Weapons

Dueling
A creature has advantage when making an opportunity attack with a dueling weapon.

Cleaving
Once during your turn, when you kill a creature with a cleaving weapon, you may make an additional attack against another creature within range. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Hooked
Whenever a creature could make an attack with a hooked weapon, it can attempt to grapple the target instead, using the reach of the hooked weapon. The weapon cannot be used to attack whilst it is being used to grapple in this way.

Firearm
A firearm is incredibly loud and bright. Whenever it is fired, the sound is audible from as far away as 300 feet, and it emits a flash of bright light in a 10-foot radius from the muzzle.

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.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" late in the section). A sling must be loaded to deal any damage when used in this way.

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.

Heavy
Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

If you throw a weapon with the light property, you can immediately draw a new light weapon as part of the attack.

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.

Range
A 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.

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.

Special
A weapon with the special property has unusual rules governing its use, explained below.

Thrown
If a weapon has the thrown property, 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. 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.

If you throw a weapon with the light property, you can immediately draw a new light weapon as part of the attack.

Two-Handed
This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Versatile
This weapon 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.

Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.