Equipment

Weapon properties

What burst, versatile and reload actually do to a weapon.

46 weapon properties

Weapon properties, sortable by column
AutoWeapons with this property can only fire in burst, penetrating, or rapid modes.
BitingThis 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.
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.
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.
CorruptionThis 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.
DexterityA 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.
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).
DisguisedYou 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.
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.
DoubleA 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.
FixedA 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).
HiddenYou 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.
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.
LightA 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.
MightyWhen 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.
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.
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.
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.
Power CellWeapons 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.
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.
ReachA 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.
ReturningWhen 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.
SilentWhen 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.
SmartThis 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.
SpecialA 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.
StrengthA weapon with this property has a heavy kickback.
SwitchA weapon with the switch property can deal an alternate type of damage.
ThrownWeapons with this property can be thrown to make a ranged attack.
Two-HandedA weapon with this property requires two hands to use.
VersatileA 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.