How does weapon mastery work in 2024 5e?

Weapon mastery gives every weapon in the 2024 rules an extra effect, called its mastery property. You can use that effect only when a class feature unlocks it for you. In the System Reference Document 5.2.1 (SRD), the Barbarian, Fighter, Paladin, Ranger and Rogue get that feature, Weapon Mastery, at level 1. There are eight properties: Cleave, Graze, Nick, Push, Sap, Slow, Topple and Vex. Each one works as part of an attack you already make.

Who gets weapon mastery

Five classes in the SRD have the Weapon Mastery feature. Each one lets you pick kinds of weapons, such as Longswords or Shortbows, and use the mastery property of each kind you pick.

Class Kinds at level 1 More kinds later Which weapons Changing your picks
Barbarian 2 3 at level 4, 4 at level 10 Simple or Martial Melee weapons Change one after a Long Rest
Fighter 3 4 at level 4, 5 at level 10, 6 at level 16 Simple or Martial weapons Change one after a Long Rest
Paladin 2 None Weapons you are proficient with Change your picks after a Long Rest
Ranger 2 None Weapons you are proficient with Change your picks after a Long Rest
Rogue 2 None Weapons you are proficient with Change your picks after a Long Rest

The Fighter also gets Tactical Master at level 9. When you attack with a weapon whose mastery property you can use, you can swap that property for Push, Sap or Slow for that attack.

The eight properties at a glance

Property When it works What it does SRD weapons with it
Cleave You hit with a melee attack roll Make one more attack against a second creature nearby Greataxe, Halberd
Graze You miss Deal damage equal to your ability modifier Glaive, Greatsword
Nick You make the Light extra attack Make it as part of the Attack action Dagger, Light Hammer, Scimitar, Sickle
Push You hit Push the target up to 10 feet away Greatclub, Heavy Crossbow, Pike, Warhammer
Sap You hit The target has Disadvantage on its next attack roll Flail, Longsword, Mace, Morningstar, Spear, War Pick
Slow You hit and deal damage Cut the target’s Speed by 10 feet Club, Javelin, Light Crossbow, Longbow, Musket, Sling, Whip
Topple You hit The target makes a Constitution save or falls Prone Battleaxe, Lance, Maul, Quarterstaff, Trident
Vex You hit and deal damage You have Advantage on your next attack against it Blowgun, Dart, Hand Crossbow, Handaxe, Pistol, Rapier, Shortbow, Shortsword

Each property in plain words

Cleave

When you hit a creature with a melee attack roll using this weapon, you can attack a second creature. That creature must be within 5 feet of the first one and within your reach. On a hit, it takes the weapon’s damage, but you add your ability modifier only if that modifier is negative. You can make this extra attack once per turn.

Graze

When your attack roll with this weapon misses a creature, you can still deal damage to it. The damage equals the ability modifier you used for the attack, and it is the weapon’s damage type. With a Greatsword and a Strength modifier of +3, a miss still deals 3 Slashing damage. Only a higher ability modifier increases this damage.

Nick

The Light property gives you one extra attack with a different Light weapon. You get it when you attack with a Light weapon as part of the Attack action. That extra attack normally uses your Bonus Action. Nick lets you make it as part of the Attack action, which keeps your Bonus Action free for something else. You can do this once per turn.

Push

When you hit a creature with this weapon, you can push it up to 10 feet straight away from you. The target has to be Large or smaller.

Sap

When you hit a creature with this weapon, it has Disadvantage on its next attack roll before the start of your next turn. That protects you or an ally from the creature’s next swing.

Slow

When you hit a creature with this weapon and deal damage, you can cut its Speed by 10 feet. The cut lasts until the start of your next turn. Several hits from Slow weapons still reduce its Speed by 10 feet in total.

Topple

When you hit a creature with this weapon, you can make it roll a Constitution saving throw. The DC is 8 plus the ability modifier you used for the attack plus your Proficiency Bonus. A level 1 character with a +3 modifier and a +2 Proficiency Bonus sets a DC of 13. On a failed save, the creature has the Prone condition. A Prone creature has Disadvantage on its attack rolls, and attack rolls against it have Advantage if the attacker is within 5 feet.

Vex

When you hit a creature with this weapon and deal damage, you have Advantage on your next attack roll against it. That Advantage lasts until the end of your next turn.

Pairings that follow from the rules

A Rogue with a Shortsword gets Vex. Sneak Attack works when you have Advantage on an attack with a Finesse or Ranged weapon, and the Shortsword is a Finesse weapon. A damaging hit with Vex sets up Advantage for your next attack against the same creature.

A Rogue who picks Daggers and Shortswords can hold one of each. Both are Light weapons. Attack with the Shortsword, then make the Light extra attack with the Dagger, whose Nick property lets that attack happen inside the Attack action. From level 2, that leaves the Bonus Action open for Cunning Action, which lets you Dash, Disengage or Hide.

A Fighter with a Maul or Battleaxe gets Topple. Knocking a target Prone gives every ally within 5 feet of it Advantage on their attacks. A Fighter with a Greatsword gets Graze, so a miss still deals damage equal to the Strength modifier.

An archer has two clear options. The Longbow has Slow, which cuts a target’s Speed by 10 feet. The Shortbow has Vex, which sets up Advantage on the next shot.

Mastery and monsters

The SRD ties each mastery property to a character feature such as Weapon Mastery. SRD monster stat blocks list their own attack effects in place of mastery properties. Giving mastery to monsters is a house rule outside the SRD.

How to set up weapon mastery on your character sheet

  1. Check that your class has the Weapon Mastery feature.
  2. Find how many kinds of weapons your level allows.
  3. Pick that many kinds of weapons that fit your class’s limits.
  4. Write each weapon’s mastery property next to its attack.
  5. Copy the property’s trigger and effect beside it.
  6. Review your picks after each Long Rest.

The full weapon list, with every mastery property, is in the Equipment section of the free SRD 5.2.1 at https://www.dndbeyond.com/srd.


This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.