Weapons
Your class grants Proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
Weapon Proficiencies
Your race, class, and feats can grant you Proficiency with certain weapons or categories of weapons.
Proficiency with a weapon allows you to add your Proficiency Bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack Proficiency, you do not add your Proficiency Bonus to the attack roll.
Weapon Categories
Cold Weapons
A Cold Weapon is a weapon that does not involve fire or explosions resulting from the use of gunpowder or other explosive materials. These are the most common weapons found in this setting, and they are most useful to the average inhabitants of Antares.
Cold Weapons can be categorized into two as per standard D&D: Simple Weapons and Martial Weapons.
Main article: Cold Weapons
Firearms
Firearms are weapons that use an explosive charge to propel projectiles called "bullets" at incredible speed. These new types of weaponry were brought over by the Londoners when they first arrived in Antares, making them more adept at using firearms due to their long experience with them.
Firearms are very rare, and rarely sold outside of Albion-controlled territories. Even if you find one, it is almost impractical compared to other weapons due to their reliance on Cordites.
Main article: Firearms
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
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Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon).
At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Firearms can't benefit from this.
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Automatic
Each time you attack with an Automatic weapon, you can immediately make one extra attack with the same weapon. This extra attack are always made with Disadvantage, regardless of circumstance. You must have enough ammunition to make the extra attack.
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Burst-Fire
As an Action, you can expend at least 5 pieces of ammunition to make a Burst-Fire Attack. Each creature in a 10-foot Cube within the weapon’s normal range must succeed on a DEX Save (DC =
DEX Modifier + ammunition expended
) or take damage. Roll the weapon’s damage once and apply it to all creatures that failed the save.
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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.
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Heavy
Heavy weapon is unwieldy compared to other weapons. You have Disadvantage on your attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13, and if it's a Ranged weapon and your Dexterity score isn't at least 13.
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Light
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. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage, unless that modifier is negative.
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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.
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Range
This weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown 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.
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Reach
This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for Opportunity Attacks with a reach weapon.
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Reload
This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes an Action or Bonus Action; otherwise, reloading it takes an Action.
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Scatter
If you make an attack against a target that is within half this weapon's normal range (round up), you deal the damage value listed in parenthesis instead of the weapon's normal damage dice.
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Thrown
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. If the weapon has the Finesse property, you can use your choice of your Strength or Dexterity modifier for the attack and damage rolls.
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Two-Handed
This weapon requires two hands when you attack with it. This property is relevant only when you attack with the weapon, not when you simply hold it.
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Versatile
A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Improved Versatile A weapon's Property or a Mastery property might appears within parentheses. You can use that Property or Mastery property when you are wielding or attacking with the weapon using two hands.