ability to apply this property.


Armor Piercing

If you are attacking with a weapon which has the Armor piercing property you may class their Armor Class (AC) as a number equal to the parenthesis following lower if they are wearing non-magical armor(Natural armor and spells such as Mage Armor do not count).

For example, if a bandit with Leather Armor and an Armor Class (AC) of 12 is your target and you have Armor Piercing(2), you may treat their Armor Class (AC) as if it was 10 instead of 12.


Disarming

A weapon with this property may forego damage and instead disarm the target of one weapon it is holding when it hits with a weapon attack.


Affixed

A weapon with this property can not be disarmed unless it is unequipped by the wearer or someone else which will take 1 minute, or if it is destroyed. A weapon equipped this way does not hinder the somatic components for spellcasting to be performed.


Parry

If you are wielding a weapon with this property you may as a reaction to someone attacking you with a melee weapon attack add 2 to your Armor Class (AC) for that attack.


Deceptive

A weapon with this property will either be hard to perceive at a glance or not seem like it is intended to be used as a weapon.


Striking

If held in the off-hand or as a two handed weapon you make make an attack with a weapon that has the Striking property as a bonus action.


Gauntlet

Weapons with this property may take advantage of bonuses to unarmed attacks