Secret Lesson 62
Every Weapon Property: Ammunition, Finesse, Heavy, Light, Loading, Range, Reach, Thrown, Two-Handed, and Versatile
In Lesson 61, we studied:
EVERY WEAPON IN THE SRD
But knowing that a weapon deals:
1D8 PIERCING
or:
2D6 SLASHING
is only part of understanding it.
Many weapons also have:
PROPERTIES
Properties change how those weapons interact with the fundamental rules of combat.
A Property can determine:
WHICH ABILITY YOU USE
HOW MANY HANDS YOU NEED
HOW FAR YOU CAN ATTACK
WHETHER YOU CAN THROW THE WEAPON
WHETHER YOU CAN MAKE AN EXTRA ATTACK
WHETHER EXTRA ATTACK IS RESTRICTED
WHETHER YOU NEED AMMUNITION
or:
HOW MUCH DAMAGE THE WEAPON DEALS WHEN USED WITH TWO HANDS
The SRD 5.2.1 defines ten entries in the Weapons Properties section:
AMMUNITION
FINESSE
HEAVY
LIGHT
LOADING
RANGE
REACH
THROWN
TWO-HANDED
and:
VERSATILE
Their exact rules appear together in the Equipment section.
PART ONE — WHAT IS A WEAPON PROPERTY?
Look again at a weapon such as:
DAGGER
The weapon table tells you:
Damage:
1D4 PIERCING
Properties:
FINESSE
LIGHT
THROWN (20/60)
Each Property adds rules to:
HOW THE DAGGER CAN BE USED
FINESSE
changes which Ability modifier may be used.
LIGHT
can create an additional attack.
THROWN
allows the Dagger to be thrown as a ranged attack.
One weapon can therefore combine:
MULTIPLE PROPERTIES
at the same time.
PART TWO — PROPERTIES DO ONLY WHAT THEY SAY
A fundamental rule from earlier in the course is:
DON'T INVENT EXTRA EFFECTS
If a weapon is:
HEAVY
that doesn't automatically mean:
IT DEALS EXTRA DAMAGE
If it has:
REACH
that doesn't mean:
IT BECOMES A RANGED WEAPON
If it has:
LIGHT
that doesn't mean:
IT WEIGHS ALMOST NOTHING
Each Property has:
A SPECIFIC GAME EFFECT
Use that effect exactly.
PART THREE — PROPERTIES AND MASTERY ARE DIFFERENT
This distinction is essential.
A weapon might list:
Properties:
FINESSE, LIGHT
Mastery:
NICK
The Properties function according to:
THE WEAPON PROPERTY RULES
Nick is:
A MASTERY PROPERTY
and requires a feature that unlocks Weapon Mastery for that weapon.
The SRD explicitly separates:
PROPERTIES
from:
MASTERY PROPERTIES
PART FOUR — AMMUNITION
The first Property is:
AMMUNITION
A weapon with Ammunition can make its ranged attack only if you have:
THE REQUIRED AMMUNITION
The weapon's entry tells you:
WHICH AMMUNITION TYPE
it uses.
EXAMPLES
Shortbow:
ARROWS
Longbow:
ARROWS
Light Crossbow:
BOLTS
Hand Crossbow:
BOLTS
Heavy Crossbow:
BOLTS
Blowgun:
NEEDLES
Musket:
BULLETS
Pistol:
BULLETS
Sling:
SLING BULLETS
PART FIVE — NO AMMUNITION, NO RANGED ATTACK
The Ammunition rule is direct.
If a weapon requires Ammunition, you need:
AMMUNITION TO FIRE FROM IT
EXAMPLE
You have:
A LONGBOW
but:
ZERO ARROWS
Can you make the Longbow's normal ranged attack?
NO
The Ammunition Property requires:
AMMUNITION
IMPORTANT
The weapon itself and its ammunition are:
SEPARATE OBJECTS
Owning a Longbow doesn't mean you possess:
INFINITE ARROWS
PART SIX — EACH ATTACK EXPENDS ONE PIECE
Every ranged attack with the Ammunition weapon expends:
ONE PIECE OF AMMUNITION
EXAMPLE
Arrows before combat:
20
You make:
4 LONGBOW ATTACKS
Arrows expended:
4
Remaining before recovery:
20 − 4 =
16 ARROWS
ANOTHER EXAMPLE
Crossbow bolts:
10
You fire:
3 TIMES
Remaining:
10 − 3 =
7 BOLTS
PART SEVEN — DRAWING AMMUNITION
Drawing the ammunition is:
PART OF THE ATTACK
You don't need a separate Action merely to:
DRAW EACH ARROW OR BOLT
The Ammunition Property already incorporates that activity into:
THE ATTACK
EXAMPLE
You attack with a Longbow.
You don't normally resolve:
ACTION — DRAW ARROW
then:
ANOTHER ACTION — FIRE ARROW
Drawing the arrow is:
PART OF FIRING IT
PART EIGHT — ONE-HANDED AMMUNITION WEAPONS NEED A FREE HAND TO LOAD
The SRD specifies:
YOU NEED A FREE HAND
to load:
A ONE-HANDED WEAPON
with the Ammunition Property.
EXAMPLE — HAND CROSSBOW
The Hand Crossbow isn't Two-Handed.
To load its ammunition:
YOU NEED A FREE HAND
WHY THIS MATTERS
Suppose one hand holds:
A HAND CROSSBOW
and the other holds:
A SWORD
You don't currently have:
A FREE HAND
for loading the Hand Crossbow.
The Ammunition rule still applies.
IMPORTANT
The fact that the weapon itself uses one hand does not mean:
THE OTHER HAND IS IRRELEVANT
Loading a one-handed Ammunition weapon specifically requires:
A FREE HAND
PART NINE — TWO-HANDED AMMUNITION WEAPONS
Weapons such as:
LONGBOW
SHORTBOW
LIGHT CROSSBOW
HEAVY CROSSBOW
and:
MUSKET
already require two hands when attacking because of:
TWO-HANDED
The free-hand parenthetical in Ammunition specifically addresses:
ONE-HANDED WEAPONS
PART TEN — RECOVERING AMMUNITION
After a fight, you can spend:
1 MINUTE
to recover:
HALF THE AMMUNITION YOU USED
Round:
DOWN
The rest is:
LOST
EXAMPLE — EVEN NUMBER
You used:
8 ARROWS
Half:
8 ÷ 2 =
4
Spend:
1 MINUTE
Recover:
4 ARROWS
Lost:
4
PART ELEVEN — ODD NUMBER
You used:
7 ARROWS
Half:
7 ÷ 2 =
3.5
Round down:
3
Recovered:
3
Lost:
4
ANOTHER EXAMPLE
Used:
1 ARROW
Half:
0.5
Round down:
0
Recovered:
0
That single piece of ammunition is:
LOST
PART TWELVE — RECOVERY IS OPTIONAL
The rule says you:
CAN SPEND 1 MINUTE
So you aren't forced to search for ammunition.
EXAMPLE
The party is fleeing immediately after combat.
You don't spend:
1 MINUTE
recovering arrows.
Then you don't receive the recovery provided by:
THIS RULE
PART THIRTEEN — AMMUNITION SUMMARY
Ammunition means:
YOU NEED THE CORRECT AMMUNITION
Each attack:
USES ONE PIECE
Drawing it:
IS PART OF THE ATTACK
One-handed Ammunition weapon:
FREE HAND REQUIRED TO LOAD
After combat:
1 MINUTE
to recover:
HALF USED, ROUND DOWN
Everything else used is:
LOST
PART FOURTEEN — FINESSE
A Finesse weapon gives you a choice.
When you attack with it, use either:
STRENGTH
or:
DEXTERITY
for:
THE ATTACK ROLL
and:
THE DAMAGE ROLL
You must use:
THE SAME ABILITY
for both.
FINESSE WEAPONS IN THE MAIN TABLE
DAGGER
DART
RAPIER
SCIMITAR
SHORTSWORD
WHIP
PART FIFTEEN — FINESSE DOES NOT MEAN DEXTERITY ONLY
This is one of the most common mistakes.
Finesse doesn't say:
USE DEXTERITY
It says:
CHOOSE STRENGTH OR DEXTERITY
EXAMPLE
Strength:
18 → +4
Dexterity:
12 → +1
Rapier:
FINESSE
You can choose:
STRENGTH
Attack bonus with PB +3:
4 + 3 =
+7
Damage:
1D8 + 4
PART SIXTEEN — DEXTERITY FINESSE EXAMPLE
Strength:
10 → +0
Dexterity:
18 → +4
PB:
+3
Rapier.
Choose:
DEXTERITY
Attack:
4 + 3 =
+7
Damage:
1D8 + 4 PIERCING
PART SEVENTEEN — SAME MODIFIER FOR ATTACK AND DAMAGE
You can't choose:
DEXTERITY FOR ATTACK
then:
STRENGTH FOR DAMAGE
with the same attack.
The SRD explicitly requires:
THE SAME MODIFIER FOR BOTH ROLLS
WRONG EXAMPLE
Strength:
+4
Dexterity:
+5
Attack with Dex:
+5
Damage with Str:
+4
NOT ALLOWED BY FINESSE
CORRECT
Choose Dexterity:
DEX FOR ATTACK AND DAMAGE
or choose Strength:
STR FOR ATTACK AND DAMAGE
PART EIGHTEEN — FINESSE AND PROFICIENCY
Finesse doesn't give:
WEAPON PROFICIENCY
Those are separate rules.
EXAMPLE
You have:
Dexterity:
+4
Rapier:
FINESSE
but you aren't proficient with Rapier.
You can still choose:
DEXTERITY
But you don't add:
PROFICIENCY BONUS
unless another rule gives you proficiency with the weapon.
PART NINETEEN — FINESSE AND THROWN
The Dagger has:
FINESSE
and:
THROWN
This creates an important interaction.
Thrown says a thrown Melee weapon uses the same Ability modifier you would use for:
A MELEE ATTACK WITH THAT WEAPON
Finesse lets you choose:
STRENGTH OR DEXTERITY
So a thrown Dagger can use either:
STR
or:
DEX
provided you use the chosen Ability for both attack and damage.
EXAMPLE
Dexterity:
+4
Throw Dagger.
Choose Dexterity through Finesse.
Attack:
D20 + DEX + PB
Damage:
1D4 + DEX
PART TWENTY — HEAVY
Heavy creates a minimum Ability Score requirement if you want to attack without:
DISADVANTAGE
The relevant Ability depends on whether the Heavy weapon is:
MELEE
or:
RANGED
HEAVY MELEE WEAPON
If your Strength isn't at least:
13
you have:
DISADVANTAGE
on Attack Rolls with the weapon.
HEAVY RANGED WEAPON
If your Dexterity isn't at least:
13
you have:
DISADVANTAGE
on Attack Rolls with the weapon.
PART TWENTY-ONE — HEAVY MELEE EXAMPLE
Weapon:
GREATSWORD
Category:
MELEE
Property:
HEAVY
Strength:
12
Because:
12 < 13
Attack Rolls:
DISADVANTAGE
STRENGTH 13
Strength:
13
Because:
13 ≥ 13
Heavy itself imposes:
NO DISADVANTAGE
IMPORTANT
You don't need:
STRENGTH 14
or:
15
The threshold is:
AT LEAST 13
PART TWENTY-TWO — HEAVY RANGED EXAMPLE
Weapon:
LONGBOW
It is:
RANGED
and:
HEAVY
Dexterity:
12
Result:
DISADVANTAGE
Dexterity:
13
Heavy itself no longer gives:
DISADVANTAGE
PART TWENTY-THREE — WRONG ABILITY DOESN'T HELP
Heavy Melee asks about:
STRENGTH
High Dexterity doesn't replace that requirement.
EXAMPLE
Greatsword.
Strength:
10
Dexterity:
20
Heavy Melee requirement looks at:
STRENGTH
So the character still has:
DISADVANTAGE
from Heavy.
RANGED EXAMPLE
Longbow.
Dexterity:
10
Strength:
20
Heavy Ranged requirement looks at:
DEXTERITY
Result:
DISADVANTAGE
PART TWENTY-FOUR — HEAVY DOES NOT REQUIRE PROFICIENCY
Heavy and proficiency are:
DIFFERENT RULES
A character might:
MEET THE HEAVY ABILITY REQUIREMENT
but lack:
WEAPON PROFICIENCY
Then Heavy gives no Disadvantage, but the character still doesn't add:
PB
to the Attack Roll.
EXAMPLE
Strength:
16
Greatsword:
HEAVY
Strength requirement:
PASSED
Greatsword proficiency:
NO
Attack uses the appropriate Ability modifier but:
NO PROFICIENCY BONUS
PART TWENTY-FIVE — HEAVY DOES NOT MEAN TWO-HANDED
Many Heavy weapons also have:
TWO-HANDED
but those are:
SEPARATE PROPERTIES
EXAMPLE
A weapon can list:
HEAVY, REACH, TWO-HANDED
Each word introduces:
ITS OWN RULE
Don't combine them into one imaginary property.
PART TWENTY-SIX — LIGHT
The Light Property creates one of the most important:
ACTION ECONOMY
rules in weapon combat.
When you:
TAKE THE ATTACK ACTION ON YOUR TURN
and attack with:
A LIGHT WEAPON
you can make:
ONE EXTRA ATTACK
as:
A BONUS ACTION
later on:
THE SAME TURN
PART TWENTY-SEVEN — THE EXTRA ATTACK NEEDS A DIFFERENT LIGHT WEAPON
The additional attack must use:
A DIFFERENT LIGHT WEAPON
This is an explicit requirement.
EXAMPLE
Attack action:
SHORTSWORD
Shortsword has:
LIGHT
Later same turn:
Bonus Action attack with:
DAGGER
Dagger also has:
LIGHT
Legal.
WRONG EXAMPLE
Attack with:
SHORTSWORD
Bonus Action:
SAME SHORTSWORD
The Light Property requires:
A DIFFERENT LIGHT WEAPON
PART TWENTY-EIGHT — THE SECOND WEAPON MUST ALSO BE LIGHT
You don't get to attack with:
A LIGHT WEAPON
then make the extra attack with:
A GREATSWORD
The extra attack requires:
A DIFFERENT LIGHT WEAPON
EXAMPLE
First:
SCIMITAR — LIGHT
Second:
SHORTSWORD — LIGHT
Legal.
First:
DAGGER — LIGHT
Second:
LONGSWORD — NOT LIGHT
Not the Light-property extra attack.
PART TWENTY-NINE — THE EXTRA ATTACK IS A BONUS ACTION
Normally:
BONUS ACTION
is required for the extra Light attack.
Therefore:
YOUR BONUS ACTION IS SPENT
EXAMPLE
You already used a Bonus Action for:
ANOTHER FEATURE
You can't also use:
THE LIGHT PROPERTY'S BONUS ACTION ATTACK
unless another rule changes the action economy.
IMPORTANT
You only get:
ONE BONUS ACTION
on your turn.
Different abilities compete for that resource.
PART THIRTY — DAMAGE MODIFIER ON THE EXTRA ATTACK
Normally, you don't add your Ability modifier to:
THE EXTRA ATTACK'S DAMAGE
unless that modifier is:
NEGATIVE
POSITIVE MODIFIER EXAMPLE
Dexterity:
+4
Attack action with Shortsword.
Damage:
1D6 + 4
Bonus Action extra attack with Dagger.
Normal Light rule:
1D4
not:
1D4 + 4
PART THIRTY-ONE — NEGATIVE MODIFIER
Suppose Strength modifier:
−1
You use Strength for the attacks.
Extra Light attack damage:
WEAPON DAMAGE − 1
because the Light rule says you omit the Ability modifier:
UNLESS THAT MODIFIER IS NEGATIVE
WHY?
The rule prevents the Light attack from ignoring:
A NEGATIVE ABILITY MODIFIER
PART THIRTY-TWO — TWO-WEAPON FIGHTING CHANGES THIS
In Lesson 59, we studied:
TWO-WEAPON FIGHTING
That Fighting Style Feat says that when you make the Light-property extra attack, you can add your Ability modifier to the damage if you aren't already:
ADDING IT
So with an appropriate positive modifier:
Normal Light:
1D6
With Two-Weapon Fighting:
1D6 + ABILITY MODIFIER
The extra attack itself still comes from:
LIGHT
PART THIRTY-THREE — LIGHT DOES NOT REQUIRE TWO-WEAPON FIGHTING
You don't need the Feat to make:
THE EXTRA ATTACK
The Light Property already grants the opportunity.
Two-Weapon Fighting only improves:
ITS DAMAGE
PART THIRTY-FOUR — LIGHT AND EXTRA ATTACK
Suppose a level 5 Fighter has:
EXTRA ATTACK
The Attack action allows:
TWO ATTACKS
If at least one qualifying attack satisfies the Light Property rule, the Fighter may also make:
THE LIGHT EXTRA ATTACK
as a Bonus Action.
So a legal sequence might be:
Attack action:
ATTACK 1
ATTACK 2
Bonus Action:
LIGHT EXTRA ATTACK
subject to all the Light requirements.
IMPORTANT
The Light Property doesn't replace:
EXTRA ATTACK
They are:
DIFFERENT RULES
PART THIRTY-FIVE — LIGHT AND NICK
In Lesson 63, we will study:
NICK
Nick is a Weapon Mastery Property.
It modifies the Light extra attack so that it can occur as part of:
THE ATTACK ACTION
instead of as:
A BONUS ACTION
The SRD explicitly defines Nick that way.
IMPORTANT
Nick doesn't create:
A DIFFERENT EXTRA ATTACK
It changes the timing of:
THE EXTRA ATTACK OF THE LIGHT PROPERTY
This interaction will receive full treatment in:
LESSON 63
PART THIRTY-SIX — LOADING
Loading restricts weapons that might otherwise benefit from:
MULTIPLE ATTACKS
The rule says you can fire only:
ONE PIECE OF AMMUNITION
from a Loading weapon when you use:
AN ACTION
A BONUS ACTION
or:
A REACTION
to fire it,
regardless of:
HOW MANY ATTACKS YOU CAN NORMALLY MAKE
LOADING WEAPONS
The main Weapons table includes Loading on:
LIGHT CROSSBOW
BLOWGUN
HAND CROSSBOW
HEAVY CROSSBOW
MUSKET
and:
PISTOL
PART THIRTY-SEVEN — LOADING AND EXTRA ATTACK
Suppose a level 5 Fighter has:
EXTRA ATTACK
Normally the Attack action allows:
TWO ATTACKS
The Fighter uses a:
HEAVY CROSSBOW
which has:
LOADING
Under Loading:
ONLY ONE PIECE OF AMMUNITION
can be fired from that weapon when using that Action.
So Extra Attack doesn't let the Fighter fire the same Loading weapon twice through that Action.
SIMPLE EXAMPLE
Attack action:
Normally:
2 ATTACKS
Heavy Crossbow:
LOADING
Shots from it through that Action:
1
PART THIRTY-EIGHT — "REGARDLESS OF THE NUMBER OF ATTACKS"
This wording is crucial.
A feature might normally allow:
TWO
THREE
or:
FOUR
attacks with an Action.
Loading still limits that Loading weapon to:
ONE PIECE OF AMMUNITION
for that Action.
PART THIRTY-NINE — LOADING ALSO REFERENCES BONUS ACTIONS AND REACTIONS
The rule isn't only about:
THE ATTACK ACTION
It separately refers to an:
ACTION
BONUS ACTION
or:
REACTION
used to fire the weapon.
EXAMPLE
A rule somehow lets you fire a Loading weapon several times as part of:
ONE REACTION
Loading limits ammunition fired from that weapon through that Reaction to:
ONE PIECE
PART FORTY — LOADING IS NOT THE SAME AS AMMUNITION
These two Properties often appear together but do:
DIFFERENT THINGS
AMMUNITION
determines:
NEED FOR AMMO
AMMO EXPENDITURE
DRAWING AMMO
FREE HAND TO LOAD ONE-HANDED WEAPON
AMMO RECOVERY
LOADING
restricts:
NUMBER OF PIECES FIRED
through an Action, Bonus Action, or Reaction.
EXAMPLE — SHORTBOW
Shortbow has:
AMMUNITION
but not:
LOADING
So the Ammunition rules apply.
Loading restriction:
DOES NOT
LIGHT CROSSBOW
Has:
AMMUNITION
and:
LOADING
Therefore:
BOTH RULES APPLY
PART FORTY-ONE — RANGE
A weapon's listed range uses:
TWO NUMBERS
such as:
20/60
80/320
or:
150/600
The first number is:
NORMAL RANGE
The second number is:
LONG RANGE
EXAMPLE
Dagger:
THROWN 20/60
Normal range:
20 FEET
Long range:
60 FEET
LONGBOW
AMMUNITION 150/600
Normal:
150 FEET
Long:
600 FEET
PART FORTY-TWO — WITHIN NORMAL RANGE
If the target is:
WITHIN NORMAL RANGE
the Range rule itself doesn't impose:
DISADVANTAGE
EXAMPLE
Longbow:
150/600
Target:
100 FEET
100 ≤ 150
Therefore:
WITHIN NORMAL RANGE
No long-range Disadvantage.
PART FORTY-THREE — BEYOND NORMAL RANGE
If the target is:
BEYOND NORMAL RANGE
but:
NOT BEYOND LONG RANGE
the Attack Roll has:
DISADVANTAGE
EXAMPLE
Longbow:
150/600
Target:
300 FEET
300 > 150
but:
300 ≤ 600
Result:
DISADVANTAGE
PART FORTY-FOUR — BEYOND LONG RANGE
If the target is beyond:
LONG RANGE
you:
CAN'T ATTACK THAT TARGET
with that weapon under this rule.
EXAMPLE
Longbow:
150/600
Target:
650 FEET
650 > 600
Result:
CAN'T MAKE THAT ATTACK
PART FORTY-FIVE — RANGE IS NOT "MINIMUM/MAXIMUM"
A notation such as:
30/120
does not mean:
MINIMUM 30
MAXIMUM 120
You can attack:
CLOSER THAN 30 FEET
The first number merely marks where:
LONG-RANGE DISADVANTAGE BEGINS AFTER IT
EXAMPLE
Javelin:
30/120
Target:
10 FEET
The target is:
WITHIN NORMAL RANGE
PART FORTY-SIX — RANGE AND DISADVANTAGE FROM OTHER SOURCES
Being within normal range doesn't guarantee:
NO DISADVANTAGE AT ALL
It only means Range doesn't impose:
LONG-RANGE DISADVANTAGE
Other circumstances may still impose:
ADVANTAGE
or:
DISADVANTAGE
according to their own rules.
EXAMPLE
Longbow target:
50 FEET
Normal range.
But another game effect gives you:
DISADVANTAGE
The Range property doesn't cancel that.
PART FORTY-SEVEN — REACH
A Reach weapon adds:
5 FEET
to your reach when:
YOU ATTACK WITH IT
It also adds 5 feet when determining your reach for:
OPPORTUNITY ATTACKS WITH THAT WEAPON
REACH WEAPONS IN THE MAIN TABLE
GLAIVE
HALBERD
LANCE
PIKE
WHIP
PART FORTY-EIGHT — NORMAL 5-FOOT REACH
Many creatures normally have:
5-FOOT REACH
for melee attacks.
A Reach weapon adds:
5 FEET
So for such a creature:
5 + 5 =
10-FOOT REACH
with that weapon.
EXAMPLE
You wield:
A GLAIVE
Enemy:
10 FEET AWAY
The Glaive's Reach allows you to:
MAKE THE MELEE ATTACK
assuming all other requirements are met.
PART FORTY-NINE — REACH DOES NOT MAKE THE WEAPON RANGED
A Glaive remains:
A MELEE WEAPON
even though it can reach:
10 FEET
Reach changes:
MELEE REACH
It doesn't change the weapon's category to:
RANGED
PART FIFTY — REACH AND OPPORTUNITY ATTACKS
Reach also changes how far your reach extends for:
OPPORTUNITY ATTACKS
with that weapon.
This matters because Opportunity Attacks are triggered in relation to:
LEAVING YOUR REACH
EXAMPLE
Normal reach:
5 FEET
Glaive reach:
10 FEET
When determining your reach for an Opportunity Attack with the Glaive:
USE THE INCREASED REACH
IMPORTANT
Reach is associated with:
THE WEAPON
So don't automatically assume every attack you can make now has the same extended reach.
The rule says:
WHEN YOU ATTACK WITH IT
and for Opportunity Attacks:
WITH IT
PART FIFTY-ONE — THROWN
Thrown lets you:
THROW THE WEAPON
to make:
A RANGED ATTACK
You can also:
DRAW THAT WEAPON AS PART OF THE ATTACK
WEAPONS WITH THROWN
DAGGER
HANDAXE
JAVELIN
LIGHT HAMMER
SPEAR
DART
TRIDENT
PART FIFTY-TWO — DRAWING THE THROWN WEAPON
This is an explicit benefit.
If you're throwing a weapon with:
THROWN
you can draw it:
AS PART OF THE ATTACK
EXAMPLE
A Javelin isn't currently in your hand.
You make a ranged attack by throwing it.
The Thrown Property allows you to:
DRAW THE JAVELIN AS PART OF THAT ATTACK
WHY THIS MATTERS
A character with multiple attacks can potentially draw individual Thrown weapons as:
PART OF THEIR RESPECTIVE ATTACKS
because that permission is built into:
THROWN
subject to all other applicable rules.
PART FIFTY-THREE — THROWN MELEE WEAPON ABILITY
If the thrown weapon is classified as:
A MELEE WEAPON
use the same Ability modifier for:
ATTACK
and:
DAMAGE
that you would use for:
A MELEE ATTACK WITH THAT WEAPON
EXAMPLE — JAVELIN
Javelin:
SIMPLE MELEE WEAPON
Strength:
18 → +4
PB:
+3
Throw it.
Attack bonus:
+7
Damage:
1D6 + 4 PIERCING
You don't automatically switch to:
DEXTERITY
just because the attack is ranged.
PART FIFTY-FOUR — HANDAXE
Handaxe:
MELEE WEAPON
Thrown:
20/60
Normally use the same Ability as its:
MELEE ATTACK
So a Strength-based character could throw it using:
STRENGTH
PART FIFTY-FIVE — THROWN + FINESSE
Dagger has:
THROWN
and:
FINESSE
Finesse allows:
STR OR DEX
for a melee attack.
Thrown says use the Ability you use for:
THE MELEE ATTACK
Therefore the Dagger can be thrown using:
STRENGTH
or:
DEXTERITY
PART FIFTY-SIX — DART IS DIFFERENT
The Dart is classified as:
A RANGED WEAPON
It has:
FINESSE
and:
THROWN
Because it is itself a Ranged weapon, the special Thrown sentence beginning:
"IF THE WEAPON IS A MELEE WEAPON..."
isn't what determines its Ability.
Its Finesse Property provides the relevant choice between:
STRENGTH
and:
DEXTERITY
PART FIFTY-SEVEN — THROWN DOES NOT RETURN THE WEAPON
Nothing in the Thrown Property says:
THE WEAPON RETURNS TO YOUR HAND
After throwing a normal weapon:
IT HAS BEEN THROWN
A returning effect would require:
ANOTHER RULE
EXAMPLE
You throw:
A SPEAR
The Thrown Property doesn't magically make the Spear:
TELEPORT BACK
to you.
PART FIFTY-EIGHT — THROWN IS NOT AMMUNITION
A thrown Javelin isn't:
AMMUNITION
unless a rule specifically says otherwise.
You're throwing:
THE WEAPON ITSELF
AMMUNITION WEAPON
Bow:
WEAPON REMAINS WITH YOU
Arrow:
AMMUNITION IS FIRED
THROWN WEAPON
Javelin:
THE JAVELIN ITSELF LEAVES YOUR HAND
These are different systems.
PART FIFTY-NINE — TWO-HANDED
Two-Handed is one of the simplest Properties.
A Two-Handed weapon requires:
TWO HANDS
when:
YOU ATTACK WITH IT
IMPORTANT WORD
WHEN YOU ATTACK
The rule doesn't say:
YOU MUST HOLD IT IN TWO HANDS EVERY SECOND
It establishes the two-hand requirement for:
ATTACKING WITH THE WEAPON
EXAMPLE
Greatsword:
TWO-HANDED
To attack with it:
USE TWO HANDS
PART SIXTY — TWO-HANDED AND SHIELDS
A Shield occupies a hand when wielded.
A Two-Handed weapon needs:
TWO HANDS
for the attack.
So a creature with only two hands can't simultaneously use one hand for a Shield and still satisfy the attack requirement of:
A TWO-HANDED WEAPON
unless another specific rule changes that situation.
EXAMPLE
Right hand:
SHIELD
Left hand:
GREATAXE
Can you attack normally with the Greataxe while the Shield occupies the other hand?
NO
The Greataxe requires:
TWO HANDS WHEN YOU ATTACK
PART SIXTY-ONE — TWO-HANDED DOES NOT AUTOMATICALLY MEAN HEAVY
Some Two-Handed weapons are also:
HEAVY
Others aren't.
EXAMPLE
Greatsword:
HEAVY + TWO-HANDED
Shortbow:
TWO-HANDED
but not:
HEAVY
Light Crossbow:
LOADING + TWO-HANDED
but not Heavy.
So:
READ EACH PROPERTY SEPARATELY
PART SIXTY-TWO — LANCE EXCEPTION
The Lance's weapon entry gives:
TWO-HANDED — UNLESS MOUNTED
That is a specific exception associated with:
THE LANCE
ON FOOT
Two-Handed requirement:
APPLIES
WHILE MOUNTED
The table's exception means the Lance isn't subject to that Two-Handed requirement in the same way.
This demonstrates the rule:
SPECIFIC EXCEPTIONS OVERRIDE GENERAL PROPERTIES
PART SIXTY-THREE — VERSATILE
A Versatile weapon can be used with:
ONE HAND
or:
TWO HANDS
The weapon table gives a damage value in parentheses.
When you use the weapon with:
TWO HANDS
to make:
A MELEE ATTACK
the weapon deals:
THE PARENTHETICAL DAMAGE
VERSATILE WEAPONS
QUARTERSTAFF — 1D6 (1D8)
SPEAR — 1D6 (1D8)
BATTLEAXE — 1D8 (1D10)
LONGSWORD — 1D8 (1D10)
TRIDENT — 1D8 (1D10)
WAR PICK — 1D8 (1D10)
WARHAMMER — 1D8 (1D10)
PART SIXTY-FOUR — ONE-HANDED LONGSWORD
Longsword:
1D8 SLASHING
Versatile:
1D10
Use one hand for the melee attack:
1D8
TWO-HANDED LONGSWORD
Use two hands for the melee attack:
1D10
EXAMPLE
Strength:
+4
One hand:
1D8 + 4
Two hands:
1D10 + 4
PART SIXTY-FIVE — VERSATILE DOES NOT GIVE TWO ATTACKS
"Versatile" doesn't mean:
ATTACK ONCE WITH EACH HAND
It simply means:
ONE-HANDED OR TWO-HANDED USE
with the listed damage change.
PART SIXTY-SIX — TWO HANDS DOES NOT DOUBLE THE ABILITY MODIFIER
Longsword two-handed:
1D10 + STR MODIFIER
not:
1D10 + STR + STR
The Versatile rule changes:
THE WEAPON'S DAMAGE DIE
It doesn't say to double:
YOUR ABILITY MODIFIER
PART SIXTY-SEVEN — VERSATILE AND THROWN
Some Versatile weapons also have:
THROWN
For example:
SPEAR
and:
TRIDENT
But Versatile's larger damage applies when the weapon is used with:
TWO HANDS TO MAKE A MELEE ATTACK
IMPORTANT
Throwing the weapon is:
A RANGED ATTACK
So the parenthetical Versatile damage isn't granted merely because you somehow used two hands while throwing it.
SPEAR EXAMPLE
Spear base damage:
1D6
Versatile:
1D8
One-handed melee:
1D6
Two-handed melee:
1D8
Thrown attack:
1D6
because Versatile's larger die specifically applies to:
A TWO-HANDED MELEE ATTACK
PART SIXTY-EIGHT — VERSATILE AND GREAT WEAPON FIGHTING
In Lesson 59, we learned that:
GREAT WEAPON FIGHTING
can apply when you attack with a Melee weapon held in:
TWO HANDS
and the weapon possesses:
TWO-HANDED
or:
VERSATILE
Therefore a Versatile weapon used:
TWO-HANDED
can qualify for:
GREAT WEAPON FIGHTING
if the character has that Feat and all its requirements are satisfied.
EXAMPLE
Longsword used:
TWO-HANDED
Damage:
1D10
Character has:
GREAT WEAPON FIGHTING
d10 result:
2
Treat:
2 AS 3
ONE-HANDED
Same Longsword:
1D8
Great Weapon Fighting doesn't apply because that Feat requires the weapon to be held:
WITH TWO HANDS
for the attack.
PART SIXTY-NINE — COMPLETE PROPERTY REFERENCE
| Property | Core Effect |
|---|---|
| Ammunition | Requires ammunition; one piece per attack; possible post-fight recovery |
| Finesse | Choose Strength or Dexterity for attack and damage |
| Heavy | Disadvantage if required physical score is below 13 |
| Light | Enables an extra attack with a different Light weapon |
| Loading | Limits ammunition fired through an Action, Bonus Action, or Reaction |
| Range | Defines normal and long range |
| Reach | Adds 5 feet to reach with that weapon |
| Thrown | Allows weapon to be thrown and drawn as part of attack |
| Two-Handed | Requires two hands when attacking |
| Versatile | One- or two-handed; larger listed damage for two-handed melee use |
PART SEVENTY — PROPERTIES CAN STACK
A weapon can use several properties simultaneously.
EXAMPLE — DAGGER
FINESSE
LIGHT
THROWN 20/60
You can:
USE STR OR DEX
possibly trigger:
LIGHT EXTRA ATTACK
and:
THROW IT
within its Range.
EXAMPLE — HEAVY CROSSBOW
AMMUNITION
HEAVY
LOADING
TWO-HANDED
and its range information.
To attack properly, you may need to consider:
AMMUNITION AVAILABLE?
DEXTERITY AT LEAST 13?
LOADING LIMIT?
TWO HANDS AVAILABLE?
TARGET WITHIN RANGE?
One weapon can therefore invoke:
SEVERAL RULES AT ONCE
PART SEVENTY-ONE — COMPLETE HEAVY CROSSBOW EXAMPLE
Character:
Level 5 Fighter.
Dexterity:
12
PB:
+3
Heavy Crossbow.
Properties:
AMMUNITION 100/400
HEAVY
LOADING
TWO-HANDED
STEP 1 — AMMUNITION
Does the Fighter have:
A BOLT?
If no:
CAN'T FIRE
STEP 2 — HEAVY
Dexterity:
12
Required:
13
Result:
DISADVANTAGE
STEP 3 — TWO-HANDED
Need:
TWO HANDS
for the attack.
STEP 4 — RANGE
Enemy at:
80 FEET
Within:
NORMAL RANGE 100
Range itself gives:
NO DISADVANTAGE
But Heavy already does.
STEP 5 — LOADING
Fighter has:
EXTRA ATTACK
Normally two attacks.
But Heavy Crossbow has:
LOADING
So only:
ONE PIECE OF AMMUNITION
can be fired from it through that Action.
This is how several Properties combine.
PART SEVENTY-TWO — COMPLETE LIGHT-WEAPON EXAMPLE
Level 5 Rogue.
Dexterity:
18 → +4
PB:
+3
Weapons:
SHORTSWORD
and:
DAGGER
Both:
LIGHT
Both:
FINESSE
ATTACK ACTION
Shortsword.
Choose:
DEXTERITY
Attack:
D20 + 4 + 3
Damage on hit:
1D6 + 4
LIGHT PROPERTY
Because you attacked with a Light weapon as part of the Attack action:
Bonus Action:
DAGGER ATTACK
Attack still uses:
DEXTERITY + PB
Damage:
1D4
The +4 Dexterity modifier isn't added to this extra attack's damage under the normal Light rule.
IF YOU HAVE TWO-WEAPON FIGHTING
Extra attack damage becomes:
1D4 + 4
PART SEVENTY-THREE — COMPLETE THROWN FINESSE EXAMPLE
Same Rogue.
Dagger:
FINESSE
LIGHT
THROWN 20/60
Enemy:
15 FEET AWAY
The Rogue throws the Dagger.
Thrown allows:
A RANGED ATTACK
and:
DRAWING THE DAGGER AS PART OF THAT ATTACK
Finesse allows:
DEXTERITY
Attack bonus:
4 + 3 =
+7
Damage:
1D4 + 4 PIERCING
TARGET AT 40 FEET
Dagger normal range:
20
Long:
60
40 is:
LONG RANGE
Attack:
DISADVANTAGE
TARGET AT 70 FEET
70 > 60.
CAN'T ATTACK WITH THE THROWN DAGGER
under its Range rule.
PART SEVENTY-FOUR — COMPLETE VERSATILE EXAMPLE
Level 5 Fighter.
Strength:
18 → +4
Weapon:
WARHAMMER
Damage:
1D8 BLUDGEONING
Versatile:
1D10
SHIELD EQUIPPED
One hand:
SHIELD
Other:
WARHAMMER
Attack:
1D8 + 4
NO SHIELD, TWO HANDS ON WARHAMMER
Attack:
1D10 + 4
The character chooses based on:
EQUIPMENT
and:
TACTICAL PRIORITIES
The rules don't declare one option:
ALWAYS BETTER
PART SEVENTY-FIVE — PROPERTY VERSUS WEAPON CLASSIFICATION
Remember:
PROPERTY DOES NOT NECESSARILY CHANGE CATEGORY
Thrown Melee weapon:
STILL MELEE WEAPON
Reach Melee weapon:
STILL MELEE WEAPON
Finesse weapon:
STILL WHATEVER CATEGORY THE TABLE SAYS
Light weapon:
STILL SIMPLE OR MARTIAL AS LISTED
Always distinguish:
CATEGORY
MELEE/RANGED CLASSIFICATION
and:
PROPERTIES
PART SEVENTY-SIX — IMPROVISED WEAPONS
Immediately after the Weapon Properties material, the SRD directs unusual weapon use to:
IMPROVISED WEAPONS
in the Rules Glossary.
Examples include using:
A TABLE LEG
FRYING PAN
or:
BOTTLE
as a makeshift weapon,
or using an ordinary weapon:
IN AN UNUSUAL WAY
such as making a melee attack with:
A RANGED WEAPON
We will study those complete rules later in:
THE RULES GLOSSARY
Don't automatically assume the normal listed Properties continue to operate identically when a weapon is being used through:
IMPROVISED WEAPON RULES
Follow the applicable rule.
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING PROPERTIES AND MASTERY ARE THE SAME SYSTEM
They aren't.
PROPERTIES
apply according to the weapon.
MASTERY
requires an appropriate feature.
MISTAKE 2 — FIRING AN AMMUNITION WEAPON WITH NO AMMUNITION
Ammunition is:
REQUIRED
for the ranged attack.
MISTAKE 3 — FORGETTING EACH ATTACK USES ONE PIECE OF AMMUNITION
One attack:
ONE PIECE EXPENDED
MISTAKE 4 — USING A SEPARATE ACTION JUST TO DRAW EACH ARROW
Drawing ammunition is:
PART OF THE ATTACK
MISTAKE 5 — IGNORING THE FREE-HAND REQUIREMENT FOR A ONE-HANDED AMMUNITION WEAPON
You need:
A FREE HAND
to load it.
MISTAKE 6 — RECOVERING ALL AMMUNITION AFTER COMBAT
The rule allows:
HALF
rounded:
DOWN
after spending:
1 MINUTE
MISTAKE 7 — ROUNDING AMMUNITION RECOVERY UP
Used 5:
5 ÷ 2 = 2.5
Recover:
2
not:
3
MISTAKE 8 — THINKING FINESSE MEANS DEXTERITY ONLY
Finesse means:
STRENGTH OR DEXTERITY
MISTAKE 9 — USING DEXTERITY FOR ATTACK AND STRENGTH FOR DAMAGE
Finesse requires:
SAME MODIFIER FOR BOTH
MISTAKE 10 — THINKING FINESSE GIVES WEAPON PROFICIENCY
It doesn't.
MISTAKE 11 — THINKING EVERY HEAVY WEAPON CHECKS STRENGTH
Heavy Melee:
STRENGTH 13
Heavy Ranged:
DEXTERITY 13
MISTAKE 12 — THINKING YOU CAN'T USE A HEAVY WEAPON BELOW 13
You can attack with it, but Heavy gives:
DISADVANTAGE
MISTAKE 13 — THINKING HEAVY MEANS MORE DAMAGE
Heavy's rule concerns:
ATTACK ROLL DISADVANTAGE
for insufficient Ability Score.
MISTAKE 14 — THINKING LIGHT MEANS LOW PHYSICAL WEIGHT
Light is a:
COMBAT PROPERTY
Its main rule concerns:
AN EXTRA ATTACK
MISTAKE 15 — USING THE SAME LIGHT WEAPON FOR BOTH ATTACKS
The extra attack requires:
A DIFFERENT LIGHT WEAPON
MISTAKE 16 — USING A NON-LIGHT WEAPON FOR THE EXTRA ATTACK
Both the triggering weapon and the extra-attack weapon must satisfy the relevant:
LIGHT
requirements.
MISTAKE 17 — MAKING THE LIGHT EXTRA ATTACK WITHOUT USING THE ATTACK ACTION
The trigger begins:
WHEN YOU TAKE THE ATTACK ACTION ON YOUR TURN
and attack with a Light weapon.
MISTAKE 18 — FORGETTING THE EXTRA ATTACK NORMALLY USES A BONUS ACTION
It does unless another rule, such as:
NICK
changes that.
MISTAKE 19 — ADDING A POSITIVE ABILITY MODIFIER TO LIGHT EXTRA-ATTACK DAMAGE
Normally:
DON'T ADD IT
unless another rule allows it.
MISTAKE 20 — IGNORING A NEGATIVE ABILITY MODIFIER ON THE LIGHT EXTRA ATTACK
A negative modifier:
IS STILL ADDED
MISTAKE 21 — THINKING TWO-WEAPON FIGHTING CREATES THE LIGHT EXTRA ATTACK
It doesn't.
LIGHT
creates the attack.
Two-Weapon Fighting changes:
THE DAMAGE
MISTAKE 22 — THINKING LOADING MEANS YOU NEED AN ENTIRE ACTION TO RELOAD
That's not what the SRD Property says.
Loading limits:
AMMUNITION FIRED PER ACTION, BONUS ACTION, OR REACTION
MISTAKE 23 — USING EXTRA ATTACK TO FIRE A LOADING WEAPON TWICE THROUGH THE SAME ACTION
Loading limits it to:
ONE PIECE OF AMMUNITION
for that Action.
MISTAKE 24 — CONFUSING LOADING WITH AMMUNITION
They are:
DIFFERENT PROPERTIES
MISTAKE 25 — THINKING EVERY AMMUNITION WEAPON HAS LOADING
Shortbow and Longbow, for example, have:
AMMUNITION
but not:
LOADING
MISTAKE 26 — THINKING 30/120 MEANS MINIMUM 30 FEET
30 is:
NORMAL RANGE
not minimum distance.
MISTAKE 27 — THINKING LONG RANGE MEANS AUTOMATIC MISS
Within long range:
DISADVANTAGE
not automatic failure.
MISTAKE 28 — ATTACKING BEYOND LONG RANGE
You:
CAN'T MAKE THE ATTACK
with that weapon.
MISTAKE 29 — THINKING REACH MAKES A WEAPON RANGED
It remains:
MELEE
MISTAKE 30 — FORGETTING REACH ALSO MATTERS FOR OPPORTUNITY ATTACK REACH
The Property explicitly affects:
OPPORTUNITY ATTACKS WITH THAT WEAPON
MISTAKE 31 — USING REACH FOR EVERY WEAPON YOU HOLD
Reach applies:
WITH THE REACH WEAPON
MISTAKE 32 — THINKING THROWN AUTOMATICALLY USES DEXTERITY
A Thrown Melee weapon normally uses the same Ability as:
ITS MELEE ATTACK
MISTAKE 33 — SPENDING A SEPARATE ACTION TO DRAW A THROWN WEAPON BEFORE EVERY ATTACK
Thrown allows you to draw:
THAT WEAPON AS PART OF THE ATTACK
MISTAKE 34 — THINKING A THROWN WEAPON AUTOMATICALLY RETURNS
It doesn't.
MISTAKE 35 — THINKING THROWN AND AMMUNITION ARE THE SAME
A thrown weapon is:
THE WEAPON ITSELF
Ammunition is:
FIRED FROM ANOTHER WEAPON
MISTAKE 36 — THINKING TWO-HANDED MEANS YOU CAN'T HOLD THE WEAPON WITH ONE HAND AT ANY MOMENT
The rule specifically requires two hands:
WHEN YOU ATTACK WITH IT
MISTAKE 37 — ATTACKING WITH A TWO-HANDED WEAPON WHILE ONE OF YOUR TWO HANDS IS OCCUPIED
You need:
TWO HANDS
for that attack.
MISTAKE 38 — THINKING EVERY TWO-HANDED WEAPON IS HEAVY
Not true.
The Properties are independent.
MISTAKE 39 — THINKING VERSATILE MEANS TWO ATTACKS
It means:
ONE- OR TWO-HANDED USE
MISTAKE 40 — DOUBLING THE ABILITY MODIFIER WITH VERSATILE
Versatile changes:
THE DAMAGE VALUE
not your Ability modifier.
MISTAKE 41 — USING THE VERSATILE TWO-HANDED DAMAGE WHEN THROWING A SPEAR
The larger Versatile value requires:
TWO-HANDED MELEE ATTACK
MISTAKE 42 — ASSUMING A PROPERTY DOES SOMETHING IT DOESN'T SAY
Always use:
THE EXACT PROPERTY TEXT
No extra bonuses.
No invented penalties.
No hidden effects.
QUICK RECAP
AMMUNITION
Need:
CORRECT AMMUNITION
Each attack:
EXPENDS ONE
Drawing ammunition:
PART OF ATTACK
One-handed weapon:
FREE HAND TO LOAD
After fight:
1 MINUTE
Recover:
HALF USED, ROUND DOWN
FINESSE
Choose:
STRENGTH OR DEXTERITY
Use the same choice for:
ATTACK AND DAMAGE
HEAVY
Melee Heavy:
Strength below 13:
DISADVANTAGE
Ranged Heavy:
Dexterity below 13:
DISADVANTAGE
LIGHT
Attack action on your turn + Light weapon attack:
ONE EXTRA ATTACK
Later same turn.
Normally:
BONUS ACTION
Must use:
A DIFFERENT LIGHT WEAPON
Positive Ability modifier normally:
NOT ADDED TO EXTRA ATTACK DAMAGE
Negative modifier:
STILL APPLIES
LOADING
When an Action, Bonus Action, or Reaction is used to fire a Loading weapon:
ONLY ONE PIECE OF AMMUNITION
can be fired from it through that Action, Bonus Action, or Reaction regardless of how many attacks you could normally make.
RANGE
First number:
NORMAL RANGE
Second:
LONG RANGE
Within normal:
NORMAL RANGE RULE
Beyond normal but within long:
DISADVANTAGE
Beyond long:
CAN'T ATTACK
REACH
Adds:
5 FEET
to reach when attacking with that weapon and when determining reach for:
OPPORTUNITY ATTACKS WITH IT
THROWN
Allows:
RANGED ATTACK
You may:
DRAW THE WEAPON AS PART OF THE ATTACK
Thrown Melee weapon:
SAME ABILITY AS MELEE USE
TWO-HANDED
Requires:
TWO HANDS WHEN ATTACKING
VERSATILE
Can use:
ONE OR TWO HANDS
Two-handed:
USE PARENTHETICAL DAMAGE
when making:
A MELEE ATTACK
PRIME HERO CHALLENGE
A level 5 Fighter has:
Strength:
16
Dexterity:
12
PB:
+3
Extra Attack:
TWO ATTACKS
The Fighter carries:
A HEAVY CROSSBOW
A LONGSWORD
A SHORTSWORD
and:
A DAGGER
QUESTION 1 — HEAVY CROSSBOW
Properties include:
AMMUNITION
HEAVY
LOADING
TWO-HANDED
Dexterity:
12
Heavy Ranged requires:
DEXTERITY 13+
What happens?
DISADVANTAGE
on Attack Rolls with the Heavy Crossbow.
QUESTION 2 — EXTRA ATTACK
Can the Fighter fire the Heavy Crossbow twice using the same Attack action because Extra Attack allows two attacks?
NO
Loading limits the weapon to:
ONE PIECE OF AMMUNITION
through that Action.
QUESTION 3 — LONGSWORD
Longsword:
VERSATILE 1D10
One-handed damage:
1D8
Two-handed melee damage:
1D10
If Strength modifier is +3:
One-handed:
1D8 + 3
Two-handed:
1D10 + 3
QUESTION 4 — LIGHT COMBAT
The Fighter takes the Attack action and attacks with:
SHORTSWORD
Then wants an extra Bonus Action attack.
Can the Fighter use:
DAGGER?
YES
Both are:
LIGHT
and the Dagger is:
A DIFFERENT LIGHT WEAPON
QUESTION 5 — DAMAGE MODIFIER
Strength modifier:
+3
Without Two-Weapon Fighting, the extra Dagger attack normally deals:
1D4
not:
1D4 + 3
because the positive Ability modifier isn't normally added to:
THE LIGHT EXTRA ATTACK'S DAMAGE
QUESTION 6 — THROWING THE DAGGER
The Dagger has:
FINESSE
and:
THROWN 20/60
Can the Fighter choose Dexterity instead of Strength when throwing it?
YES
Finesse permits Strength or Dexterity, and Thrown uses the Ability applicable to the Melee weapon.
QUESTION 7 — TARGET 50 FEET AWAY
Dagger:
20/60
50 feet is:
BEYOND NORMAL RANGE
but:
WITHIN LONG RANGE
Result:
DISADVANTAGE
QUESTION 8 — TARGET 70 FEET AWAY
70 > 60.
Result:
CAN'T MAKE THE THROWN DAGGER ATTACK
LESSON 62 — KEY TAKEAWAYS
Weapon Properties are not:
FLAVOR TEXT
They are:
COMBAT RULES
A weapon's damage die tells you:
HOW HARD IT CAN HIT
Its Properties often tell you:
HOW IT ACTUALLY PLAYS
AMMUNITION
creates resource management.
FINESSE
creates Ability flexibility.
HEAVY
creates minimum physical requirements.
LIGHT
creates additional attacks and changes action economy.
LOADING
limits repeated firing.
RANGE
defines effective distance.
REACH
expands melee control.
THROWN
turns certain weapons into ranged options.
TWO-HANDED
determines hand requirements.
VERSATILE
lets one weapon shift between one-handed and two-handed combat.
THE CENTRAL PROPERTY CHECK
Whenever you equip a weapon, don't stop at:
DAMAGE
Read every word in:
PROPERTIES
Then ask:
DO I NEED AMMUNITION?
WHICH ABILITY CAN I USE?
DO I HAVE THE REQUIRED STRENGTH OR DEXTERITY?
CAN I MAKE A LIGHT EXTRA ATTACK?
DOES LOADING LIMIT EXTRA ATTACK?
WHAT IS MY NORMAL AND LONG RANGE?
WHAT IS MY MELEE REACH?
CAN I THROW IT?
HOW MANY HANDS DOES IT REQUIRE?
DOES TWO-HANDED USE CHANGE ITS DAMAGE?
Once you can answer those questions, the Properties column stops looking like:
A STRING OF KEYWORDS
and becomes:
A COMPLETE COMBAT TOOLKIT
NEXT LESSON
LESSON 63 — EVERY WEAPON MASTERY PROPERTY
Properties tell us:
HOW A WEAPON WORKS
Weapon Mastery tells us what a trained specialist can make that weapon:
DO
The next lesson covers every Mastery Property in the SRD 5.2.1:
CLEAVE
including its second-creature attack and once-per-turn limit.
GRAZE
including damage when an attack misses.
NICK
including moving the Light extra attack into the Attack action.
PUSH
including forced movement.
SAP
including Disadvantage on the target's next attack.
SLOW
including Speed reduction and its non-stacking limit.
TOPPLE
including its Constitution Saving Throw and DC calculation.
and:
VEX
including Advantage on your next attack against the target.
We will also map:
EVERY MASTERY
to:
EVERY WEAPON THAT USES IT
and show how Weapon Mastery interacts with:
EXTRA ATTACK
LIGHT WEAPONS
TWO-WEAPON FIGHTING
ADVANTAGE
FORCED MOVEMENT
PRONE
and:
MULTIPLE ATTACKS
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.