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.

Weapons: Greataxe, Halberd

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

WeaponCategoryMastery
ClubSimple meleeSlow
DaggerSimple meleeNick
GreatclubSimple meleePush
HandaxeSimple meleeVex
JavelinSimple meleeSlow
Light HammerSimple meleeNick
MaceSimple meleeSap
QuarterstaffSimple meleeTopple
SickleSimple meleeNick
SpearSimple meleeSap
Light CrossbowSimple rangedSlow
DartSimple rangedVex
ShortbowSimple rangedVex
SlingSimple rangedSlow
BattleaxeMartial meleeTopple
FlailMartial meleeSap
GlaiveMartial meleeGraze
GreataxeMartial meleeCleave
GreatswordMartial meleeGraze
HalberdMartial meleeCleave
LanceMartial meleeTopple
LongswordMartial meleeSap
MaulMartial meleeTopple
MorningstarMartial meleeSap
PikeMartial meleePush
RapierMartial meleeVex
ScimitarMartial meleeNick
ShortswordMartial meleeVex
TridentMartial meleeTopple
War PickMartial meleeSap
WarhammerMartial meleePush
WhipMartial meleeSlow
BlowgunMartial rangedVex
Hand CrossbowMartial rangedVex
Heavy CrossbowMartial rangedPush
LongbowMartial rangedSlow
MusketMartial rangedSlow
PistolMartial rangedVex