Equipment Properties
Weapon Properties
When you make an attack with an ammunition weapon, you use it to fire a piece of ammunition at the target. The type of ammunition appears in parentheses after this property's listing, as do the weapon's normal and long ranges. Drawing a piece of ammunition from an appropriate container (such as a quiver) is part of the attack, and requires a free hand. (Note that a two-handed ammunition weapon can be held in one hand while a piece of ammunition is drawn.)
In general, you can recover half your expended ammunition after a battle by searching the battlefield.
Finesse weapons are designed for speed and precision. When you make a melee attack with a finesse weapon, you can use use Dexterity instead of Strength for the attack and damage rolls.
Due to their weight distribution, Small creaturesExcept those with the Powerful Build trait have disadvantage on attack rolls with heavy weapons.
A hydrodynamic weapon functions normally underwater.
A light weapon is small enough to be easily wielded in one hand. Each time you spend at least 2 AP to take the Attack action and use a light weapon for the attack, you can take the Attack action once later that turn as a minor action. The secondary attack—called an offhand attack—must be made with a different light weapon, and it deals half damage.
A loading weapon can store ammunition inside it, enabling it to be loaded and fired at separate times. The maximum number of pieces of ammunition that can be stored in the weapon is given in parentheses after this property's listing. The weapon can be fully loaded as part of an attack with the weapon, as normal, or by using the Interact action. Both loading methods require a free hand.
The reach of a melee weapon with the "reach" property is given in parentheses after the property's listing.
If a weapon has the "thrown" property, you can make a ranged attack with it by throwing it. If the weapon is a melee weapon, you use the same ability for the attack roll and damage roll that you would use for a melee attack with the weapon.
The numbers shown in parentheses after this property's listing are the weapon's normal range and long range when thrown, in that order.
Two hands are required to make an attack with a two-handed weapon.
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
You can attack with a versatile weapon using one or two hands. When you use two hands, use the dice shown in parentheses after this property's listing as the weapon's damage dice.
Armor Properties
Due to its weight and bulk, armor with the "cumbersome" property reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the score in parentheses.
A creature wearing "unstealthy" armor has disadvantage on Stealth checks, as the armor impedes the wearer's ability to move silently.