Weapons are divided into simple and martial weapon categories, then further into individual weapon groups, which are either ranged or melee weapon types.
Melee weapons scale with strength by default, and can scale with dexterity if they are agile.
Ranged weapons scale with dexterity.
Thrown weapons can scale with either dexterity or strength.
When wielding two weapons, you can make an extra attack as a bonus action when performing an attack against a target. By default, it must be made against the same target. The offhand attack has disadvantage unless the weapon has the light property.
You cannot perform maneuvers or apply your ability score bonus with weapons you are not proficient with.
These properties passively apply to the weapon due to its design.
Agile — The weapon can scale with dexterity instead of strength.
All-in — You can make 1 attack with the weapon as a free action, once on your turn, while grappling the target.
Dueling — you can perform an attack with the weapon as a bonus action so long as you have not moved since the start of your turn.
Effort — The weapon can scale with constitution or strength
flat-sided — the weapon can deal bludgeoning damage if needed.
Flat-sided — This weapon can be used to deal bludgeoning damage instead of its normal damage.
Free-hand — The weapon permits use of the hand to still latch on to other objects, wield other weapons, or handle items or tools. This imposes a -1 penalty to the associated attacks and skill rolls though.
Ignite — The weapon can be ignited as an action, burning for the next half hour, providing a dim light, and also applying extra fire damage to attacks.
Inaccurate — This weapons attacks incur disadvantage if you have moved since the start of your turn.
light — The weapon can be wielded in the offhand effectively.
Reach I/II/III — This weapon increases its melee reach by 5/10/15 ft.
Serrated 1dX — When this weapon lands an unblocked hit, roll a 1dX chance dice, applying bleed to the target on a success.
Swift — you can perform an attack with the weapon as a bonus action. For versatile weapons, requires wielding it with both hands.
Thrown — This weapon can be thrown as a ranged attack with the range given. If agile, the attack can use dexterity.
Tool — non-combat skill or attribute checks made with the weapon gain a +1 bonus.
Two-handed — The weapon requires two hands to wield properly.
Unwieldy — This weapon treats a natural 2 as a critical failure.
Versatile — When wielded in two hands, the base damage dice of the weapon is changed to the dice given.
These properties grant maneuvers that can be made in place of regular attacks. Performing an attack maneuver requires spending 1 action and a bonus action, rest dice, or taking 1 damage to fatigue. In cases where a character can make multiple attacks, they can spend 1 attack in place of an action or bonus action to replace it with an attack maneuver.
Breach - make an attack with disadvantage. The target cannot attempt to block it if it lands.
Chop - make an attack, which has it's crit range expanded by 1.
Cleave - instead of a single target attack, make an attack with disadvantage against two adjacent targets within range. The attack is compared to all targets AC and deals damage to each target.
Crush - make an attack, allowing the target to move 5ft as a reaction. If it does not or cannot move out of range, the attack automatically lands, but can still be blocked.
Lunge - move 5ft towards the target when making the attack, increasing damage dealt by 1 dice size on a hit. Requires space between you and target.
Overpower - grant the attack extra damage as indicated next to the ability.
Daze - make an attack which causes the target to become dazed(no bonus actions) for 1 round if not blocked. On a critical hit, the duration is extended to 1d3 rounds.
Ram - make an attack. The attack has +1 bonus to damage and block DC per 5ft traveled since either the start of your turn, or the last attack you made.
Reap - make an attack with disadvantage against up to 3 adjacent targets that are more than 5ft away. The attack is compared to all targets AC and deals damage to each target. Requires a weapon with more than 5ft reach.
Rend - make an attack and apply the bleed condition to the target if the attack is not blocked.
Slam - make an attack, allowing the target to move 5ft in any direction as a reaction. If it does not or cannot, the attack damage dice are increased by 1 size category.
Slash - move 5ft alongside the target(not away from them) and make an attack which has its damage increased by 1 dice size category. Requires adjacent space to move into.
Spike - make an attack that requires an additional instance of block to negate.
Stab - make an attack against a target. The target has disadvantage on the block check if they are not wielding a shield.
Strikethrough - make an attack against all creatures in an outgoing ray at a range equal to your weapons reach, rolling a single attack and comparing to all creatures in order from closest to furthest. If any attack successfully blocks, the ray is stopped.
Stun - Make an attack with disadvantage, and if the attack lands and is not blocked, the target must also make a constitution save vs the block DC or the damage (whichever is higher.) On a failure, the target is stunned for 1 round.
Swing - make an attack at disadvantage, the target has disadvantage on the block check. If either of your attack rolls is a natural 20, or if the target rolls a natural 1 on their block check, the attack is a critical hit.
Pummel - make an attack at disadvantage, if it lands then regardless of how it resolves, make another attack against the target without disadvantage afterwards.
Thrust - make an attack with a -1 penalty against a target creature. The target has disadvantage on the block check. If the block check results on a natural 1, the attack critically strikes.
Wild swings - instead of a single attack, perform two attacks with disadvantage, or three if wielding two weapons with the property.
Wide swing — make an attack, it deals extra damage as indicated next to the ability, so long as its targeting a creature that is further than 5ft.
These properties grant maneuvers that can be made to modify a regular attack, or to chain with an attack maneuver. Performing a tactical maneuver requires spending a bonus action, rest dice, or taking 1 damage to fatigue.
Clutch - on a critical failure, you can reattempt an attack with the weapon, if possible.
Disarm - After an attack lands, instead of dealing damage and requiring a block check, attempt to disarm the target of an item. Make a contested sleight of hand or weapon attribute check vs the targets athletics or acrobatics check. On a success, the target drops the intended held item.
Expose - After an attack lands, instead of dealing damage and requiring a block check, attempt to expose the target. The target must make a dexterity or strength save vs either the weapon damage, the weapon block DC, or your athletics check (chosen by wielder.) On a failure, the next attack against the target until the end of your next turn has advantage.
Heft - modify the attack, adding a bonus to damage and block DC equal to your carried bulk, as well as a +1 bonus to both per size difference between you and the target. On an unblocked critical strike, move target back 5ft.
Hook - after an unblocked attack, move the target 5ft in your direction. If you are smaller than the target, you may choose to instead initiate a grapple attempt on the target.
Shove - After an attack lands, instead of dealing damage and requiring a block check, make a contested athletics check vs the targets athletics or acrobatics check. On a success, the target is pushed back 5ft.
Swap - After an attack lands, instead of dealing damage and requiring a block check, attempt to swap places with the target. Make a contested athletics or acrobatics check vs the targets athletics or acrobatics check. On a success, swap spaces with the target.
Sidestep - After a missed or blocked attack, you may move 5ft without provoking a reaction from the target or adjacent creatures.
Trip - After an attack lands, instead of dealing damage and requiring a block check, attempt to trip the target, forcing the target to make a dexterity or strength save vs the block DC. On a failure, the target becomes prone.
Follow-up - after an attack lands, regardless of if it is blocked or not, you can perform another attack with the weapon against the same target. The second attack cannot trigger further maneuvers.
Double-strike - After an attack lands and is not blocked, you can perform another attack with the weapon against the same target. The second attack cannot trigger further maneuvers.
Double-down - after an attack lands and is not blocked, force the target to make a strength save vs your athletics check, taking the base weapon damage again on a failure.
Diversion - after an attack lands and is not blocked, instead of dealing damage and requiring a block check, you can immediately attack a different target within range. The new attack critically strikes if the target critically fails their block DC.
Redirect - after an attack misses or is blocked, you can retry it against another target within range and adjacent to the previous target.
Pressure - After an attack is blocked, you may attempt another attack with disadvantage against the target.
Windup - If you are making an attack, you can grant all adjacent creatures an attack of opportunity or to move 5ft. If your attacks target does not attempt to move 5ft out of your range, your attack and damage against it gains advantage.
These only apply to ranged weapons
Arc - This weapon can ignore half-cover.
Reload I - Once this weapon is fired, it must be reloaded as a bonus action.
Reload II - Once this weapon is fired, it must be reloaded as a bonus action and move action.
Reload III - Once this weapon is fired, it must be reloaded as an action, bonus action, and move action.
Reload IV - Once this weapon is fired, it must be reloaded as a full round action.
Cartridge - The weapon can contain a number of bolts, which must be replaced as a full round action once emptied.
Launcher - This weapon can be used to fire sling projectiles, flasks, bombs, and similar ammunition.
Overdraw - This weapon can be overdrawn as a bonus action, granting it disadvantage but applying your strength bonus to the attack and damage, as well as the block DC.
These properties modify how the weapons critical strikes behave. They shouldn't require proficiency (Subject to GM.)
Stun - On an unblocked critical hit, the target is stunned for 1 round.
Bleed - On an unblocked critical hit, apply the bleed condition to the target.
Lethal - The crit multiplier is increased by 1.
Deadly - The crit range is increased by 1.
Rip - On a critical strike, you can rip the weapon out as a tactical maneuver, dealing its base weapon damage again and counting as a hit.
Takedown - On an unblocked critical hit, the target is knocked prone.
Combo - Gain an extra attack on a critical strike. This can only occur once per turn.
Shield-breaker - Critical strikes from this weapon require an extra instance of block to negate.
Brutal - A critical strike from this weapon cannot be blocked.