Skip to content
yoonmoonsik edited this page Jun 30, 2026 · 23 revisions

Every martial character has access to Weapon Mastery — a set of special properties tied to specific weapon types.

Eight martial classes gain Weapon Mastery at Level 1: Barbarian, Fighter, Paladin, Ranger, Rogue, Gunslinger, Illrigger, and Monster Hunter. Most activate 2 weapon masteries; Fighter activates 3 and gains more through class features.

Mastery Properties

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 On a hit, gain Advantage on your next attack against the same target.
Slow Club, Javelin, Longbow, Light Crossbow On a hit, reduce the target's Speed by 10 feet until the start of your next turn.
Topple Battleaxe, Quarterstaff, Maul 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 On a hit, the target has Disadvantage on its next attack roll.

How It Works

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 when you finish a Long Rest.

This adds a layer of pre-combat decision making: do you want 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.

Clone this wiki locally