Weapon Mastery in 5e (2024 Rules)

Weapon mastery is a 2024 rule that gives every weapon a special property, such as Topple, Vex or Graze, that only trained characters can use. Barbarians, fighters, paladins, rangers and rogues get the Weapon Mastery feature at level 1 and pick a few kinds of weapons whose property they unlock. It does not exist in the 2014 rules.

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What is weapon mastery in 5e?

Weapon mastery is a rule added in the 2024 Player's Handbook. Every simple and martial weapon now has a mastery property, a small extra effect that triggers when you attack with it. A longsword can make its target worse at attacking, a quarterstaff can knock a target prone, and a greatsword deals damage even when you miss.

Only characters with the Weapon Mastery feature (or a feat that grants it) can use these properties. Anyone else can still swing the weapon normally; they just don't get the extra effect. The 2014 rules have nothing like it, which makes weapon mastery one of the biggest changes in the 2024 rules for martial characters.

Most mastery effects trigger off an attack roll, so you can test them with the d20 roller and a bonus for your attack modifier.

Which classes get weapon mastery, and how many weapons?

Five classes get the Weapon Mastery feature at 1st level. You choose specific kinds of weapons (for example "longsword" or "handaxe"), and you can use the mastery property of those kinds. When you finish a long rest, you can swap a choice for a different kind of weapon.

ClassWeapons at level 1Later increases
Barbarian2 (melee weapons)3 at level 4, 4 at level 10
Fighter34 at level 4, 5 at level 10, 6 at level 16
Paladin2None
Ranger2None
Rogue2None

Other classes can pick up the Weapon Master feat, which grants the mastery property of one kind of weapon along with a +1 to Strength or Dexterity. Fighters also get Tactical Master at level 9, which lets them replace a weapon's normal mastery with Push, Sap or Slow on an attack.

What do the eight weapon mastery properties do?

Here is each property in plain terms. "Ability modifier" means the modifier you used for the attack roll, usually Strength or Dexterity.

PropertyTriggers onEffect
CleaveMelee hitMake one extra attack roll against a second creature within 5 feet of the first and within your reach. On a hit it takes the weapon's damage dice, without your ability modifier unless that modifier is negative. Once per turn.
GrazeMissThe target still takes damage equal to your ability modifier, of the weapon's damage type.
NickLight weapon extra attackThe extra attack from the Light property becomes part of your Attack action instead of costing a bonus action. Once per turn.
PushHitYou can push a Large or smaller target up to 10 feet straight away from you.
SapHitThe target has disadvantage on its next attack roll before the start of your next turn.
SlowHit that deals damageThe target's speed drops by 10 feet until the start of your next turn. Multiple hits don't stack past 10 feet.
ToppleHitThe target makes a Constitution saving throw (DC 8 + your ability modifier + proficiency bonus) or falls prone.
VexHit that deals damageYou have advantage on your next attack roll against that target before the end of your next turn.

Which properties give you advantage?

Two properties set up advantage. Vex gives it to you directly on your next attack against the same target. Topple knocks the target prone if it fails its save, and melee attacks against a prone creature have advantage for everyone within 5 feet, not just you. Advantage is especially useful for rogues, because it is one of the ways to qualify for Sneak Attack.

Which properties are defensive?

Sap makes the target worse at its next attack, Slow makes it harder for the target to chase you or reach the party's spellcasters, and Push moves it out of reach or into a hazard. See conditions in 5e for what prone does in full.

Which weapons have which mastery property?

Here are the most commonly used weapons and their mastery property in the 2024 Player's Handbook.

WeaponDamageMastery
Dagger1d4 piercingNick
Handaxe1d6 slashingVex
Mace1d6 bludgeoningSap
Quarterstaff1d6 bludgeoningTopple
Spear1d6 piercingSap
Shortsword1d6 piercingVex
Scimitar1d6 slashingNick
Rapier1d8 piercingVex
Longsword1d8 slashingSap
Battleaxe1d8 slashingTopple
Warhammer1d8 bludgeoningPush
Glaive1d10 slashingGraze
Halberd1d10 slashingCleave
Greataxe1d12 slashingCleave
Greatsword2d6 slashingGraze
Maul2d6 bludgeoningTopple
Shortbow1d6 piercingVex
Longbow1d8 piercingSlow
Hand crossbow1d6 piercingVex
Heavy crossbow1d10 piercingPush

Damage dice are the one-handed values; versatile weapons like the longsword, battleaxe, warhammer and quarterstaff deal one die size higher when used with two hands. Roll them on the d8, d10 or d12 pages.

How does Nick work with two-weapon fighting?

Under the Light property, if you attack with one light weapon, you can make an extra attack with a different light weapon in your other hand. Normally that extra attack costs your bonus action, and you don't add your ability modifier to its damage unless it is negative.

With Nick, that extra attack happens as part of the Attack action instead. Your bonus action stays free for something else, such as a rogue's Cunning Action. A common setup is a scimitar or dagger (Nick) in one hand and a shortsword (Vex) in the other, so the Vex hit can grant advantage on the next swing.

How should you pick your weapon masteries?

  • Start with what you carry: pick the mastery for your main weapon first, since you will use it every fight.
  • Pair properties: a fighter with three choices might take Topple on a main weapon, Vex on a backup and Slow on a longbow for range.
  • Think about the party: if your team has many melee attackers, Topple helps everyone. If you protect a spellcaster, Sap and Push are strong.
  • Graze for reliability: it turns misses into damage, which suits heavy two-handed builds that swing often.
  • Swap when loot changes: since you can change a choice after a long rest, a new magic weapon doesn't lock you out of its mastery for long.

Does weapon mastery apply to monsters or 2014 characters?

Monsters don't use weapon mastery; their special attacks are written into their stat blocks. Characters built with the 2014 Player's Handbook don't have the feature either. If your table mixes books, the DM decides whether older martial characters get mastery. Many groups allow it so 2014 fighters and rogues keep up with 2024 ones.

FAQ

Which classes get weapon mastery in 5e?

In the 2024 Player's Handbook, barbarians, fighters, paladins, rangers and rogues get Weapon Mastery at level 1. Other characters can gain mastery of one weapon with the Weapon Master feat.

Can you change your weapon mastery choices?

Yes. When you finish a long rest you can swap a weapon choice for a different kind of weapon, so you can adapt if you find a better weapon.

Does weapon mastery work with the 2014 rules?

Weapon mastery is not part of the 2014 Player's Handbook. Some tables add it to 2014 characters as a house rule, but that is the DM's call.

What is the best weapon mastery property?

It depends on the build. Topple and Vex are popular because they set up advantage, Graze adds reliable damage on a miss, and Nick gives dual wielders an extra attack without spending the bonus action.

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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.