Equipment
Weapon properties
What burst, versatile and reload actually do to a weapon.
46 weapon properties
| What it does | |
|---|---|
| AutoWeapons with this property can only fire in burst, penetrating, or rapid modes. | Weapons with this property can only fire in burst, penetrating, or rapid modes. |
| BitingThis weapon's damage becomes acid. | This weapon's damage becomes acid. |
| BrightThis weapon's damage becomes fire, and its luminous property sheds bright light in a 5-foot radius and dim light for an additional 5 feet while activated, instead of only dim light in a 5-foot radius. | This weapon's damage becomes fire, and its luminous property sheds bright light in a 5-foot radius and dim light for an additional 5 feet while activated, instead of only dim light in a 5-foot radius. |
| BrutalWhen you score a critical hit with a weapon with the brutal property, you roll a number of additional weapon damage dice equal to the brutal number. | When you score a critical hit with a weapon with the brutal property, you roll a number of additional weapon damage dice equal to the brutal number. |
| BurstWhen you would make a ranged weapon attack with a weapon with this property, you can instead spray a 10-foot-cube area within range with shots, consuming ammunition equal to the burst number. | When you would make a ranged weapon attack with a weapon with this property, you can instead spray a 10-foot-cube area within range with shots, consuming ammunition equal to the burst number. |
| CorruptionThis weapon's damage becomes necrotic, and it loses the luminous property if it has it. | This weapon's damage becomes necrotic, and it loses the luminous property if it has it. |
| DefensiveWhen you make your first attack on your turn with a weapon with the defensive property, you can choose to suffer a penalty to attack and damage rolls with that weapon up to the defensive number. | When you make your first attack on your turn with a weapon with the defensive property, you can choose to suffer a penalty to attack and damage rolls with that weapon up to the defensive number. |
| DexterityA weapon with this property requires more skill to control. | A weapon with this property requires more skill to control. |
| DireBefore you make a weapon attack with a weapon with the dire property, you can choose to suffer a penalty to the attack roll up to the dire number. | Before you make a weapon attack with a weapon with the dire property, you can choose to suffer a penalty to the attack roll up to the dire number. |
| DisarmingWhen you score a critical hit with a weapon with the disarming property against a creature that is holding an object, you can attempt to disarm the target (no action required). | When you score a critical hit with a weapon with the disarming property against a creature that is holding an object, you can attempt to disarm the target (no action required). |
| DisguisedYou have advantage on Charisma (Deception) checks made to hide the nature of a weapon with this property. | You have advantage on Charisma (Deception) checks made to hide the nature of a weapon with this property. |
| DisintegrateWhen a creature is reduced to 0 hit points by a weapon with the disintegrate property, it must make a Constitution saving throw, DC equal to the disintegrate number. | When a creature is reduced to 0 hit points by a weapon with the disintegrate property, it must make a Constitution saving throw, DC equal to the disintegrate number. |
| DisruptiveWhen a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from a weapon with the disruptive property, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half. | When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from a weapon with the disruptive property, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half. |
| DoubleA weapon with this property can be used with one or two hands. | A weapon with this property can be used with one or two hands. |
| FinesseWhen making an attack with a weapon with this property, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. | When making an attack with a weapon with this property, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. |
| FixedA weapon with this property does not fill the hand, but you can't use the weapon while the hand is full. | A weapon with this property does not fill the hand, but you can't use the weapon while the hand is full. |
| HeavyWhen you hit with an attack roll using Strength with a weapon with this property, you deal additional damage equal to half your Strength modifier (minimum of +1). | When you hit with an attack roll using Strength with a weapon with this property, you deal additional damage equal to half your Strength modifier (minimum of +1). |
| HiddenYou have advantage on Dexterity (Sleight of Hand) checks made to conceal a weapon with this property. | You have advantage on Dexterity (Sleight of Hand) checks made to conceal a weapon with this property. |
| InterlockingWhile wielding a weapon with the interlocking property, you can use your object interaction to detach the weapon into two separate weapons or reattach into a single weapon. | While wielding a weapon with the interlocking property, you can use your object interaction to detach the weapon into two separate weapons or reattach into a single weapon. |
| KeenWhen you make a weapon attack with a weapon with the keen property, the critical hit range increases by an amount equal to the keen number. | When you make a weapon attack with a weapon with the keen property, the critical hit range increases by an amount equal to the keen number. |
| LightA weapon with this property is small and easy to handle, making it ideal for use when engaging in Double- or Two-Weapon Fighting. | A weapon with this property is small and easy to handle, making it ideal for use when engaging in Double- or Two-Weapon Fighting. |
| LuminousA weapon with this property sheds dim light in a 5-foot radius while activated. | A weapon with this property sheds dim light in a 5-foot radius while activated. |
| MightyWhen making an attack with a mighty weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. | When making an attack with a mighty weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. |
| ModalA weapon with this property can switch between modes. | A weapon with this property can switch between modes. |
| NeuralizingWhen you hit a creature with a weapon with the neuralizing property, you can force it to make a Wisdom saving throw, DC equal to the neuralizing number. | When you hit a creature with a weapon with the neuralizing property, you can force it to make a Wisdom saving throw, DC equal to the neuralizing number. |
| PenetratingWhen you would make a ranged weapon attack with a weapon with this property, you can instead attempt to penetrate and hit a creature behind the target, consuming ammunition equal to the penetrating number. | When you would make a ranged weapon attack with a weapon with this property, you can instead attempt to penetrate and hit a creature behind the target, consuming ammunition equal to the penetrating number. |
| PiercingBefore you make a weapon attack with a weapon with the piercing property, you can choose to gain a bonus to the attack roll up to the piercing number. | Before you make a weapon attack with a weapon with the piercing property, you can choose to gain a bonus to the attack roll up to the piercing number. |
| Power CellWeapons with this property are fueled by power cells, which must be loaded in order to fire the weapon. | Weapons with this property are fueled by power cells, which must be loaded in order to fire the weapon. |
| RangeA weapon that can be used to make a ranged attack has this property. | A weapon that can be used to make a ranged attack has this property. |
| RapidWhen you would make a ranged weapon attack with a weapon with this property, you can instead unload on a single target, consuming ammunition equal to the rapid number. | When you would make a ranged weapon attack with a weapon with this property, you can instead unload on a single target, consuming ammunition equal to the rapid number. |
| ReachA weapon with this property adds 5 feet to your reach with it. | A weapon with this property adds 5 feet to your reach with it. |
| ReloadA number of shots equal to the reload number can be made with a weapon with this property. | A number of shots equal to the reload number can be made with a weapon with this property. |
| ReturningWhen you throw a weapon with this property, it automatically returns to your hand after the attack is complete, whether you hit or miss. | When you throw a weapon with this property, it automatically returns to your hand after the attack is complete, whether you hit or miss. |
| ShockingWhen you hit a creature with a weapon with the shocking property, you can force it to make a Dexterity saving throw, DC equal to the shocking number. | When you hit a creature with a weapon with the shocking property, you can force it to make a Dexterity saving throw, DC equal to the shocking number. |
| SilentWhen you make a ranged weapon attack with a weapon with the silent property while hidden, it does not automatically reveal your presence. | When you make a ranged weapon attack with a weapon with the silent property while hidden, it does not automatically reveal your presence. |
| Slug CartridgeWeapons with this property fire slug cartridges, which must be loaded in order to fire the weapon. | Weapons with this property fire slug cartridges, which must be loaded in order to fire the weapon. |
| SmartThis weapon ignores your Dexterity score and proficiency bonus. | This weapon ignores your Dexterity score and proficiency bonus. |
| SonorousWhen you hit a creature with a weapon with the sonorous property, you can force it to make a Constitution saving throw, DC equal to the sonorous number. | When you hit a creature with a weapon with the sonorous property, you can force it to make a Constitution saving throw, DC equal to the sonorous number. |
| SpecialA weapon with this property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section). | A weapon with this property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section). |
| SpecializedA weapon with this property bypasses the base and cap of certain properties. | A weapon with this property bypasses the base and cap of certain properties. |
| StrengthA weapon with this property has a heavy kickback. | A weapon with this property has a heavy kickback. |
| SwitchA weapon with the switch property can deal an alternate type of damage. | A weapon with the switch property can deal an alternate type of damage. |
| ThrownWeapons with this property can be thrown to make a ranged attack. | Weapons with this property can be thrown to make a ranged attack. |
| Two-HandedA weapon with this property requires two hands to use. | A weapon with this property requires two hands to use. |
| VersatileA weapon with this property can be used with one or two hands. | A weapon with this property can be used with one or two hands. |
| ViciousWhenever you deal damage with a weapon with the vicious property and roll the maximum on a weapon damage die, you gain a bonus to damage equal to the vicious number. | Whenever you deal damage with a weapon with the vicious property and roll the maximum on a weapon damage die, you gain a bonus to damage equal to the vicious number. |
