Jsk Weapons

Properties Explained

 * Ammo: This weapon fire ammunition at the indicated normal and long ranges.
 * Finesse: You can use your Strength or Dexterity modifier for the Attack and damage rolls for this weapon.
 * Heavy: Small or smaller creatures have disadvantage on Attack rolls with a heavy weapon.
 * Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
 * Loading: You can fire only one piece of ammunition when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
 * Power ⁽ʲˢᵏ⁾: You must use your Strength modifier for the Attack and damage rolls for this weapon.
 * Reach: This weapon adds 5 feet to your reach when you attack with it.
 * Return ⁽ʲˢᵏ⁾: This weapon returns to your hand after the Attack has been made.
 * Silver: You can silver a single weapon or ten pieces of ammunition for 100gp.
 * Special: A weapon with the special property has unusual rules governing its use, explained below.
 * Thrown: You can make a ranged weapon Attack using this weapon with the normal and long ranges indicated.
 * Two-Handed: You can only Attack with this weapon if you are wielding it with two hands.
 * Versatile: Wielding this weapon with two hands grants additional damage or an additional effect.

Special Weapon Effects

 * Cestus: This weapon does not occupy a hand, but it cannot be used as a weapon if your hand is occupied.
 * Chain Sickle: When you hit a target with this weapon, you can choose to deal bludgeoning damage or slashing damage.
 * Lance: You have disadvantage when you use a lance to Attack a target within 5 feet of you. A lance only requires one hand to wield when you are mounted.
 * Naginata: When you hit a target with this weapon, you can choose to deal piercing damage or slashing damage.
 * Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its Action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to Attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
 * Nunchaku: You can engage in two-weapon fighting when wielding only one nunchaku, allowing you to make multiple attacks as if you were wielding two light weapons. The attack made using your bonus action deals 1d4 bludgeoning damage, instead of the weapon's normal damage.
 * Spiked Gauntlet: When you hit a target with this weapon, you can choose to deal piercing damage or slashing damage.
 * Twinblade: You can engage in two-weapon fighting when wielding only one twinblade, allowing you to make multiple attacks as if you were wielding two light weapons. The attack made using your bonus action deals 1d4 slashing damage, instead of the weapon's normal damage.