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Weapon Mastery
Every martial character has access to Weapon Mastery — a set of special properties tied to specific weapon types.
Eight martial classes gain Weapon Mastery. Most activate 2 weapon masteries; Fighter activates 3, and Barbarian, Fighter, and Monster Hunter gain further choices as they level.
| CLASS | GAINED AT | ACTIVE MASTERIES |
|---|---|---|
| Fighter | Level 1 | 3, +1 at Levels 4 and 10 (5 total) |
| Barbarian | Level 1 | 2, +1 at Levels 4 and 10 (4 total) |
| Monster Hunter | Level 1 | 2, +1 at Levels 5 and 11 (4 total) |
| Paladin, Ranger, Rogue, Illrigger | Level 1 | 2 |
| Gunslinger | Level 2 | 2 |
| PROPERTY | WEAPONS | EFFECT |
|---|---|---|
| Cleave | Greataxe, Halberd | On a hit, make an additional attack against a second creature adjacent to the first. |
| Graze | Greatsword, Glaive | Even on a miss, deal damage equal to your Strength or Dexterity modifier. |
| Nick | Dagger, Scimitar, Sickle, Light Hammer | On a hit with a Light weapon, make one extra attack without consuming your Bonus Action. |
| Vex | Handaxe, Rapier, Shortsword, Hand Crossbow, Shortbow, Pistol | On a hit, gain Advantage on your next attack against the same target. |
| Slow | Club, Javelin, Longbow, Light Crossbow, Musket, Whip | On a hit, reduce the target's Speed by 10 feet until the start of your next turn. |
| Topple | Battleaxe, Quarterstaff, Maul, Trident | On a hit, force a Constitution save or knock the target Prone. |
| Push | Greatclub, Warhammer, Pike, Heavy Crossbow | On a hit, push the target 10 feet away from you. |
| Sap | Flail, Longsword, Mace, Morningstar, Spear, War Pick | On a hit, the target has Disadvantage on its next attack roll. |
Each weapon type has one Mastery property assigned to it. When your class grants Weapon Mastery, you activate one property per weapon you're proficient with — chosen in the level-up screen. Those choices are permanent: unlike the tabletop 5.5 rules, you can't swap them on a Long Rest.
That makes Mastery a build decision rather than a daily one — pick for the weapons you actually expect to carry from that level on: Cleave for crowd control, Vex for consistent damage, or Topple to set up your allies.
Class synergies:
- Fighter — Tactical Master (Level 9): Can use a Mastery property for any weapon they're holding, even if it isn't that weapon's assigned property.
- Rogue — Cunning Strike (Level 5): Interacts with Slow and Sap for extended debuff applications.
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