Actions

Ammunition Weapon Property

From Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e)

(Redirected from 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.[1]


If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon: 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.[2]


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. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.[3]


An object that bears no resemblance to a weapon deals ld4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, it also deals 1d4 damage.[4]


If a character 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.[5].[6]


A sling must be loaded to deal any damage when used normally as an ammo-consuming weapon.[7]


List of weapon ammunitions, List of weapons requiring ammunition