Weapon Properties and Features
Each weapon has a list of properties and features. Weapon properties are always applied to a weapon, regardless of your proficiency level with the weapon.
Weapon Features require you to be of the appropriate Proficiency Level to utilize them. For example, if you are an Expert with a weapon group, you can utilize all Weapon Features in the Proficient, Skilled, and Expert columns of the weapon you are wielding.
Weapons in the Exotic Weapons category do not share proficiency. Each Exotic Weapon must be improved separately.
Weapon Properties
Section titled “Weapon Properties”Weapon properties provide a base on how a weapon functions. Weapon properties are applied regardless of your proficiency level with the weapon.
Dart
This weapon is designed to be thrown and follows the rules for a Thrown weapon using its listed range. When you attack with it in melee, reduce its damage dice by 1 step and triple its Speed Factor.
Finesse
When attacking with this weapon, you can use Precision in place of Brawn for both the attack roll and damage roll. You must use the same Attribute for both rolls.
Heavy
Small creatures cannot wield this weapon.
Hurled
You can make a ranged attack with this weapon using the range listed in its entry. A Hurled attack uses the weapon’s listed Speed Factor and damage dice without modification. A weapon cannot possess both Hurled and Thrown.
Lashing
Reduce this weapon’s damage dice by 1 step against creatures wearing medium armor and by 2 steps against creatures wearing heavy or plate armor.
Light
This weapon can serve as the secondary weapon when engaging in two-weapon fighting. A Small creature must use two Light weapons and must designate a Light weapon with a bundled EP value as its secondary weapon. See Two-Weapon Fighting in Chapter 6: Equipment for the complete rules.
Mounted
While riding a steed, you can wield this weapon in one hand despite it possessing the Two-Handed Property. This does not allow a Small creature to ignore the Heavy Property.
Non-Lethal
When you make a subduing attack with this weapon, you do not suffer the normal penalty to the attack roll.
Pellet-Firing
This weapon fires Prodd Pellets and cannot fire arrows, bolts, Sling Bullets, or other ammunition. Loading a pellet is included in the Actions required by the weapon’s Reload or Slow Reload Property.
Reach
Your melee range with this weapon is 10 feet. You threaten creatures 10 feet away but do not threaten creatures within 5 feet with this weapon. When you attack a creature within 5 feet, reduce the weapon’s damage dice by 1 step.
Reload
After firing this weapon, you must spend 1 Action reloading it before it can be fired again.
Slow Reload
After firing this weapon, you must spend 2 Actions reloading it before it can be fired again. These Actions do not need to be consecutive, but the weapon cannot be fired between them.
Sneaky
When you deal Ambush damage with this weapon, increase the weapon’s damage dice by 1 step.
Thrown
You can throw this weapon using the range listed in its entry. When you do, halve its Speed Factor, rounding up, and reduce its damage dice by 1 step.
Two-Handed
A Medium creature must wield this weapon in two hands. A Small creature treats it as if it also possessed the Heavy Property.
Versatile
A Medium creature can wield this weapon in two hands to increase its damage dice by 1 step. A Small creature must wield it in two hands, as if it possessed the Two-Handed Property.
Weapon Features
Section titled “Weapon Features”Advantageous
When you deal damage to a creature suffering from a negative Condition, increase this weapon’s damage dice by 1 step. Combat Supremacy does not satisfy this Feature because it is not a Condition. A negative Condition satisfies this Feature normally, even if that Condition also causes one or more creatures to hold Combat Supremacy against the affected creature.
Bold
When you critically hit a creature that is not benefiting from Critical Protection, you can treat the result as a Critical Threat instead. If you confirm the threat, roll this weapon’s damage dice three times instead of twice. If you fail to confirm it, the attack becomes a normal hit.
Brace
When a creature you were aware of at the start of the round enters your Threat Range as part of a Charge or Fly By Attack, you can use your Reaction to make an Opportunity Attack against it with this weapon.
Breaching
A wooden shield does not grant Critical Protection against attacks made with this weapon. Other sources of Critical Protection function normally. When a wooden shield is used to Shield Block your attack, increase its Break Chance by 1. You can also use this weapon to chop wood without suffering an improvised-tool penalty.
Brutal
When this weapon deals damage, treat a result below its minimum as the minimum result. The minimum is 2 for a d4, 3 for a d6 or d8, and 4 for a d10 or d12.
Cleave
Once per round, when you kill a creature with this weapon, you can immediately attack a different creature within range as part of the same activity. Reduce the damage dice of this additional attack by 1 step.
Couched Charge
When you attack with this weapon as part of a mounted Charge, increase its damage dice by 1 step.
Critical
A natural roll of 19 or 20 on an attack roll with this weapon is a critical hit.
Cruel
When you successfully critically hit a creature benefiting from Critical Protection, increase this weapon’s damage dice by 1 step.
Deadly
After rolling damage for a successful critical hit with this weapon, select one weapon damage die and treat it as though it rolled its maximum result.
Denting
A metal shield does not grant Critical Protection against attacks made with this weapon. Other sources of Critical Protection function normally. When a metal shield is used to Shield Block your attack, increase its Break Chance by 1. When you damage a creature wearing plate armor, increase this weapon’s damage dice by 1 step.
Disarming
You can attempt a Disarm Combat Maneuver against a creature within this weapon’s reach without requiring a free hand. Use Brawn for your Opposed Attribute Test, or Precision if this weapon possesses the Finesse Property.
Disorienting
After you damage a creature with this weapon, that creature cannot make Opportunity Attacks against you for moving out of its Threat Range until the same phase of the next round.
Engaging
As part of an activity used to attack with this weapon, you can move up to 5 feet before making the attack roll. This is normal movement, can provoke Opportunity Actions, and cannot be used if you begin in or enter difficult terrain.
Exact
When you score a Critical Threat with this weapon, you can automatically confirm it and reduce the weapon’s damage dice by 2 steps. For each reduction below d4, reduce the die’s maximum possible result by 1 and treat higher rolls as that maximum.
Feint
When you miss a creature with this weapon, your next attack with the same weapon against that creature is treated as though it benefits from a situation bonus. It receives no actual bonus to the attack roll. This effect ends at the end of your next round.
Formation
This Feature must be paired with Brace. While adjacent to an ally wielding a weapon with Formation, increase this weapon’s damage dice by 1 step when making the Opportunity Attack granted by Brace.
Grappling
You can attempt a Grapple Combat Maneuver against a creature within this weapon’s reach without requiring a free hand. Use Brawn for your Opposed Attribute Test, or Precision if this weapon possesses the Finesse Property. While the weapon maintains the Grapple, it is committed and cannot attack or Grapple another creature.
Harsh
When you critically hit with this weapon, increase its damage dice by 1 step.
Leverage
This Feature must be paired with Engaging or Reach. When you attack after using the movement provided by Engaging, increase this weapon’s damage dice by 1 step. You also ignore the damage-die reduction for attacking within 5 feet with a Reach weapon, although the weapon still does not threaten creatures within 5 feet.
Meticulous
When you successfully critically hit with this weapon, add damage equal to the number of weapon damage dice rolled. If the critical hit includes Ambush damage, also add the number of Ambush dice rolled.
Mighty
When making an attack with this weapon, you can spend 1 additional Action as part of the activity. If the attack deals damage, increase this weapon’s damage dice by 1 step.
Opening
When you damage a creature that has not Acted or Reacted during the current round, increase this weapon’s damage dice by 1 step.
Oppress
After you damage a creature with this weapon, increase the damage dice of subsequent attacks with the same weapon against that creature by 1 step. This increase does not accumulate. It ends when you miss, attack another creature, or attack with another weapon.
Overwatch
Increase this weapon’s damage dice by 1 step when attacking as part of an Opportunity Action or Readied Action.
Parry
While wielding this weapon, you gain a +1 bonus to Armor Class. This bonus does not stack with the Armor Class bonus from a shield or another weapon with Parry.
Pinpoint
When confirming a Critical Threat with this weapon, roll the confirmation attack twice and use the better result.
Press
When you deal damage with this weapon while benefiting from a situation bonus to the attack, or while the attack is treated as benefiting from one, increase the weapon’s damage dice by 1 step.
Puncture
When you damage a creature wearing heavy or plate armor, increase this weapon’s damage dice by 1 step.
Riposte
When a creature within your Threat Range misses you with a melee attack, increase the damage dice of your next normal attack with this weapon against that creature by 1 step. This effect ends at the end of your next round.
Ruthless
When you fail to confirm a Critical Threat against a creature benefiting from Critical Protection, increase this weapon’s damage dice by 1 step for the resulting normal damage roll.
Savage
After rolling this weapon’s damage, you can reroll one weapon damage die and use either result. When you critically hit, you can reroll up to two weapon damage dice instead.
Smash
When an attack with this weapon is your first Action of the round and you have not moved during the round, increase the weapon’s damage dice by 1 step.
Stopping
This Feature must be paired with Brace. When you damage a creature with the Opportunity Attack granted by Brace, its Charge or Fly By Attack immediately ends and it remains in its current space.
Swift
You can reduce this weapon’s Speed Factor by 2 for an attack. If the attack deals damage, reduce its damage dice by 1 step. If this would reduce a d4 below d4, treat results of 4 as 3 instead.
Tripping
You can attempt a Trip Combat Maneuver against a creature within this weapon’s reach without requiring a free hand. Use Brawn for your Opposed Attribute Test, or Precision if this weapon possesses the Finesse Property.
Wrapping
When attacking a creature wielding a shield, you can reduce this weapon’s damage dice by 1 step to ignore the Armor Class bonus provided by that shield. The shield continues to grant Critical Protection, and the creature can still use it to Shield Block the attack.