Equipment Properties

Weapon Properties

Ammunition

When you make an attack with a weapon that has the "ammunition" property, you use it to fire a piece of ammunition at the target. The type of ammunition appears in parentheses after this property's listing. Drawing the ammunition from an appropriate container such as a quiver is part of the attack. You can recover half your expended ammunition after a battle by searching the battlefield.
The numbers shown in parentheses after this property's listing are the weapon's normal range and long range, in that order.

Finesse

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.

Heavy

Due to their weight distribution, Small creaturesExcept those with the Powerful Build trait have disadvantage on attack rolls with heavy weapons.

Hydrodynamic

A hydrodynamic weapon functions normally underwater.

Light

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.

Reach

The reach of a melee weapon with the "reach" property is given in parentheses after the property's listing.

Thrown

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.
For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed

Two hands are required to make an attack with a two-handed weapon.

Unarmed

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.

Versatile

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

Cumbersome

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.

Unstealthy

A creature wearing "unstealthy" armor has disadvantage on Stealth checks, as the armor impedes the wearer's ability to move silently.