Ammunition
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.
Range Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Loading Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Furthermore Increase the Die size of the weapon Damage by 1 Step. (You cannot have Heavy on a item that is already Heavy)
Misfire
When you roll a 1 on the d20 for an attack roll with this weapon, it jams. A jammed weapon can’t be used to make an attack until a creature uses its action to clear the weapon malfunction. If you apply this apprentice property to a weapon with Misfire it removes the property.
Two-Handed
This weapon requires two hands when you attack with it. Furthermore you gain +half your Weapon Damage’s Modifier to your total weapon damage
Siege
Weapons with this property do double damage against objects and structures.
Elegant
Requires: Not light
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 posses this trait it gains Elegant (16). Furthermore Increase the Die size of the weapon Damage by 1 Step. (You cannot have Elegant on a item that is already Elegant)
Heavy
Requires: Not light
This weapon requires tremendous strength to lift. A weapon with the 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 to wield a Heavy weapon. If added to a weapon that doesn't possess this trait it gains Heavy (16). If wielding a second Heavy weapon the strength requirement is increased by 5. Furthermore Increase the Die size of the weapon Damage by 1 Step. (You cannot have Heavy on a item that is already Heavy)
Concealable
Requires: Light
While stowed, you have advantage on Dexterity (Stealth) checks made to conceal this weapon.
Advanced
Requires: Not Light
This weapon requires a particularly keen mind to wields. A weapon with the Advanced property requires the user to have the listed Intelligence score Advanced(16) or higher to wield an advanced weapon. Your Mod to hit and for damage with an advanced fire weapon is INT. If added to a weapon that doesn't posses this trait it gains advanced(16). If wielding a second Advanced weapon the intelligence requirement is increased by 5. Further more increase the Die size of the weapons damage by 1 step(you cannot have Advanced on a item that is already Advanced)
Switch
Requires: Wapometal or Engine
This weapon has two forms. You can swap between which weapon is being used at any time, even between attacks. Adding this property to a weapon requires you to either create or already have the second weapon.
Pop Greens
This weapon can use pop greens, taking the place of the ammunition Property.
Loading
Requires: Firearm
This weapon can only be fired a certain number of times before it needs to be reloaded. Each time it is fired it gains a Load Counter. When its Load Counter matches the value listed in the Loading property you must use the listed action to reload it before it can be fired again. The first time this property gets added to a weapon it gains Loading (2/Action) and the next time you purchase this property it increases the Loading Count (4/Bonus Actions) it is a Journeyman property and is increased by 2 each time.
Range
A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. (Range 1 15/60) (Range 2 20/60) (Range 3 30/120) (Range 4 120/800)
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Sighted
Requires: Range
This weapon has disadvantage on attack rolls made against targets within 20 feet, but gains 50 ft to its short and long ranges.
Rifling
Requirements: Tier 2 Material
This weapon becomes the template for a Matchgrade Firearm and gains +1 to attack and damage rolls. This property cannot be added more than once.
Automatic
Requires: Loading Property
When you take 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.
Penetrating
A Penetrating weapon ignores DR equal to the value indicated on the property. A weapon can be upgraded with Penetration, each rank of this property ignores +3 DR.
Light Load
Requires: Not Heavy Firearms
Your ammunition is under primed, making it less lethal. This property grants a -5 on the Lethality Chart.
Fluted
Requires: (Tier 3 Material) Rifling
This weapon becomes a minor Matchgrade and gains +2 to attack and damage rolls. This property replaces the rifling property (while still taking that property slot) once gained and cannot gain the Rifling property again.
Critical
Weapons with the Critical Property gain a +1 bonus to Critical Threat range when making weapon attacks. This bonus can only be applied once, even if dual wielding.
Elemental Touched
Requires: Material with the Element trait
The weapon becomes infused with the element associated, dealing an additional 1d4 of the associated damage type on a hit.
Spray
Requires: Ranged or Firearm
In place of a weapon attack you can fire at all enemies listed in Sprays property range. Make an attack roll against each target doing damage as normal upon a successful hit if the weapon has the Loading property each attack roll is counted against the Loading count.
Twinshot
Once on each of your turns when you make an attack with this weapon, you can make another attack with it against a different creature that is within 5 feet of the original target and within this weapon's range.
Explosive (Master/Legendary)
Requires: Ranged or Firearm
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 equal to your Brawl Save DC, taking half the damage rolled on a failed save or no damage on a successful one. Adding this property to a weapon that does not already have it is a Master property and adds 15 feet to the sphere's diameter.
Deadly
Weapons with the Deadly Property adds an additional damage die on a critical hit, with a weapon attack
Overheat
This weaponis prone to overheating, when you would make more 2 attacks in one round using this firearm roll a D20, on a 1-5 this fire arm becomes Overheated,
the firearm is dropped and is too hot to touch for 1d4 rounds
Custom Load
Requiers: Hand Cannon, Musket, Blunderbuss
Firearms with the Custom Load property can change its damage type every reload
Matchgrade
Requires: Tier 4 Haki Infused Material, Fluted
This Firearm becomes a Firearm of legend and gains +3 to attack and damage rolls. This property replaces the Fluted property (while still taking that property slot) and it cannot gain the Rifling or Fluted properties again.
Elemental
Requires: Material with the Element trait
The weapon becomes infused with the element associated, dealing an additional 1d6 of the associated damage type on a hit. This property can replace the Element-Touched property.