Weapon Properties

Core Rules v2 p. 34

  • 2-handed. Can be held in a single hand, but must be wielded in 2 hands to attack with it.
  • Load. Some weapons require extra actions to load before each shot.
  • Reach. How close an enemy must be to be affected by this attack. If unspecified, Reach 1.
  • Range. Attacks can be made from afar. If any enemy is adjacent to you, your Ranged attacks are made with disadvantage. Add 1 die of disadvantage to gain +2 Range (max +6 additional Range; disadvantage 3).
  • Thrown. Treat a melee weapon as if it had Range. Once thrown, you no longer have it!
  • Vicious. Roll 1 additional die whenever you roll crit damage.

Remember! Only the Primary Die (the leftmost one) is used for determining whether an attack crits. Every time you roll crit damage, roll the additional Vicious die as well!

Official Variants

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Custom Weapon Dice

Variant

Core Rules v2 p. 54

For larger weapon die sizes, you can try using dice of different sizes as long as they add up to the same initial die size. For example: a 1d10 glaive could be 1d4+1d6 or 1d6+1d4 (using the first die as the Primary Die).

Related Rules

4
Armor & DefenseCharacters & Equipment / Equipment & Currency
Custom Weapon DiceCharacters & Equipment / Weapons
Customizing WeaponsCharacters & Equipment / Weapons
Equipment ProficiencyCharacters & Equipment / Equipment & Currency