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# System prepended metadata

title: T01 - Weapon Properties
tags: [Tags, Compendium]

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# WEAPON PROPERTIES

description

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## Light
A **Light** weapon can be used to make an attack as a Quick Action.

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## 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.

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## 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.

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## 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.

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## 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).

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## 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**.

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## 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.

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## Aimed
An **Aimed** weapon can be Readied using an action in order to make the attack with Advantage on your next turn.

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## 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.

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## 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.

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## 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.

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## 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.

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## Unwieldy

A weapon with the **Unwieldy N** property has disadvantage on attack rolls on a distance of up to **N** feet.

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