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.