Дата: 29.05.22
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E5E Complete List of Weapon Properties.docx
Определение терминов
Weapon property. Свойство оружия. Ключевое слово(а), которое описывает(ют) особые свойства и особенности оружия. Свойства оружия не зависят от навыка владения оружием персонажа.
Weapon Technique (Weapon Maneuver). Техника оружия (Оружейный прием). Специальный прием, который может выполняться персонажем, если он владеет этим видом оружия.
Accurate (+1/+2/+3) . You gain the listed bonus to your attack roll when attacking with this weapon.
Accurate. Accurate weapons are typified by precise sighting points or aerodynamic features. You gain bonus +1 to ranged weapon attack rolls if target is in normal range of weapon.
Ammunition (Range Normal/Long). You can make ranged attacks with the weapon only if you have the necessary ammunition. Each time you make a ranged attack and the attack misses or is a critical hit, you expend one piece of ammunition. Otherwise, it’s assumed you recover your ammunition at the end of the battle. When attacking a target beyond normal range, you suffer disadvantage on the attack roll. You cannot attack a target beyond long range.
Backswing. When you make a weapon attack with this weapon and miss, you make the next attack with this weapon on this turn with advantage.
Bandoleer. When making a thrown weapon attack, you draw the weapon from an appropriate container or case as part of the attack.
Bladed. The damage type of this weapon is piercing or slashing (your choice).
Body. The creature is Restrained by your weapon, except its speed is not reduced to 0.
Bulky Bulky armor is usually exposed and may draw attention or even intimidate others, or provoke the use of a *Heat Metal* spell from hostile spell-casters if made of metal. Bulky armor cannot be hidden from plain sight and you cannot benefit from the Concealed armor property while wearing any Bulky armor component. Bulky armor has a Strength score requirement of 9 or more. If your Strength score is less than the requirement, your are considered to carry Medium Load (see pg. [60](#p60)) until you doff the armor. Bulky armor imposes disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks to swim, climb, run, and similar activities. These penalties can be avoided if your Strength score is at least 2 points higher than the armor’s Strength requirement. Bulky armor impedes your initiative in combat. When you roll for Initiative, subtract 2 for each Bulky armor component you wear. Bulky armor also impedes your movement when standing from Prone. Add +1 to the Standing from Prone DC for each Bulky armor component you wear.
Bypass. These flexible weapons wrap around shields and other personal defenses. They ignore the AC bonus granted by shields and parrying weapons or reactions.
Concealable. When you attempt to hide a concealable weapon on your person, you have advantage on Dexterity (Sleight of Hand) checks to do so.
Concealed This armor consists of protective reinforcement that can be inconspicuously worn under ordinary looking clothing. When only such armor is worn under clothes, the wearer appears unarmored unless an observer succeeds on a DC 15 Wisdom (Perception) check. If the observer has physical contact with the wearer, this check is made with advantage.
Coverage When rolling to confirm Wound Risk at the end of combat turn, add the total Coverage bonus from all worn armor components to your Wound Confirmation roll.
Covert. If you are hidden, a missed ranged attack does not reveal your location.
Crushing (+1/+2/+3) . You gain the listed bonus to your damage roll when you hit with this weapon.
Cumbersome Armors with the Cumbersome property do not distribute their weight across the whole torso. Wearing such armors for more than 8 hours results in prolonged shoulder and back fatigue, and you gain 1 level of Exhaustion. Armors made of mithral lose the Cumbersome property.
Defensive (+1/+2/+3). When you make an attack with the weapon, you gain the listed bonus to your Armor Class until the start of your next turn.
Double. A double weapon has two ends with which you can attack. When you attack with a double weapon, you can make an attack with the other end as a bonus action, dealing the damage indicated in parentheses. You do not add your ability modifier to the damage with this bonus attack.
Ensnaring. These weapons feature chain, rope, hooks, or other parts that can aid in entanglement. When you hit with an ensnaring weapon, you can use your bonus action to attempt to shove the target prone, disarm them, or pull them 5 feet towards you, using your weapon attack modifier in place of Strength (Athletics).
Entrapping. When you want to catch and restrain a weapon in combat, you can use the Attack action to make a special melee attack, an entrapment attempt with this weapon. If you have multiple attacks as part of the Attack action, this replaces one of them. The target of your entrapment must be within the reach of your weapon and wielding a melee or ranged weapon. Make a Dexterity (Sleight of Hand) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) (its choice). A creature wielding a weapon in two hands has advantage on this check, and a creature larger than you automatically wins. If you win, the target can’t make attacks with the entrapped weapon until the entrapment ends. You can’t move out of your weapon’s range, make an attack with the entrapping weapon, or drop your own weapon without releasing the entrapped weapon, which you can do at any time. If the target moves or is moved outside your weapon’s reach, the entrapment ends and you can use your reaction to attempt to Disarm it (pg. 5) with advantage on your attack roll to do so.
Exceptional (+1/+2/+3). You gain the listed bonus on attack rolls and damage rolls made with this weapon.
Finesse. r both rolls.
Hand. Choose a free hand or a hand wielding a Light weapon. The target cannot use that hand to attack or use items (unless activated) while Restrained.
Heavy. If you are a Small or smaller creature, you suffer disadvantage on attack rolls with this weapon.
Hooked. On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder’s Strength modifier + the wielder’s proficiency bonus.
Improvised You cannot gain proficiency with this weapon and you do not add your proficiency bonus when making attacks with this weapon.
Legs. The creature is Restrained by your weapon, but it doesn’t suffer disadvantage to attacks. If the creature used its movement in its turn before it was hit by this attack, it also falls prone.
Light. You can use this weapon when fighting with two weapons.
Loading (x). Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action to fire it, regardless of the number of attacks you can normally make. To load 1 piece of ammunition to this weapon you need spent number of actions listed in the parentheses of this property
Loading. You can only fire one piece of ammunition with this weapon when using an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Long Reach. When you attack with this weapon on your turn, your reach increases by 10 feet.
Long. Weapons with the Long property impose a disadvantage to attacks within 5 feet. You also cannot attempt any combat options or special melee attacks with this weapon against any target within that range.
Magazine (x). You can make number of attacks listed in the parentheses of this property with this weapon before it will need reloading.
Magic (Trait). The Weapon is magical and the listed trait is the result of the weapon’s enchantment. The weapon can be detected with the detect magic spell or similar abilities and its traits can be identified with the identify spell or with study during a short rest. Magic (Trait).
Masterwork [Quality]. Ranged weapons gain bonus +1 to attack rolls in normal range and melee weapons gain bonus +1 to damage rolls.
Misfire (x). If your attack roll before modifiers results in the number listed in the parentheses of this Property, the barrel of the weapon becomes fouled, rendering it inoperable until it is cleaned and recharged, taking fifteen minutes and the use of tinker’s tools. Weapons with the Misfire property also become fouled if the weapon is submerged while loaded. If a weapon misfires while you have disadvantage, and both dice are within the misfire range, the weapon explodes, inflicting its damage on all creatures within 5 feet of the weapon, and destroying it.
Mounted. This weapon can be used one-handed while mounted but must be used two-handed while on feet.
Nalatorial. The Underwater Combat rules do not impose disadvantage on attack rolls with this weapon. All other restrictions apply as normal.
Not mounted. This weapon can’t be used by character riding on mount.
Penetrating (+1/+2/+3). You gain the listed bonus on attack rolls and damage rolls against foes who are wearing medium or heavy armor or have a natural armor bonus.
Preventing While your weapon is grappling the target (see Grappling weapon property) and you are holding your weapon, the target is unable to approach you and can only move away from you.The target can only move towards you if it attempts to Shove you. If it succeeds, it also provokes an opportunity attack from you that automatically hits.
Prone shooting. When you are prone and make a ranged weapon attack with this weapon, you do not suffer disadvantage for being prone.
Reach The weapon has an extended length. This weapon adds 5 feet to your Reach when you attack with it, and when determining your Reach for attacks of opportunity with it.
Reach. This weapon adds 5 feet to your reach when you attack with it.
Reserve. Attacking with this weapon from a prone position does not impose disadvantage on the attack roll.
Restraining While your weapon is grappling the target (see Grappling weapon property), the weapon restricts some of the actions of the creature. The Restrain effect depends on the location listed in parenthesis. If more than one is listed, pick one.
Restraining. A Large or smaller creature hit with this weapon is restrained until freed. Formless or incorporeal creatures are not affected. A creature can free itself from the weapon by making a Strength (Athletics) or Dexterity (Acrobatics) check opposed by your Strength (Athletics) check if you are still in control of the weapon or with a DC of 10 if you are not.
Sharp The weapon is particularly adept at making the most of the advantageous situation when an enemy is unarmored. When you attack a target that is unarmoured or with an armor AC of 12 or less, you gain a bonus to the attack roll equal to the value written in parenthesis. Creatures with natural armor or an armor AC of 13 or higher (including spells such as mage armor) are immune to this property.
Shield. The creature doesn’t benefit from shield bonus to AC until it breaks the grapple. While your weapon is restraining the creature’s shield you have dominance over the creature. The creature can break the Grapple by breaking the grapple, or releasing its shield. While your weapon is restraining the creature and you are wielding your weapon, on your turn you may spend an attack to deal da mage equal to your Strength modifier without rolling to attack. Creatures that are formless or have size category of Huge or Gargantuan cannot be Restrained.
Siege. This weapon deals double damage dice to structures and objects that are not worn or carried.
Slow A Slow weapon is massive and cumbersome, and requires great strength to wield and multiattack with. The weapon can make only one attack per turn if wielded by a character with a Strength score of 14 or less. It can make up to one extra attack if wielded by a character with a Strength score of 15 or 16, or up to two extra attacks if wielded by a character with Strength score 17 or 18. It can make any number of attacks if wielded by a character with a Strength score of 19 or more. The limit to the number of attacks also affects attacks that use a bonus action and opportunity attacks.
Status. Status weapons inflict extra effects on powerful hits. When you hit with an attack roll with a status weapon and exceed the target’s AC by 5 or more, it will inflict an additional status effect based upon the type of damage dealt. A critical hit guarantees a status effect. Slashing weapons inflict gaping wounds and profuse bleeding, inflicting additional slashing damage equal to your proficiency bonus. Objects, Constructs, and Elementals are immune to this damage, as may other creatures that do not bleed at the discretion of your GM. Bludgeoning weapons hit with staggering blows that daze the target. Inflicting this status causes the target’s next attack roll to be made with disadvantage. Piercing weapons reward precise or focused attacks, punching holes in defenses and leaving a target vulnerable. Inflicting piercing status grants advantage on the first weapon attack against the target before the start of its next turn. Improvised weapons may inflict status depending on their damage type and the discretion of your GM.
Thrown (Range Normal/Long). You can make ranged attacks with this weapon by throwing it using the same ability modifier for attacks and damage as you would use when making a melee attack with the weapon.
Two-Handed. You must hold this weapon in two hands. You can add either your Strength modifier or your Dexterity modifier to attack and damage rolls made with this weapon. You must use the same modifier fo
Versatile (Damage). You can wield the weapon with one or two hands. When wielding the weapon with two hands, it uses the listed damage die.
Versatile damage. Weapons with this quality have both a primary and a secondary damage type. Your weapon will always do the primary damage type unless you declare otherwise before you roll damage.
Vicious. If a weapon with the Vicious property deals damage, you may reroll any of the weapon dice if it rolls a value of 1. You must use the new value even if it is also a 1. If you have the Great Weapon Fighting style, the two rerolls stack to 1-3 instead.
Worn. Weapons with the Worn property are equipped in a way similar to armor, by strapping it firmly to the body. It takes up to 1 minute to don or doff the weapon or shield, and character can do it as part of donning or doffing armor. The GM may allow you to skip the required time if you ignore the Worn property of the weapon or shield until the end of combat. While the weapon or shield benefits from the Worn property, it cannot be disarmed.
E5E — Свойства оружия и оружейные техники был опубликован — Киборги и Чародеи
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