Among the most useful tool available to any hunter is their weapon. A good weapon is like a good friend; a reliable ally through thick and thin.

Weapons are grouped into melee weapons, ranged weapons, and heavy ranged weapons (which are also used at range).

The various Weapons tables show the cost, weight, and other properties of the various armaments found in the wasteland.

Ability Bonuses

When a creature makes a weapon attack, it adds one of its ability modifiers to the attack roll. It also adds the same modifier to the attack's primary damage type (the one listed first in the attack's entry). Do not add a creature's ability modifier to any additional damage types caused by the attack.

Melee and thrown weapons. Add the creature's Might modifier to the attack and primary damage. If the weapon has the finesse property the creature may add its Finesse modifier instead if it is beneficial for it to do so.

Ranged weapons. Add the creature's Finesse modifier to the attack and primary damage.


A weapon that can be used to make a ranged attack has a range as well as the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and 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.

Weapon Properties

Many weapons have special properties related to their use, as shown in the relevant 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 is part of the attack (you need a free hand to load a one-handed weapon).

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).

Burst Fire. A weapon with this property is loaded with multiple ammo at a time. You load a number of ammunition equal to the number in parenthesis, or the maximum amount you can if you have access to fewer. The weapon must be loaded in increments equal to its consumption rate.

When you fire a weapon with this property it expends ammo equal to its consumption rate, which is the first number on the parenthesis.

If the weapon is fully loaded with ammunition, you can expend it all and spend your Action to pepper a 10-foot cube area within the weapon's range with shots. Each creature in the targeted area must succeed on a Finesse saving throw or suffer the ammunition's normal damage and effects, if any. A target that is within the weapon’s long range has advantage on its saving throw, and a target also has advantage on its saving throw if you lack proficiency with the weapon.

Finesse. When making an attack with a finesse weapon, you use your choice of your Might or Finesse modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Reload. A weapon with this property can fire a fixed number of times before it needs to be reloaded. Once its complement of ammunition is fired, it can then be reloaded to its maximum capacity using an action or a bonus action (the character’s choice).

Slow Loading. To reload a single piece of ammunition into a slow loading weapon, the wielder must spend one of the following combinations of actions and movements, uninterrupted, but in any order:

  • 1 full move (the character may not move any distance at all or make an object interaction), 1 action, and 1 bonus action.
  • 2 full moves (the character may not move any distance at all or make an object interaction on either turn) and 1 bonus action spanning the end of one turn and the beginning of the next.
  • 2 full moves (the character may not move any distance at all or make an object interaction on either turn) and 1 action spanning the end of one turn and the beginning of the next.

While reloading the weapon, taking a reaction interrupts the loading process and it must be started again.

Slow Reload. The Slow Reload property is possessed by manually loaded firearms with multiple chambers, such as revolvers, along with certain other weapons. Like the Reload property, a limited number of rounds can be made with a firearm that has the Slow Reload property. Once all bullets in the gun are expended, a character can continue to use the weapon as though it had the loading property (ie. they load a single chamber, then fire the bullet), or they can partially or fully reload the weapon’s empty chambers. To reload the firearm’s empty chambers, the wielder must spend some combination of the following actions and movements, in any order.

  • 1 full move reloads 2 bullets.
  • 1 action reloads 2 bullets.
  • 1 bonus action reloads 2 bullets.

The process of reloading a slow reload weapon can be interrupted prematurely without the process needing to start again from the beginning. Any bullets currently chambered at the time of the interruption remain so.

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.

Two-Handed. This weapon requires two hands when you attack with it.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Unique Properties

Some weapons and weapon modifications have unique properties, which are described in the relevant section for that weapon or modification on the melee weapons, melee weapon modifications, ranged weapons, and ranged weapon modifications pages.

Horizon Zero Dawn is the sole intellectual property of Guerilla Games. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.