weapon properties
many weapons have special properties related to their use, as shown in the weapons table
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 requires a use object action
you need a free hand to load a one-handed weapon, but you can load a sling while carrying a shield
when ammunition is used the attacker still gets all of it attacks but only at the one target
the creature rolls its damage dice for each hit adding its ability modifier only once
at the end of the battle, you can recover your expended ammunition by taking a minute for each one to search the battlefield
roll 1d6
on a 1 to 3 you recover the ammunition
on a 4 or 5 you recover the ammunition but it is damaged but mending can fix it
on a 6 the ammunition is destroyed
gunpowder ammunition also requires gunpowder to be used again
if you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon
(see "improvised weapons" later in the section)
sling must be loaded to deal any damage when used in this way
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
heavy
creatures that are mounted have disadvantage on attack rolls with heavy weapons
a heavy weapon's size and bulk make it too large for a mounted creature to use effectively
light
a light weapon is small and easy to handle making it ideal for use when fighting with two weapons, see the rules for two-weapon fighting in combat
loading
because of the time required to load this weapon, you cannot move on the turn you load it
range
a weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property
the range lists two numbers
the first is the weapon's normal range in feet
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
reach
this weapon adds your reach feet to your reach when you attack with it as well as when determining your reach for opportunity attacks with it
special
a weapon with the special property has unusual rules governing its use, explained in the weapon's description, see "special weapons" later in this section
thrown
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
thrown weapons can only be thrown once a round but get all of the creature's available attack rolls
two-handed
this weapon requires two hands when you attack with it
this property is relevant only when you attack with the weapon and not when you simply hold it
versatile
this weapon can be used with one or two hands
when a versatile weapon is used with two hands to make a melee attack the damage value in parentheses is used
improvised weapons
sometimes characters don't have their weapons and have to attack with whatever is at hand
an improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin
often an improvised weapon is similar to an actual weapon and can be treated as such
for example, a table leg is akin to a club, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus
an object that bears no resemblance to a weapon deals 1d4 damage with a damage type appropriate to the item
if a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage
an improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
silvered weapons
some monsters that have immunity or resistance to non-magical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver, you can silver a single weapon or ten pieces of ammunition for 100 gp, this cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective
special weapons
weapons with special rules are described here
lance
you have disadvantage when you use a lance to attack a target within 5 feet of you
a lance requires two hands to wield when you aren't mounted and charging
the effects of the lance’s reach is 10 feet
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 20 Strength (athletics) or dexterity (acrobatics) check freeing itself or another creature within its reach on a success
dealing 15 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 with the net regardless of the number of attacks you can normally make but can roll all of your attacks for effect