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.
Reach
This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. This property can be upgraded multiple times each time raising it's Reach by 5 feet, all the way to plus 15 feet at Master rank.
Thrown
Requires: Not Heavy, Two-Handed, or Mounted Weapon
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, 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.
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)
Unarmed
Requires: A weapon without a Range, or the Thrown, Reach, Two-Handed properties.
Attacks made with this weapon are treated as unarmed strikes
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 (15). If wielding a second Heavy weapon the strength requirement is increased by 5, up to 20. 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.
Climbing
Requires: Bladed Weapon Gain Climbing speed 1/2 your movement while wielding weapon with Climbing Property
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Pop Greens
This weapon can use pop greens as ammunition
Loading
Requires: Ranged or 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)
Versatile
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.
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.
Honed
(Requirements (Tier 2 Material)
This weapon becomes the template for a Meito and gains +1 to attack and damage rolls. This property cannot be added more than once.
Multi-Attack
This weapon has two ends for damage. 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.
Grappling
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.
Serrated
Requires: A weapon that deals slashing damage
This weapon does an additional 1d4 slashing damage. If an attack made with this weapon is a critical hit, reduce the target's AC by 1 if they are wearing light or medium armor.
Spiked
Requires: A weapon that deals bludgeoning damage
This weapon does an additional 1d4 piercing damage. If an attack made with this weapon is a critical hit, the target of the attack is inflicted with one rank of Bleeding.
Retractable
Requires: Quarterstaff
While holding this 10ft. quarterstaff, you can use an action to cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to cause the rod to revert to a staff; however, the rod will elongate only as far as the surrounding space allows.
Blocking
Gain a reactionary ability to use your reaction to give an attack of opportunity disadvantage.
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.
Trip
You can make a shove attempt against any creature within this weapon’s reach. Furthermore, you have advantage on ability checks you make to shove a creature using this weapon.
Disarm
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, their weapon or item they are holding falls to their feet within 5 feet of them.
Returning
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 30 feet from you. You must have one hand free to catch it.
Hollow Blade
Requires: Not Heavy, Slashing or Piercing Weapons
Your weapon are hollow and light making your attacks less lethal. This property grants you a -5 on the Lethality Chart.
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.
Rocketed
Requires: Two-Handed or Thrown
This weapon has a small propulsive device attached to it. Once per turn, when you hit a creature with this weapon, you can deal an extra 1d6 damage to the target. If the weapon has the Thrown property, it's long range is doubled.
Recipe: Jet Dial or Engine
Refined
Requires: (Tier 3 Material) Honed
This weapon becomes a minor Meito and gains +2 to attack and damage rolls. This property replaces the Honed property (while still taking that property slot) once gained and cannot gain the Honed 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.
Defensive
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.
Elemental Touched
Requires: Material with the Element trait & an Engine
The weapon becomes infused with the element associated, dealing an additional 1d4 of the associated damage type on a hit.
Spray (Master)
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
Pulling
Requires: A simple or martial weapon with range capacity
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.
Tension
Requires: A simple or martial range weapon
When making a ranged weapon attack with a tension weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reverse Blade
Requires: Slashing weapons
This weapon can do Slashing or Bludgeoning damage with a flip of the blade. Before damage is calculated determine if it is Slashing or Bludgeoning.
Held
Requires: (STR 15)
You have advantage on saves made when becoming disarmed.
Vorpal
Requires: A weapon that does slashing damage
Versatile Weapons with the Vorpal Property add an additional damage die on a critical hit with a weapon attack. Roll a d20 upon making a critical hit. If a 20 is rolled, you cut off one of the target's limbs (either an hand, arm, foot, or leg).
Frightening
When you hit a creature with this weapon, it must succeed on a Wisdom saving throw against your Brawl save DC or become frightened of you until the end of your next turn. You can use this property up to 3 times per short rest.
Recipe: Frenzy Dial
True Meito
Requires: (Tier 4 Haki Infused Material) Refined
This weapon becomes a weapon of legend and gains +3 to attack and damage rolls. This property replaces the Refined property (while still taking that property slot) and it cannot gain the Honed or Refined properties again.
Ignition
Requires: A weapon made of metal
This weapon has a device that superheats it's metal. As a bonus action, you can activate the device, allowing your weapon to heat up over time. For each round that this property is active, your weapon gains one Heat token, up to a maximum of 3. You deal an additional 1d6 fire damage for each token the weapon carries. Additionally, if you hit a creature with an attack while it has 3 Heat tokens, the target must make a Constitution saving throw against your Brawl save DC or become inflicted with the Burned condition on a failure. At the end of the turn in which the weapon gains its third Heat token, it loses all tokens and the effect ends. You can only use this effect once per short rest.
Recipe: Heat Dial or Engine
Suppressant
Equipment made with this property only affects creatures with the Devil's Curse. A weapon with this property ignores all resistances and immunities against creatures with the Devil's Curse, except their racial and class features, when dealing damage. If the weapon also carries the grappled property, a creature with the Devil's Curse that is grappled by this weapon is instead considered restrained. In addition, a hit devil fruit user must make a DC 20 Constitution saving throw or be suppressed until the start of your next turn.
Recipe: Sea Prism Stone
Elemental
Requires: Material with the Element trait & an Engine
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.
Attached
Requires: Held, (STR 18)*
You have mastered your hold of weapons. You have immunity to being disarmed.