Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
Auto
Weapons with this property can only fire in burst, penetrating, or rapid modes. If the weapon has any combination of burst, penetrating, and rapid modes, you choose which mode to use. You can only use one mode at a time.
Burst
When 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. Each creature in the area must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or take the weapon's normal damage. Before you use this property, you can declare one creature that would be affected by it. If the creature fails its save, in addition to the weapon's normal damage, it is subjected to any additional effects that would occur on a hit. If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw.
Dexterity
A weapon with this property requires more skill to control. While wielding it, you have disadvantage on attack rolls unless you meet the Dexterity requirement.
Disguised
You have advantage on Charisma (Deception) checks made to hide the nature of a weapon with this property.
Double
A weapon with this property 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 Double-Weapon Fighting. See the rules for Double-Weapon Fighting in chapter 9.
Finesse
When 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. You must use the same modifier for both rolls.
Fixed
A weapon with this property does not fill the hand, but you can't use the weapon while the hand is full. Additionally, you have a +10 bonus to ability checks and saving throws to avoid being disarmed of this weapon.
Heavy
When 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).
Hidden
You have advantage on Dexterity (Sleight of Hand) checks made to conceal a weapon with this property.
Interlocking
While 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. While separated, each weapon has the same damage, damage type, combined value and weight, and properties (except for the double property) as the single weapon.
Light
A weapon with this property is small and easy to handle, making it ideal for use when engaging in Double- or Two-Weapon Fighting. See the rules for Double- and Two-Weapon Fighting in chapter 9.
Luminous
A weapon with this property sheds dim light in a 5-foot radius while activated. Additionally, Dexterity (Stealth) checks made while the weapon is activated have disadvantage.
Penetrating
When 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. Make an attack roll against the initial target. If the attack hits, there is a creature within 15 feet of that creature and directly behind it, and the original attack roll would hit the second creature, it also takes normal weapon damage. Alternatively, you can use this property to fire at a creature through partial cover. When you do so, you reduce the target's cover by one step (from three-quarters to half or half to one-quarter), rather than targeting a second creature.
Power Cell
Weapons with this property are fueled by power cells, which must be loaded in order to fire the weapon. A power cell fuels a number of attacks equal to the weapon's reload number.
Range
A weapon that can be used to make a ranged attack has this property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Rapid
When 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. The target must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, roll the weapon's damage dice twice and add them together, adding relevant modifiers as normal and subjecting the target to any additional effects that would occur on a hit. If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw.
Reach
A weapon with this property adds 5 feet to your reach with it.
Reload
A number of shots equal to the reload number can be made with a weapon with this property. A character must then reload it using an action or a bonus action (their choice). You must have one free hand to reload.
Returning
When you throw a weapon with this property, it automatically returns to your hand after the attack is complete, whether you hit or miss.
Slug Cartridge
Weapons with this property fire slug cartridges, which must be loaded in order to fire the weapon.
Special
A weapon with this property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).
Strength
A weapon with this property has a heavy kickback. While wielding it, you have disadvantage on attack rolls unless you meet the Strength requirement. If the weapon has the burst, penetrating, or rapid property, you must meet the Strength requirement to use this feature. If the weapon lacks the two-handed property, you can wield the weapon in two hands to temporarily reduce the strength number by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If this would reduce the strength number below 11, you ignore it entirely.
Thrown
Weapons with this property can be thrown to make a ranged attack. If the weapon would normally be used to make melee weapon attacks, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Two-Handed
A weapon with this property requires two hands to use.
Versatile
A weapon with this property 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.