Damage Dice:
If a property increases or decreases a weapon’s damage, it is moved up or down one step on the following scale, down to a minimum of 1d4:
1d4 → 1d6 → 1d8 or 2d4 → 1d10 → 1d12 or 2d6
Further increases add a +1 bonus to the weapon’s damage roll.
If the weapon being modified has 2 damage dice (such as a greatsword or a firearm), the scale is instead:
2d4 → 2d6 → 2d8 or 4d4 → 2d10 → 2d12, 4d6, or 3d8
Aerodynamic
Apprentice weapon property
Components: Thrown
This weapon’s normal range increases by 40 feet and its long range increases to 4 times the weapon's normal range.
Ammunition
Apprentice
Requires: Ranged Weapon
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Blaring
Apprentice
Requires: Ranged Weapon
Firing this weapon makes a thunderous crack. The sound can be heard from up to 100 feet away. Firing a weapon with this property makes it hard to go undetected; you have a disadvantage on Dexterity (Stealth) checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it has an advantage on Wisdom (Perception) checks against you. This weapon’s damage die goes up by one step.
Dry
Apprentice
Requires: Ranged Weapon, Firearm
If this weapon is ever submerged in water or doused with a significant quantity of water, it jams. A jammed firearm can’t be used to make an attack until a creature uses its action to clear the weapon malfunction. This weapon’s damage die goes up by one step.
Elegant
Apprentice
Requires: Not Heavy, Melee Weapon
This weapon requires exceptional skill to use. You must have a Dexterity score equal to or higher than listed in the property to wield an elegant weapon. A weapon with the elegant property must use Dex for its attack and damage rolls. If added to a weapon that doesn't possess this trait it gains Elegant (16). Furthermore, Increase the Die size of the weapon Damage by 1 Step. (You cannot have Elegant on an item that is already Elegant)
Finesse
Apprentice
Requires: Melee Weapon
You use the choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Unarmed
Apprentice
Requires: Light, Melee Weapon
This weapon's attacks count as unarmed strikes.
Reload
Apprentice
Requires: Ammunition, Ranged Weapon
A weapon with the reload property needs to reload after making an attack action. The action required to reload is according to its fast or slow reload property (F or S, respectively).
● Fast reload. You must spend 1 attack or 1 action or 1 bonus action to reload this firearm. You must have one free hand to do so. If applied to a weapon with Slow Reload, this weapon’s damage die goes down by one step.
● Slow reload. You must spend 1 attack or 1 action to reload this firearm. You must have one free hand to do so. This weapon’s damage die goes up by one step.
Steady
Apprentice
Requires: Ranged Weapon
A weapon with this property can be stabilized for greater accuracy. As a bonus action, you give yourself a bonus to your next attack roll with this weapon this turn equal to your proficiency bonus, and attacking at long range doesn’t impose a disadvantage on the attack roll. You can use this bonus action only if you haven’t moved during your turn, and after you use the bonus action, your speed is halved until the end of your turn.
Thrown
Apprentice
Requires: Melee Weapon
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. This weapon’s thrown range becomes (20/60)
Two-Handed
Apprentice
This weapon requires two hands when you attack with it. This weapon’s damage die goes up by one step.
Blocking
Journeyman
While wielding a weapon with the blocking property you can as a reaction give a disadvantage on an opportunity attack against you.
Capacity
Journeyman
Requires Ammunition and Reload, Ranged Weapon
The Capacity property determines how many attacks can be made before they need to be reloaded, determined by the value indicated by the property. If applied to a weapon that already has this property, the capacity increases by 4. If applied to a weapon that does not have this property, its capacity becomes 4.
Concealable
Journeyman
While stowed, you have an advantage on Dexterity (Stealth) checks made to conceal this weapon.
Disarm
Journeyman
Weapons with the Disarm property can, in place of one weapon attack, allow its wielder to attempt to Disarm a target creature. The target creature must succeed a Strength (Athletics) or Dexterity (Acrobatics) check vs your Attack Roll Result. On a Success, they are unaffected. On a failure, the weapon or item they are holding falls to their feet within 5 feet of them.
Double
Journeyman
Requires: Two-Handed, Melee Weapon
This weapon has two damage-dealing ends. When you use the Attack action and make an attack with this weapon, you can use your bonus action to make an additional attack with it; you do not add your ability modifier to the damage roll of this bonus attack. If a double weapon has the reach property, you can use only one of these properties during the same turn
Flexible
Journeyman
Weapons with the Flexible property are capable of doing more than others. A Weapon that is flexible will have a damage type associated with it (Ex. Flexible (Bludgeoning)). This means that this weapon can also deal with that damage type and qualify for abilities, and features that rely on that damage type, but its damage die is 1 step lower, down to a minimum of a d4. You decide on the damage type when you roll damage with this weapon.
Foregrip
Journeyman
Requires: Not Two-Handed, Ranged Weapon
This weapon can be used with one or two hands. If used in two hands, its normal range increases by 50 feet, and its long range increases by 200 feet.
Grapple
Journeyman
Requires: Melee Weapon
When you hit a creature of Large size or smaller with this weapon, you can attempt to grapple the creature instead of dealing damage. When you do so, you use your attack roll for the grapple check, rather than making a Strength (Athletics) check. While grappling a creature with this weapon, you can’t use the weapon on another target.
Heavy
Journeyman
Requires: Not Elegant
This weapon requires tremendous strength to lift. A weapon with Heavy property must use Strength for its attack and damage rolls. You must have a Strength score equal to or higher than listed in the property of 16 or higher to wield a Heavy weapon. If you are removing the heavy property then the damage die is reduced by one. This weapon’s damage die increases by one. (You cannot have Heavy on a weapon that is already Heavy).
Lethal
Journeyman
Once per turn, you can deal an extra weapon dice to one creature you hit with this weapon if you have an advantage on the attack roll.
Light
Journeyman
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Mounted
Journeyman
This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can't be moved. While mounted the weapon has a plus 1 to attack.
Pop Green
Journeyman
Requires: Ammunition, Ranged Weapon
This weapon can use pop greens as ammunition
Reach
Journeyman
Requires: Melee Weapon
This weapon adds 5 feet to your reach for each Rank of Reach it has when you attack with it. (Ex. Reach 1 adds 5 Feet of range to the weapon) 15 Feet is the maximum amount of reach that can be added to a weapon. Depending on the surroundings and damage type, your weapon may not fit thus giving you a disadvantage to attack.
Retractable
Journeyman
Requires: Reach, Melee Weapon
While holding this weapon, you can use an action to cause it to collapse into a 3-foot-long weapon, for ease of storage. You can use a free action to cause the weapon to revert to its full size; however, the weapon will elongate only as far as the surrounding space allows.
Returning
Journeyman
Requires: Thrown
If a weapon has the Returning property, you can, after throwing the weapon to make a ranged attack, call it back to you if it was thrown less than its range increment feet from you. You must have one hand free to catch it.
Sighted
Journeyman
Requires: Ranged Weapon
This weapon has a disadvantage on attack rolls made against targets within 20 feet, its normal range increases by 40 feet, and its long range increases by 160 feet.
Spread Fire
Journeyman
Requires: Weapons range 60ft or below, Ranged Weapon
A weapon that has the spread fire property can’t make a normal attack, instead spraying a cone in front of you with a length equal to its range (For example, a pistol with ‘range 30’ will fire in a 30-foot cone in front of you) up to 30ft. Each creature in the area must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your dexterity modifier) or take the weapon's normal damage.
Tension
Journeyman
Compatible with Shortbow, Longbow, and Giant Sling
You may use your strength or dexterity modifier for attack and damage rolls with this weapon
Twinned Barrel
Journeyman
Requires: Ranged Weapon
This weapon has two barrels that can each hold a bullet and can both be loaded as part of reloading the weapon. You can fire both barrels of a double-barrel weapon as part of an attack, instead of each barrel individually. Doing so empties the barrel of the weapon (as per the capacity property) but increases the damage die of the weapon on a hit (from d4 to d6 to d8 to d10 to d12).
Versatile
Journeyman
Requires: Melee Weapon
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. You cannot have this property on a two-handed weapon. The damage die in parentheses is one damage die higher than the single-handed damage die.
Dulled
Prerequisite: cannot have pointy or bladed
Journeyman
Your weapon’s primary damage type becomes bludgeoning.
Bladed
Prerequisite: cannot have dulled or pointy.
Journeyman
Your weapon’s primary damage type becomes slashing.
Pointy
Prerequisite: cannot have dulled or bladed.
Journeyman
Your weapon’s primary damage type becomes piercing.
Booming
Master
Requires: Blaring, Ranged Weapon, Ammunition
The detonation from firing this weapon makes a booming sound. The sound can be heard from up to 500 feet away. Firing this weapon makes it impossible to go undetected; you automatically fail Dexterity (Stealth) checks to hide until the start of your next turn. In addition, if a creature is within the area of the sound blast, it automatically succeeds on Wisdom (Perception) checks against you. This weapon’s damage die increases by one step.
Critical
Master
Weapons with the Critical Property gain a +1 bonus to Critical Threat range when making weapon attacks for each Rank of Critical it has when you attack with it. (Max. +2).
Deadly
Master
Weapons with the Deadly Property adds +1 additional damage die on a critical hit, with a weapon attack for each Rank of Deadly it has when you attack with it, once per turn. (Max. +2)
Defensive
Master
Weapons with Defensive Property allow you to fight both defensively and offensively. While equipped. increase your AC by +1. This bonus can only be applied once. If this weapon property is applied to a weapon with the Unarmed weapon property, you do not gain this benefit if using another weapon.
Massive
Master
Requires: Heavy
You can only make an attack with this weapon when you take the Attack action, and only as the first attack you make on your turn. Once you make an attack with this weapon, you can’t attack again until the beginning of your next turn. If you are able to attack more than once when you take the Attack action on your turn, you deal an additional two dice of damage when using this weapon. Weapons that already have an extra such as the Greatsword in particular will go up by twice as many damage dice as used in a normal attack.
Pulling
Master
Requires: melee weapon with a range capacity Ranged Weapon or Melee Weapon with Reach or Thrown
This weapon has a rope attached to it. Upon hitting with a ranged attack with this weapon, you can use an action on subsequent turns to hold fast to the rope and make an opposed Strength (Athletics) check against the target to pull it up to 10 feet closer to you. Additionally, when the target moves, you can use your reaction to make an opposed Strength (Athletics) check against it, preventing its movement on a success. If you use your action to do anything else, you lose your grip on the rope. If the target has hands, it can remove the rope as an action.
Siege
Master
Weapons with this property do double damage against objects and structures.
Shrapnel
Master
Requires: Ranged Weapon
When this weapon’s projectile hits a target, it explodes in a 15-foot diameter sphere. The projectile can target an unoccupied space within its range. Each creature other than the target within the blast radius (for a Medium or smaller target, each creature within 5 feet of it) must make a Dexterity saving throw (DC = 8 + your proficiency bonus + the ability score modifier used to make the attack), taking half the damage rolled on a failed save or no damage on a successful one.
Swift
Master
Swift weapons help you recover quickly from misses. When you miss with a swift weapon, you gain an advantage on the first attack roll you make with the weapon against the same target before the end of your next turn.
Trip
Master
Requires: Melee Weapon
You can make a shove attempt against any creature within this weapon’s reach. Furthermore, you have an advantage on ability checks you make to shove a creature using this weapon.
CRUSHING
Legendary
Prerequisites: Weapon that deals bludgeoning damage
When you hit a creature that has natural armor or is wearing armor, the target takes a cumulative −1 penalty to the AC its armor offers. Armor reduced to an AC of 10 in this way, not including your dexterity modifier, is destroyed. Natural armor cannot be reduced below 10 AC. A creature can repair its armor or heal the damage dealt to its natural armor over the course of a long rest.
PENETRATING
Legendary
Prerequisites: Weapon with the Ammunition or Thrown property that deals piercing damage
This weapon pierces through its targets. When you make a ranged attack with this weapon and do not have disadvantage, you can target all creatures in a straight line within this weapon’s normal range. This range cannot be increased to long range by the sharpshooter feat. You don’t make an attack roll for this attack. Instead, each creature in the line must succeed on a Dexterity saving throw (DC = 8 + your Proficiency Bonus + the ability score modifier you would have used to make the attack) or take damage as if it were hit by the weapon on a failed save or half as much on a successful save. You cannot use this property and the Shrapnel, Spread Fire, or Net properties on the same attack.
SEEKING
Legendary
Prerequisites: Ranged weapon
When you make an attack roll that doesn’t have disadvantage with this weapon and miss, you instead hit the target and deal 5 damage of the weapon’s type. This damage can’t be increased in any way, and no other effects can be applied to the hit.
THREATENING
Legendary
Prerequisites: Melee weapon
When a creature provokes an opportunity attack from you, you can use this weapon to make an opportunity attack against it without using your reaction.
VORPAL
Legendary
Prerequisites: Weapon that deals slashing damage
When you make an attack against a creature with this weapon and score a critical hit, that target takes an extra 4d8 slashing damage. Then roll another d20. If you roll a 20 on the second roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
WHIRLWIND
Legendary
Prerequisites: Weapon with the Elegant property
When you engage in two-weapon fighting using two weapons with this property, you can make a bonus attack against any number of creatures within 5 feet of you, with a separate attack roll against each target. You can't move between these bonus attacks.
NET
Legendary
Prerequisites: Ranged or Thrown Weapon
When you hit a Large or smaller creature with this weapon’s projectile, it also deploys a net that automatically hits the creature. You cannot use this property and the Shrapnel, Spread Fire, or Penetrating property on the same attack.
ELECTROSHOCK
Legendary
When you hit a creature with this weapon, you can expend the weapon’s built-in power cell to shock the target. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + the ability score modifier you used to make the attack) or become stunned until the end of your next turn. Once you use this property, you can’t use it again with this weapon until you finish a short or long rest.
These properties require a raw material with that trait. You may incorporate one raw material into your item when crafting it and gain its benefits. Other raw material upgrades use both the material and upgrade slots. Wapometal is special for weaponsmithing in that the switch and modular properties can only be added at the beginning of weapon creation when expending wapometal as a special material. The crafting goal is equal to both of the separate weapon's crafting goals combined.
Elemental
Master
Weapons with this trait deal an extra 1d6 of the respective damage type. (Max 3d6 extra damage)
Suppressant
Master
While a devil fruit user is in contact with this weapon, they must succeed on a DC 20 Constitution saving throw or be incapacitated. They can make the save again at the start of each of their turns. While they are in contact with this weapon, any devil fruit effects, including zoan transformations, immediately end, and they are unable to use any devil fruit abilities until they cease contact with the seastone weapon.
Modular
Special (requires switch)
You can upgrade the two weapons as if they each had their own upgrade slots.
Switch
Special
Choose two weapons to combine into one. You can use a bonus action to switch between the two.