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Weapons 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 utilizie. 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.

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 a thrown weapon for all intents and purposes. However, it was not meant to be a melee weapon. If you attack with it in melee, you reduce the damage dice by 1 dice step, and you attack at triple the speed factor of the weapon.

Finesse

You may use your Precision in place of your Brawn for attack and damage rolls with this weapon.

Hand and a Half

Medium sized creatures can weild this weapon in two-hands, increasing the damage dice by 1 dice step. Small sized creatures treat Hand and a Half weapons as if they had the two-handed property instead.

Heavy

Small sized creatures cannot wield this weapon.

Horseback

If you attack with this weapon while ridding a steed, you can ignore the two-handed property of the weapon, and increase the damage dice by 1 step.

Lashing

Lashing weapons damage dice changes when dealing damage to creatures wearing certain armors: increase the damage dice by 2 steps if your target is unarmored, decrease the damage dice by 1 step if the target is wearing medium armor, decreased the damage dice by 2 steps if the creature is wearing heavy armor. Creatures wearing plate armor are immune to lashing weapon damage.

Light

In order to engage in two-weapon fighting, both weapons you are weilding must be light. Weapons must also have a bundled EP value for a small creature to utilize this proeprty.

Non Leathal

If you deliver a subduing attack with a weapon that has the Non-Lethal property, you do not suffer penalties on your attack rolls.

Reach

When wielding a weapon with the Reach property, your melee range with that weapon is 10 feet. However: you reduce your damage dice by 1 dice step if you attack a creature within 5 feet of you, and do not threaten squares 5 feet out from you either.

Reload

After firing a projectile with this weapon, you must spend 1 Action reloading the weapon before you can fire it again. Weapons with both the Reload and Heavy properties require 2 actions to reload.

Sneaky

When you deal ambush damage with this weapon, increase the damage dice of the weapon by 1 dice step.

Thrown

You can throw this weapon, the range of which is listed in the range column. When you do so, you attack at 1/2 the speed factor listed for the weapon, and reduce the damage dice by 1 dice step.

Two-Handed

Medium sized creatures must wield this weapon in two hands. Small sized creatures treat this weapon as if it had the Heavy Property.

Advantageous

When you deal damage to a foe suffering from any negative condition, increase the damage dice by 1 step.

Bold

When you deal a critical hit to a creature, you can choose to treat the roll as a critical threat instead. If you confirm the critical threat, you roll your damage dice 3 times (instead of twice) for your critical hit. You cannot use the Bold weapon property against a foe who is already benefitting from Critical Protection.

Brace

When a creature uses a Charge or Fly By Attack actions in combat, you can make an opportunity attack against the creature when they enter your threat range. You must be aware of the attacker at the start of the round to be able to do so.

Breaching

When a creature uses a wooden shield to perform a Shield Block against your attack, increase the break chance by 1. Any weapon with the Breaching Feature can be used as a tool to chop down trees without penalty.

Brutal

When you deal damage with this weapon, the minimum result you can roll on a damage dice is increased. If you roll lower than this minimum result, treat the damage dice as if it were the result.

If your damage dice is a d4, the minimum is 2. If your damage dice is d6 or d8, the minimum is 3. If your damage dice is d10 or d12, the minimum is 4.

Cleave

When you successfully kill a creature, you can immediately make another attack with the same weapon against a creature in range, but you decrease the damage dice by 1 step.You can cleave a maximum number of times equal to the number of damage dice you roll, but decrease the damage dice by 1 dice step for each cleave you perform.

Critical

Attacks with this weapon critically hit on a roll of 19 or 20 on the attack roll.

Cruel

If you successfully critically hit a creature benefiting from critical protection, increase your damage dice by 1 dice step.

Deadly

When you successfully critically hit a creature, after you roll your damage dice, select one of the dice you rolled for damage. Treat this dice as if it rolled the maximum result of the dice.

Denting

When a creature wielding a Metal Shield attempts to Shield Block your attack, increase the Break Chance by 1. Gain a +1 to attack rolls against creatures wearing plate armor.

Disorienting

After dealing damage to a creature, that creature cannot take Opportunity Attacks against you for moving out of their threat range until this phase next round.

Engaging

As part of the action used to attack with this weapon, you can move up to 5 feet before making the attack roll. This is a normal move, and thus provokes certain opportunity actions for moving, and cannot be used if you are starting in, or moving into, difficult terrain.

Exact

When you deal a Critical Threat, you can automatically confirm the threat, but you reduce the damage dice by 2 steps.

Using a weapon with the Exact Feature has a special interaction with weapons who’s dice step would be lowered below a d4 (if damage dice could be). If your weapon damage dice could be reduced below a d4 when you use this feature, you treat results of 4 on the dice as if they were a 3 instead.

Fléche

This feature must be paired with a weapon that has the Engaging feature. You can threaten out 10 feet instead of 5, and if a creature provokes opportunity actions, you can use the movement provided by the Engaging feature to reach them for the opportunity action.

Grappling

You can attempt to Grapple a foe using this weapon, and you can use your proficiency with this weapon as opposed to your Unarmed Strike proficiency.

Harsh

When you deal a critical hit, increase the damage dice by 1 dice step.

Leverage

This feature must be paired with a weapon that has the Engaging weapon feature, or Reach weapon property. When you attack a creature after utilizing the movement provided by the Engaging Feature, increase the damage dice by 1 dice step. Additionally, you do not suffer penalties for attacking a creature within 5 feet of you with a weapon that has the Reach Property.

Meticulous

If you successfully critically hit a creature, you gain a bonus to damage equal to the number of damage dice you rolled. If your critical hit included ambush damage, you can add the number of ambush dice rolled to this bonus as well.

Mighty

If you successfully deal damage at least 2 phases after your weapons speed factor, increase the damage dice by 1 dice step.

Opening

If you successfully deal damage to a creature who has not also attacked you this round, including the current phase, increase your damage dice by 1 dice step.

Oppress

After succesfully dealing damage to a creature with this weapon, your next attack against that creature with the same weapon has it’s damage dice increased by 1 dice step. This continues until you miss with an attack, attack with a different weapon, or attack a different creature.

Overwatch

Your opportunity actions that attack with this weapon, as well as any attacks with this weapon that you make as part of a readied action, have the damage dice increased by 1 Step.

Parry

While wielding this weapon, you gain a +1 bonus to AC. This AC bonus does not stack with the AC bonus provided by a Shield, nor another weapon with the parry feature.

Pinpoint

Whenever you must confirm a critical threat, you can roll the attack roll to confirm twice, and use the better result.

Press

Whenver you attack a creature while you have a situtaion bonus to your attack rolls, increase your damage dice by 1 dice step.

Puncture

You gain a +1 to attack rolls when attacking a creature wearing heavy or plate armor.

Ruthless

If you fail to confirm a critical hit against a creature with critical protection, increase your damage dice by 1 dice step for your normal damage roll.

Savage

After rolling for damage, select 1 of the damage dice you rolled. You can reroll that damage dice. When your combat bonus is high enough to roll additional damage dice, the selected dice can also be increased by 1 dice step. If you critically hit, you can select a second dice to reroll.

Smash

When you make an attack with this weapon, if you had preformed no other actions this round, you increase your damage dice by 1 dice step.

Swift

You can treat the Speed Factor of this weapon as if it were 2 points lower than it’s value, but if you succesfully deal damage you reduce your weapon damage dice by 1 dice step.

Using a weapon with the Swift Feature has a special interaction with weapons who’s dice step would be lowered below a d4 (if damage dice could be). If your weapon damage dice could be reduced below a d4 when you use this feature, you treat results of 4 on the dice as if they were a 3 instead.

Tripping

You can attempt to trip a foe using this weapon, and you can use your proficiency with this weapon as opposed to your Unarmed Strike proficiency.

Victorious

When you deal damage to a foe that you hold Combat Supremacy against, increase the damage dice by 1 step.

Wrapping

When attacking a foe using a shield, you can choose to ignore the AC bonus the Shield provides to your target’s AC. When you do this, you reduce the damage dice by 1 step. Your opponent can still Shield Block the attack, even if you ignored the AC Bonus of their shield.