# WEAPON PROPERTIES description --- ## Light A **Light** weapon can be used to make an attack as a Quick Action.   --- ## Spread Fire A weapon that has the **Spread Fire** property attacks in a cone, and has two numbers listed after the property. The first is the range outwards from the attacker, and the second is the diameter of the cone; when attacking, you roll once against every creature caught in the cone, and deal damage to everyone who you hit.   --- ## Burst Fire A weapon that has the **Burst Fire** property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw with a DC of 8 plus your Dexterity modifier and proficiency bonus, or take the weapon's normal damage. This action uses ten pieces of ammunition.   --- ## Reliable A weapon with the **Reliable N** property has its damage rolls limited to at minimum **N**, even if the attack should have missed or the damage roll should have been lower.   --- ## Reload A limited number of attacks can be made with a weapon that has the **Reload** property. For a weapon with the **Reload N** property, **N** attacks can be made before a character must reload it using an action or a bonus action (the character's choice).   --- ## Limited A weapon with the **Limited N** property can only be used to attack **N** times per turn, regardless of action or attack limits. As an extension and generalization of the **Loading** property, any feature that ignores **Loading** also ignores **Limited**.   --- ## Steady If you have not attacked with a weapon with the **Steady** property in the previous turn, you can make your attack using that weapon with double your proficiency bonus.   --- ## Aimed An **Aimed** weapon can be Readied using an action in order to make the attack with Advantage on your next turn.   --- ## Counterfire Once per turn, as a reaction to any ranged physical attack being launched at you, you can fire at the attack and block it.   --- ## Seeking A weapon with the **Seeking** property totally ignores cover and line of sight as long as it can draw a path to its target. **Seeking** weapons are typically self guided and propelled, and can move through complicated paths to their targets.   --- ## Loiter A weapon with the **Loiter N** property cannot be used to attack on the turn that it is used, but can wait for any other time to be used. The weapon can wait for up to **N** turns before its attack expires.   --- ## Returning A weapon with the returning property has an aerofoil design that allows it to return to the thrower when thrown. If you make a ranged attack with a returning weapon you are proficient with and miss, you catch it at the end of your turn if you still have a free hand. Returning weapons need lots of space to bank and return to the thrower. There must be no obstructions (such as walls or trees) in a circle around the target of diameter equal to the distance to the target.   --- ## Unwieldy A weapon with the **Unwieldy N** property has disadvantage on attack rolls on a distance of up to **N** feet.   ---