Weapons

This page will go over the various weapons available in the world. It will also detail all general information.

Weapon Properties
This section will quickly go over that the different weapon properties mean and what to think of them when looking them over.

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.

Heavy : Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light : A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading : Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Massive : A weapon is too large to wield in one hand normally unless you meet a specific strength requirement. You must have a Strength score of at least 20 or suffer disadvantage on all attacks made with this weapon.

Reach : 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.

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.

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.

Special
Some weapons have the "special" property. This segment will go over the special abilities of each weapon.


 * Bolas : Enemies have disadvantage on any saves from an attack that would allow you to knock them prone when attacking with this weapon.
 * Boomerang : This weapon will return to you if you fail to hit your target.  Using your reaction, you can catch it by succeeding a DC 10 Dexterity check.
 * Claw Bracer : You cannot be disarmed of this weapon.
 * Falchion : The crit range for this weapon is 19-20.
 * Katar : You have advantage to resist being disarmed with this weapon.
 * Lance : You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
 * Nekode : You cannot be disarmed of this weapon. Additionally, any Athletics (Climb) checks you make while wielding this weapon have advantage.
 * Net : A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
 * Warglaive : When you make a ranged attack with a warglaive, it returns to your hand at the end of your turn unless you rolled a natural 1 on that attack roll. In that case, it lands in your target's space.
 * War Fan : You have advantage to Sleight of Hand checks made with this weapon. This can be utilized as a monk weapon.
 * War Scythe : You have disadvantage when you try to attack an enemy within 5 feet of you.