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.
At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
A weapon that can be used to make a ranged attack has a range in parentheses after 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.
Imporvised weapons
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 deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Weapons: Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket
The Slow property allows you to reduce a creature's Speed by 10 feet until the start of your next turn if you deal damage with the weapon.
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If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
If you hit a creature with a melee weapon attack, you can make a second attack against a creature within 5 feet that is also within your reach. When you hit with the second attack, you can roll your weapon's damage, but you don't add your ability modifier unless it's negative.
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Light Weapon Rules Explaination
When you make an attack with a weapon that has the Light property, you can use a Bonus Action to make one attack with a different Light weapon you're wielding.
This doesn't mean you can make a third attack as a Bonus Action, as the Light property specifies you only get one extra attack. But, while it may not pump your damage, this frees up your Bonus Action to use class/species abilities, such as the Rogue's Cunning Action, while still getting an additional attack in.
Weapons: Greatclub, Pike, Warhammer, Heavy Crossbow
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Advise
Pushing enemies 10 feet is enough to force almost any creature out of melee reach, to break grapples, and to forcibly reposition enemies to somewhere unpleasant. If you have multiple attacks, you can follow enemies and repeatedly push them, allowing you to reposition them great distances without resorting to grappling.
Remember that Push says you can push, not that you must push. If you like your target right where they are, it's fine to keep them there. This is also important when you make Opportunity Attacks because you don't want to give your enemy 10 feet of free movement.
The Push mastery is also careful to say straight away, rather than just away, so you can't use it to launch enemies upward at an angle to get free damage and knock them prone.
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.