These weapon properties can be applied to any weapon.
Brutal
Standard weapon property
Components: Any weapon
This weapon gains the Brutal property.
Brutal. This weapon deals one additional dice of damage on a critical hit.
Bypass
Standard weapon property
Components: Any melee weapon
This weapon gains the Bypass property.
Bypass. This weapon ignores the armor and skill granted by shields and gives disadvantage on parrying.
Concealed
Standard weapon property
Components: Weapon with the Light property
This weapon gains the Concealed property.
Concealed. While stowed, you have advantage on Stealth (Dexterity) rolls made to conceal this weapon.
Defensive
Standard weapon property
Components: Any melee weapon
This weapon gains the Defensive property.
Defensive. While wielding this weapon and not wielding a shield, you gain a +1 to your parry defense against melee attacks, or +2 if this is a two-handed weapon. Two-handed weapons can also add this bonus to their block defense instead of parry.
Disarming
Standard weapon property
Components: Any melee weapon
This weapon gains the Disarming property.
Disarming. You have advantage on rolls made to disarm an opponent. When an enemy attacks with a one-handed weapon and misses, you may attempt to attempt to disarm them for 2 Action Points.
Ensnaring
Standard weapon property
Components: Any melee weapon
This weapon gains the Ensnaring property.
Ensnaring. When you hit with an ensnaring weapon, you can make a takedown, disarm, or shove(pull) maneuver. You can use your weapon attack instead of a combat maneuver when you attempt this. When you attempt to disarm a creature using an ensnaring weapon, you do not have disadvantage on the roll if the target is holding the weapon in two hands or is larger than you.
Grappling
Standard weapon property
Components: Any melee weapon
This weapon gains the Grappling property.
Grappling. If a weapon has this property, an attack made with this weapon against an enemy within the weapon’s reach may be instead made as a grapple, dealing no damage. The grapple is made with the initial weapon attack but is maintained with a combat skill as normal. Only one grapple may be maintained by a single character at any one time.
Heavy
Standard weapon property
Components: Weapon without the Swift, Light, or Versatile property or a shield
This weapon gains the Heavy property, and its damage die increases by one step. Shields have 1 more armor, but also add Bulk and 1 capacity to the shield.
Heavy. You have disadvantage on attack rolls with heavy weapons or shields if your Strength is less than 2. Heavy melee weapons may use strength for both the attack and damage rolls.
Keen
Standard weapon property
Components: Any weapon
This weapon gains the Keen property.
Keen. Weapons with this property decrease the critical hit range by 1.
Light
Standard weapon property
Components: Weapon that doesn’t have the Two-Handed or Versatile properties
This weapon gains the Light property.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading
Standard weapon property
Components: Two-handed ranged weapon with the Ammunition property
This weapon gains the Loading property and its damage die doubles.
Loading. Loading weapons must be loaded and ready to fire before use. These weapons take 1 less Action Point to attack, but you must take 3 Action Points to load it before it can be used again. Loading a weapon requires two hands. Loading weapons do not add your attribute to the damage roll but instead doubles the damage dice used.
Reach
Standard weapon property
Components: Any melee weapon
This weapon gains the Reach property.
Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for counterattacks with this weapon.
Swift
Standard weapon property
Components: Melee weapon that doesn’t have the Heavy property, a ranged weapon that doesn't have the Loading property, or a shield
This weapon gains the Swift property. Shields lose 1 armor and 1 capacity.
Swift. These weapons cost 1 less Action Point to use.
Thrown
Standard weapon property
Components: Melee weapon that doesn’t have the Two-Handed property
This weapon gains the Thrown property with a normal range of 20 feet and a long range of 60 feet.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. Thrown weapons use Strength for the attack roll and damage roll, light thrown weapons can use Dexterity instead.
Two-Handed
Standard weapon property
Components: Any weapon that doesn’t have the Light, or Versatile properties
This weapon gains the Two-Handed property and its damage die increases by one step.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Two-handed weapons cost 2 more Action Points to use.
Versatile
Standard weapon property
Components: Melee weapon that doesn’t have the Light or Two-Handed properties
This weapon gains the Versatile property and the Versatile damage die is increased by one step.
Versatile. This weapon can be used with one or two hands. The value in parentheses is applied to the weapon when the weapon is used with two hands to make a melee attack. If a number is listed, the weapon uses the value listed instead of its base value. When using a versatile weapon when mounted, the versatile property is always applied even if used one-handed. Versatile weapons cost 1 more Action Point to use two-handed.
Each weapon can have one Apprentice property added to it.
Aerodynamic
Apprentice weapon property
Components: Weapon with the Thrown property
This weapon’s normal range increases by 40 feet and its long range increases accordingly
Balanced
Apprentice weapon property
Components: Masterwork weapon
This weapon gains a +1 bonus to its damage rolls. This benefit stacks if you apply the Balanced property at different levels.
Composite
Apprentice weapon property
Components: Masterwork bow
This weapon has been reinforced with multiple layers of wood, steel, bone, or animal horn to make it harder to draw.
Composite. This weapon is reinforced for a larger draw strength. You must have a Strength of 2 or higher to use a composite bow. The damage you add from your character's Strength is doubled.
Crushing
Apprentice weapon property
Components: Masterwork bludgeoning weapon
The extra weight of the weapons allows it to ignore 1 point of armor from the target. This benefit stacks if you apply the Crushing property at different levels.
Martial
Apprentice weapon property
Components: Any simple weapon
This weapon becomes more deadly, and its damage die increases by one step.
Massive
Apprentice weapon property
Components: Masterwork melee weapon with the Heavy property
This weapon gains the Massive property and its damage die increases by one step.
Massive. This weapon is unusually large for its type. You must have a Strength of 3 or higher to wield a Massive weapon.
Returning
Apprentice weapon property
Components: Weapon with the Light and Thrown properties
This weapon gains the Returning property.
Returning. After being thrown, this weapon returns to your hand at the end of your turn.
Sharp
Apprentice weapon property
Components: Masterwork piercing or slashing weapon
This weapon has been enhanced to allow it to ignore 1 point of armor from the target. This benefit stacks if you apply the Sharp property at different levels.
Twinshot
Apprentice weapon property
Components: Ranged weapon with the Loading or Reload property
This weapon gains the Twinshot property.
Twinshot. Once on each of your turns when you make an attack with this weapon, You may spend an extra 3 Action Points to fire twice, doubling the dice rolled.
You can apply one Journeyman property to a weapon. You can’t apply a Journeyman property to a weapon that already has one.
Balanced
Journeyman weapon property
Components: Masterwork weapon
This weapon gains a +1 bonus to its damage rolls. This benefit stacks if you apply the Balanced property at different levels.
Counterweighted
Journeyman weapon property
Components: Masterwork weapon with the Two-Handed property
You can wield this weapon in one hand, as long as you don’t have a weapon in your other hand.
Combine
Journeyman weapon property
Components: Two melee weapons with the Light property
You combine two Light melee weapons into one single melee weapon with two damage-dealing ends. The weapons lose the Light property but it gains the Double property.
Double. This weapon has two damage-dealing ends. When you attack with one end of this weapon, you can immediately attack with the other end for 1 less Action Point. You don’t add your attribute to the damage unless that modifier is negative.
Crushing
Journeyman weapon property
Components: Masterwork bludgeoning weapon
The extra weight of the weapons allows it to ignore 1 point of armor from the target. This benefit stacks if you apply the Crushing property at different levels.
Double
Journeyman weapon property
Components: Masterwork melee weapon that doesn't have the Heavy property
This weapon gains the Double property and its damage die decreases by one step.
Double. This weapon has two damage-dealing ends. When you attack with one end of this weapon, you can immediately attack with the other end for 1 less Action Point. You don’t add your attribute to the damage unless that modifier is negative.
Mounted
Journeyman weapon property
Components: Ranged weapon with the Heavy property
This weapon gains the Mounted property and its damage die increases by one steps. If the weapon had the Two-Handed property, it loses the Two-Handed property.
Mounted. This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. While it is mounted, it can’t be moved. You can mount or unmount this weapon for 5 Action Points. It can only be used to make an attack while unmounted if held by a Medium or larger creature in two hands with a Strength of at least 3. You move at half your movement while holding this weapon.
Precision
Journeyman weapon property
Components: Masterwork melee weapon with the Swift property
This weapon gains the Precision property.
Precision. Once per turn, when you hit a creature with this weapon and have advantage on the attack roll, the target takes an extra 1d6 damage.
Sharp
Journeyman weapon property
Components: Masterwork piercing or slashing weapon
This weapon has been enhanced to allow it to ignore 1 point of armor from the target. This benefit stacks if you apply the Sharp property at different levels.
You can apply only one Master property to a weapon at a time.
Balanced
Master weapon property
Components: Masterwork weapon
This weapon gains a +1 bonus to its damage rolls. This benefit stacks if you apply the Balanced property at different levels.
Crushing
Master weapon property
Components: Masterwork bludgeoning weapon
The extra weight of the weapons allows it to ignore 1 point of armor from the target. This benefit stacks if you apply the Crushing property at different levels.
Earthshatter
Master weapon property
Components: Masterwork weapon with the Massive property
This weapon’s damage die increases by one step. As part of the attack, you can attempt to Shove or Takedown the target. You use the weapon attack instead of the normal Maneuver roll.
Serrated
Master weapon property
Components: Masterwork weapon that deals slashing damage
When a creature takes damage from serrated weapons twice or more in a single turn, it takes an extra 1d8 slashing damage.
Sharp
Master weapon property
Components: Masterwork piercing or slashing weapon
This weapon has been enhanced to allow it to ignore 1 point of armor from the target. This benefit stacks if you apply the Sharp property at different levels.
You can apply only one Legendary property to a weapon at a time.
Destroying
Legendary weapon property
Components: Masterwork 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 its Armor. Armor reduced to 0 in this way is destroyed. A creature can repair its armor or heal the damage dealt to its natural armor over the course of a long rest.
Threatening
Legendary weapon property
Components: Masterwork melee weapon
When you make a counterattack with a threatening weapon, you can do so for 1 less Action Point.
Puncturing
Legendary weapon property
Components: Masterwork weapon that deals piercing damage
This weapon ignores the damage resistance from the armor of the creature it hits.
Severing
Legendary weapon property
Components: Masterwork weapon that deals slashing damage
When you crit with this weapon, the dice roll is applied to the target's Health instead of Vitality. If this damage reduces the creature's Health to less than half of its maximum, you sever the head from the target. If the target doesn't have a head or needs one to survive, you may instead sever a limb (see [page] for rules on severed limbs).
Whirlwind
Legendary weapon property
Components: Masterwork melee weapon with the Swift and Light property or a masterwork weapon with the Double property
When you make a second attack while two-weapon fighting or while using a Double weapon, you may spend an additional 4 Action Points on the second attack against any number of creatures within 5 feet of you. Each attack requires a separate attack roll.
These weapon properties can be applied to any armor.
Climbing
Standard armor property
Components: Light armor
This armor is outfitted with integrated climbing gear. While wearing this armor, as long as you have one hand free, you have a climbing speed equal to your movement.
Comfortable
Standard armor property
Components: Any armor
You can sleep in this suit of armor with no ill effect.
Composite
Standard armor property
Components: Any armor
This armor is made from overlapping material and distributes the damage from piercing attacks. The material becomes Composite.
Composite. This armor is effective against piercing attacks.
Flexible
Standard armor property
Components: Any armor
This armor moves easily and distributes the damage from slashing attacks more readily. It is made from leather, quilted cloth, or chain and the material becomes Flexible.
Flexible. This armor is effective against slashing attacks.
Handles
Standard shield property
Components: Any shield
This shield is made with wooden handles at the back of it and maybe a loose loop of cloth or leather. The shield uses Handles.
Handles. Handles are a wood or metal handlebar on the inside of a shield. These shields can equipped for 1 Action Point and can be dropped freely.
Hardened
Standard armor property
Components: Any armor
This armor is made from hardened materials or reinforced plates that are strong against bludgeoning attacks. The material becomes Hardened.
Hardened. This armor is effective against bludgeoning attacks.
Spiked
Standard armor property
Components: Heavy armor
This suit of armor is bristling with spikes. While wearing this armor, creatures who are in contact with you (either by grappling you, being grappled by you, or having swallowed you whole) take 1d4 piercing damage and 1d4 piercing damage at the start of each round.
Straps
Standard shield property
Components: Any shield
This shield is made with leather strips and buckles to secure you arm to the shield. The shield uses Straps.
Straps. Straps attach the shield to the arms, reinforcing the handle with a series of cloth or leather straps. These shields take 4 Action Points to equip or remove, but enemies have disadvantage on rolls made to disarm you of the shield.
You can apply one Apprentice property to a armor.
Armored
Apprentice armor property
Components: Masterwork suit of armor or shield
This armor or shield gains a +1 bonus to its armor. This benefit stacks if you apply the armored property at different levels.
Cleated
Apprentice armor property
Components: Medium or heavy armor
When you would be moved by an effect against your will while wearing this armor, reduce that movement by 10 feet.
Fortified
Apprentice armor property
Components: Masterwork suit of armor
This armor or gains a +1 bonus to its Armored Reduction. This benefit stacks if you apply the fortified property at different levels.
Integrated
Apprentice armor property
Components: Masterwork suit of armor
You can integrate a weapon directly into your armor, or you can integrate two weapons (one into each arm) if neither has the Two-Handed property. When you draw an integrated weapon, it snaps to your hand and you can’t be disarmed of it. When you stow it, it retracts back into your armor. You can switch which weapons are integrated over the course of a long rest.
Hide
Apprentice armor property
Components: Any armor
This armor is made from layers of treated animal hide. The leather and fur stop cuts and piercing attacks. The material becomes Hide.
Hide. This armor is effective against slashing and piercing attacks.
Lacquered
Apprentice armor property
Components: Any armor
This armor is made from layers of lacquer on wood or leather. It absorbs impacts for heavy weapons and piercing arrows. The material becomes Lacquered.
Lacquered. This armor is effective against bludgeoning and piercing attacks.
Plate
Apprentice armor property
Components: Any armor
This armor is made from solid metal plates with bludgeoning and slashing weapons often bounce off the plate. The material becomes Plate.
Plate. This armor is effective against bludgeoning and slashing attacks.
Shielded
Apprentice armor property
Components: Masterwork suit of medium or heavy armor
One of the gauntlets on this suit of armor has a retractable shield set into it. The shield must be no more than 1 capacity. While wearing this armor, you can equip or remove this shield For 1 Action Point.
You can apply one Journeyman property to an armor. You can’t apply a Journeyman property to a armor that already has one.
Armored
Journeyman armor property
Components: Masterwork suit of armor or shield
This armor or shield gains a +1 bonus to its armor. This benefit stacks if you apply the armored property at different levels.
Fortified
Journeyman armor property
Components: Masterwork suit of armor
This armor or gains a +1 bonus to its Armored Reduction. This benefit stacks if you apply the fortified property at different levels.
Juggernaut
Journeyman armor property
Components: Masterwork suit of heavy armor
This suit of armor is fitted with massive plates and a heavy, reinforced helmet. While wearing this armor, you count as an obstacle providing heavy cover, instead of normal cover.
You must have a Strength of 3 or higher to wear this armor.
You can apply only one Master property to an armor at a time.
Armored
Master armor property
Components: Masterwork suit of armor or shield
This armor or shield gains a +1 bonus to its armor. This benefit stacks if you apply the armored property at different levels.
Fleet
Master armor property
Components: Masterwork suit of light armor
This armor is designed to maximize the wearer’s speed. While wearing this armor, your movement increases by 2, and Dashing or Disengaging doesn't cost extra Action Points.
Fortified
Master armor property
Components: Masterwork suit of armor
This armor or gains a +1 bonus to its Armored Reduction. This benefit stacks if you apply the fortified property at different levels.
Sturdy
Master armor property
Components: Masterwork suit of heavy armor
This suit of armor has reinforced joints, granting you better defenses You can spend 4 Action Points to lock down your armor, doubling your armor but setting your movement to 0 until the end of your turn. While you're wearing this armor, any critical hit against you becomes a normal hit.
Trollskin
Master armor property
Components: Masterwork suit of medium armor
This suit of armor is made of or lined with troll hide. While wearing this armor, you can spend 3 Action points to regain Health equal to 1d10 + your armor skill rank.
Once you use this property, you can’t do so again until you finish a short or long rest.
You can apply only one Legendary property to an armor at a time.
Invincible
Legendary armor property
Components: Masterwork suit of heavy armor
While wearing this armor you have resistance to all damage except physic damage.