All weapons may deal the same basic types of damage, but they also have special properties that make each unique. You can only benefit from properties if you are proficient with the weapon, unless they are marked with *.
Awkward. Attacks made with this weapon against adjacent targets are made with disadvantage.
Breaker*. This weapon deals double damage to unattended objects, such as doors and walls. If this property only applies to a specific type of material, such as wood, it is stated in parentheses after this property.
Brutal. This weapon has particularly vicious critical hits, the minimum roll on a damage die during a critical hit is the value in parentheses.
Compounding. You can only use your Strength modifier for attack and damage rolls made with this weapon.
Defensive. This weapon is designed to be used with a shield of the stated degree or lighter (light, medium, or heavy). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn.
Dual-Wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand, you can use your bonus action to make an attack with this weapon.
Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon.
Hand-Mounted. This weapon is affixed to your hand. You can do simple activities such as climbing a ladder while wielding this weapon, and you have advantage on saving throws made to resist being disarmed. You cannot use a hand that is wielding a hand-mounted weapon to do complex tasks like picking a pocket, bypassing a lock, or casting spells with seen components.
Loading*. This weapon must be loaded before it can be used. You may only make one attack with a loading weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Mounted. This weapon deals the damage listed in parentheses when you are wielding it while mounted.
Parrying. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned.
Parrying Immunity. Attacks with this weapon ignore the parrying property and Armor Class bonuses from shields.
Quick-Draw. If you would normally only be able to draw one of these weapons on a turn, you may instead draw a number equal to the number of attacks you make.
Range*. This weapon fires ammunition. The range lists two numbers after it, both measured in feet—the first is the weapon’s normal range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range.
Reach*. This weapon can be used to make attacks against targets within 10 feet. If a weapon has a longer reach, it is stated in parentheses after this property.
Simple. This weapon can be used with very little skill or training, and all creatures gain proficiency with it.
Thrown*. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll.
Trip. When used with a combat maneuver that trips a creature or the Knockdown attack, this weapon increases your Maneuver DC by 1. If the target is mounted, your Maneuver DC is instead increased by 2.
Two-Handed*. You must use two hands to wield this weapon.
Versatile*. This weapon may be wielded with one or both hands. If wielded with both hands, it deals the damage listed in parentheses.
Boot Dagger. You gain an expertise die on your attack roll when you deploy this weapon as part of an attack against a target that is unaware you have it. This weapon does not take any hands to use.
Double Weapon. Wielded not unlike a quarterstaff, each side of this weapon has a blade, weighted head, or other injurious implement. Most double weapons are two-bladed swords or double-axes, but there have been strange warriors known to wield hooked hammers or swordspears. Double weapons use the damage type for whichever weapon is used to attack.
Shield. You are proficient with shields for attack rolls and can attack with them even without the use of a defensive weapon or specific maneuver. Additionally, if you are wielding a light shield, you can throw it with a range of (20/60), dealing 1d6 bludgeoning damage on a hit.
Ratchet Crossbow. This crossbow has a large winding wheel affixed to its drawstring which feeds into extra machinery along the stock that catches and pulls the string back again after it is fired. Winding a ratcheting crossbow for a single bolt requires a bonus action or action, and it can be wound to prepare two bolts, each requiring an attack to shoot.
Alternatively, you can add one of following properties to a weapon to make it rare.
Flamboyant. Creatures have disadvantage on saving throws made to resist being distracted by this weapon, and you have advantage on Charisma checks made with the use of it.
Mercurial. The liquid metal inside of this weapon makes it difficult to wield but all the deadlier in expert hands. The minimum result on a damage die rolled with this weapon is a 2, re-rolling any 1's.
Quickdraw. If you would normally only be able to draw one of these weapons on a turn, you may instead draw a number equal to the number of attacks you make.
Rebounding (Thrown Weapons and Shields Only). When you make a ranged attack with this weapon or shield, you may make the attack with disadvantage. If you hit, the weapon returns to your hand. Piercing weapons cannot have this trait.
Stealthy. This weapon has been disguised to look like a normal item. A creature observing the item only realizes that it is a weapon with a DC 15 Insight check (made with disadvantage if the weapon is sheathed).
Storage. This piece contains a hidden compartment the size of a small vial. On weapons, this compartment may have a release that allows liquid placed in the compartment, such as poison, to flow out and coat the blade or head. You can use a bonus action to release the liquid stored in a weapon