Weapon mastery 2024 rules
In the 2024 rules (SRD 5.2) every weapon has one mastery property: an extra effect when you attack with it. You can use a weapon’s mastery only if a feature lets you, such as the Weapon Mastery feature that barbarians, fighters, paladins, rangers and rogues get at level 1.
Cleave
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Graze
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.
Weapons: Glaive, Greatsword
Nick
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.
Weapons: Dagger, Light Hammer, Sickle, Scimitar
Push
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.
Weapons: Greatclub, Pike, Warhammer, Heavy Crossbow
Sap
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Weapons: Mace, Spear, Flail, Longsword, Morningstar, War Pick
Slow
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.
Weapons: Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket
Topple
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.
Weapons: Quarterstaff, Battleaxe, Lance, Maul, Trident
Vex
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.
Weapons: Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand Crossbow, Pistol
Mastery by weapon
| Weapon | Category | Mastery |
|---|---|---|
| Club | Simple melee | Slow |
| Dagger | Simple melee | Nick |
| Greatclub | Simple melee | Push |
| Handaxe | Simple melee | Vex |
| Javelin | Simple melee | Slow |
| Light Hammer | Simple melee | Nick |
| Mace | Simple melee | Sap |
| Quarterstaff | Simple melee | Topple |
| Sickle | Simple melee | Nick |
| Spear | Simple melee | Sap |
| Light Crossbow | Simple ranged | Slow |
| Dart | Simple ranged | Vex |
| Shortbow | Simple ranged | Vex |
| Sling | Simple ranged | Slow |
| Battleaxe | Martial melee | Topple |
| Flail | Martial melee | Sap |
| Glaive | Martial melee | Graze |
| Greataxe | Martial melee | Cleave |
| Greatsword | Martial melee | Graze |
| Halberd | Martial melee | Cleave |
| Lance | Martial melee | Topple |
| Longsword | Martial melee | Sap |
| Maul | Martial melee | Topple |
| Morningstar | Martial melee | Sap |
| Pike | Martial melee | Push |
| Rapier | Martial melee | Vex |
| Scimitar | Martial melee | Nick |
| Shortsword | Martial melee | Vex |
| Trident | Martial melee | Topple |
| War Pick | Martial melee | Sap |
| Warhammer | Martial melee | Push |
| Whip | Martial melee | Slow |
| Blowgun | Martial ranged | Vex |
| Hand Crossbow | Martial ranged | Vex |
| Heavy Crossbow | Martial ranged | Push |
| Longbow | Martial ranged | Slow |
| Musket | Martial ranged | Slow |
| Pistol | Martial ranged | Vex |