The feature of a weapon specifies a rule it might have.
A bayonet can be attached to a two-handed firearm.
When you take the Strike action with a broad weapon and critically hit, you deal an additional die of the weapon's damage die.
When you take the Strike action with a burst firearm, you can forgo the attack and cause each creature within a 15-foot-cone area to make a Dexterity save against your Dexterity DC. On a failed save, a creature takes damage equal to the weapon's damage die, or half damage on a successful one. You expend a number of pieces of ammunition equal to the number of creatures that made the save. A burst weapon can be loaded with a number of pieces of ammunition equal to the number shown in parentheses.
A crew weapon requires a minimum number of creatures operating the weapon, as shown within parentheses. Alternatively, one creature can take a number of actions equal to the number of the crew feature to operate it.
When you take the Strike action with a finesse weapon, you can use your choice of Strength or Dexterity for the attack and damage rolls.
When you take the Strike action with a flare gun, the ammunition creates a trail of smoke and a sphere (10-foot) of bright light for 1 minute. The sphere and trail can travel in an arc up to 3 miles diagonally.
When you take the Strike action with a heavy weapon, you have disadvantage on the attack if you don't have a Strength score equal to or higher than the number shown in parentheses.
When you take the Strike action with a hip weapon, you can take a penalty to the attack equal to your training bonus with the weapon and ignore its two-handed feature.
When you take the Strike action with a launcher cannon, you can use a bola, bomb, dynamite, grenade, javelin, net, or similar (GM fiat) as ammunition, doubling the weapon's range.
When you take the Strike action with a light weapon, you can take the Strike action with another light weapon as part of the same action.
When you take the Strike action with a lunge weapon, your reach increases by one size for the attack.
When you take the Strike action with a ranged weapon, the target can be within the range shown in parenthesis, with the first number being the weapon's normal range and the second its long range. The attack is made with disadvantage if the target is within long range, or critically misses when made beyond it, and the weapon is considered an improvised weapon when used within reach. A piece of ammunition is expended when you make the attack, and you require a free hand to equip a new piece. While equipped with a ranged weapon within a hostile creature's reach, you become threatened.
When you take the Strike action with a siege weapon, on a hit against an object or a structure, the damage is doubled.
When you take the Strike action with a size weapon, the attack is made with disadvantage if the size in parentheses is smaller or larger than your size, or critically misses if at least two sizes smaller or larger. Each size above medium increases the weapon's damage die by 2, or decreases it by 2 (minimum of d4) for each size below medium.
When you take the Strike action with a thrown weapon, the target can be within the range shown in parenthesis, with the first number being the weapon's normal range and the second its long range. The attack roll is made with disadvantage if the target is within long range, or critically misses when made beyond it. The weapon falls in an unoccupied space within 5 feet of the target when you make the attack.
When you take the Strike action with a trapping weapon against a creature that is no more than one size larger or smaller than you, the target must succeed on a Strength save against your Strength DC or become immobilized. It takes 2 action points to remove a trapping weapon.
When you take the Strike action with a two-handed weapon, you require both hands to make the attack roll.
When you take the Strike action with a versatile weapon, you can make the attack roll using two hands, and on a hit, you increase the weapon's damage die by one size.
A weapon can be either purchased or upgraded with the features below.
When you take the Strike action with an accurate weapon, your attack's critical hit threshold is lowered by 1.
When you take the Strike action with a composite shortbow or longbow, your attacks can't be made with disadvantage as a result of using the weapon's long range, but you become immobilized until the end of the turn.
When you take the Strike action with a double-barreled firearm, the damage die size increases by one.
A masterwork weapon has three thresholds: fair (× 10), fine (× 100), and excellent (× 1000). Each threshold grants a +1 bonus to attack rolls, damage rolls, and critical hit threshold. You have advantage with damage rolls with an excellent weapon.
When you take the Strike action with a silvered weapon or ammunition and hit, you ignore resistance and immunity to non-silvered weapons.
When you take the Strike action with a tempered weapon and critically miss, the weapon doesn't gain any degradation.
When you take the Strike action with a waterproof firearm, you don't have disadvantage on the attack as a result of being submerged.
Any object that isn't listed in the Weapons Table and can be equipped in a free hand can be considered an improvised weapon. A ranged weapon used with your reach or a non-thrown melee weapon can also be used as an improvised weapon.
Natural weapons are body parts, such as claws, bites, horns, tails, and similar, that a creature uses to make attacks, which follow the same rules as simple and martial weapons unless specified otherwise. The feature of a natural weapon determines its range, damage, use, and any other statistic that a natural weapon might have.