Weapon masteries addon

by fantafuzz

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Weapon Masteries

UA2024 weapon masteries for 5th Edition D&D

Weapon Tables

Simple melee weapons
Name Damage Properties Mastery Weight Cost
Club 1d4 Bludgeoning Light Slow 2 lb. 1 SP
Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP
Greatclub 1d8 Bludgeoning Two-Handed Push 10 lb. 2 SP
Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex 2 lb. 5 GP
Javelin 1d6 Piercing Thrown (Range 30/120) Slow 2 lb. 5 SP
Light Hammer 1d4 Bludgeoning Light, Thrown (Range 20/60) Nick 2 lb. 2 GP
Mace 1d6 Bludgeoning Sap 4 lb. 5 GP
Quarterstaff 1d6 Bludgeoning Versatile (1d8) Topple 4 lb. 2 SP
Sickle 1d4 Slashing Light Nick 2 lb. 1 GP
Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8) Sap 3 lb. 1 GP
Simple ranged weapons
Name Damage Properties Mastery Weight Cost
Crossbow, Light 1d8 Piercing Ammunition (Range 80/320), Loading, Two-Handed Slow 5 lb. 25 GP
Dart 1d4 Piercing Finesse, Thrown (Range 20/60) Vex 1/4 lb. 5 CP
Shortbow 1d6 Piercing Ammunition (Range 80/320), Two-Handed Vex 2 lb. 25 GP
Sling 1d4 Bludgeoning Ammunition (Range 30/120) Slow 1 SP
Martial melee weapons
Name Damage Properties Mastery Weight Cost
Battleaxe 1d8 Slashing Versatile (1d10) Topple 4 lb. 10 GP
Flail 1d8 Bludgeoning Sap 2 lb. 10 GP
Glaive 1d10 Slashing Heavy, Reach, Two-Handed Graze 6 lb. 20 GP
Greataxe 1d12 Slashing Heavy, Two-Handed Cleave 7 lb. 30 GP
Greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb. 50 GP
Halberd 1d10 Slashing Heavy, Reach, Two-Handed Cleave 6 lb. 20 GP
Lance 1d10 Piercing Heavy, Reach, Two-Handed (unless mounted) Topple 6 lb. 10 GP
Longsword 1d8 Slashing Versatile (1d10) Sap 3 lb. 15 GP
Maul 2d6 Bludgeoning Heavy, Two-Handed Topple 10 lb. 10 GP
Morningstar 1d8 Piercing Sap 4 lb. 15 GP
Pike 1d10 Piercing Heavy, Reach, Two-Handed Push 18 lb. 5 GP
Rapier 1d8 Piercing Finesse Vex 2 lb. 25 GP
Scimitar 1d6 Slashing Finesse, Light Nick 3 lb. 25 GP
Shortsword 1d6 Piercing Finesse, Light Vex 2 lb. 10 GP
Trident 1d8 Piercing Thrown (Range 20/60), Versatile (1d10) Topple 4 lb. 5 GP
War Pick 1d8 Piercing Versatile (1d10) Sap 2 lb. 5 GP
Warhammer 1d8 Bludgeoning Versatile (1d10) Push 2 lb. 15 GP
Whip 1d4 Slashing Finesse, Reach Slow 3 lb. 2 GP
Martial ranged weapons
Name Damage Properties Mastery Weight Cost
Blowgun 1 Piercing Ammunition (Range 25/100), Loading Vex 1 lb. 10 GP
Crossbow, Hand 1d6 Piercing Ammunition (Range 30/120), Light, Loading Vex 3 lb. 75 GP
Crossbow, Heavy 1d10 Piercing Ammunition (Range 100/400), Heavy, Loading, Two-Handed Push 18 lb. 50 GP
Longbow 1d8 Piercing Ammunition (Range 150/600), Heavy, Two-Handed Slow 2 lb. 50 GP
Musket 1d12 Piercing Ammunition (Range 40/120), Loading, Two-Handed Slow 10 lb. 500 GP
Pistol 1d10 Piercing Ammunition (Range 30/90), Loading Vex 3 lb. 250 GP

Weapon Properties

Only weapon properties that have changed from the regular rules are listed here.

Light

When you take the Attack action on your turn and attack with a Light weapon, you make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage, unless that modifier is negative.

For example, if you take the Attack action on your turn and have a Shortsword in one hand and a Dagger in the other — each of which has the Light property — you can make one attack with each weapon, using your action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action, unless that modifier is negative.

Thrown

If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as a part of the attack.

If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the dagger has the Finesse property.

Heavy

A Heavy weapon is unwieldy compared to other weapons. You have disadvantage on your attack rolls with a Heavy weapon if it's a Melee weapon and your strength score isn't at least 13, and if it's a Ranged weapon and your Dexterity score isn't at least 13 .

Mastery Properties

Each weapon now has a Mastery property, as shown in the weapon tables above. That property is usable only by a character who has a feature, such as Weapon Mastery, that unlock the property for that character. A weapons Mastery Property can only be used once per turn, but there is no restriction on the number of Mastery Properties a character can use each turn.

If a game feature lets you replace a weapon's Mastery property with another one, that weapon must meet any prerequisite for specified for the new property.

Here are description of each Mastery property. The properties are provided in alphabetical order.

Cleave

Prerequisite: Melee Weapon, Heavy Property

If you hit a creature with a melee attack using this weapon, you can make an 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.

Graze

Prerequisite: Melee Weapon, Heavy Property

If you rattack 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't be increased in any way, other than increasing the ability modifier.

Nick

Prerequisite: Light Property

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 still make this extra attack only once per turn.

Push

Prerequisite: Heavy, Two-Handed, or Versatile Property

If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is Large or smaller

Sap

Prerequisite: Versatile Property, or No Weapon Property

If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Slow

Prerequisite: None

If you hit a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn't exceed 10 feet.

Topple

Prerequisite: Heavy, Reach, or Versatile Property

If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier you used to make the attack roll. On a failed save, the creature is knocked prone.

Vex

Prerequisite: Ammunition, Finesse, or Light Property

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.

Feats

As part of weapon masteries, a new feat interfacing with them is avaliable

Weapon Master

You gain the following benefits:

  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
  • Mastery Property. Your training with weapons allows you to use the Mastery property of one kind of Simple or Martial weapon of your choice, provided you are proficient with it. Whenever you finish a Long Rest, you can change the kind of weapon you chose to another eligible kind.

Adventuring Gear

In changing weapon masteries, the Net is no longer a weapon, but it is adventuring gear.

Net

Cost: 1 GP. Weight: 3 lb.
When you take the Attack action on your turn, you can replace one of your attacks with a throw of the net at a creature within 15 feet of you. The target must succeed on a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity modifier. The target succeeds automatically if it's Huge or larger.

On a failed save, the target has the Restrained condition until it escapes the net. To escape, the target must use its Action to make a DC 10 Strength (Athletics) check, escaping on a success. A creature within 5 feet of the target can use its action to attempt the same thing. Destroying the net (AC 10; 5 HP; immunity to Bludgeoning, Poison and Psychic damage) also frees the target, ending the effect.

Restrained quick reference:
  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Class changes

Purpose

In the UA 2024 PHB, multiple classes are changed to work with weapon masteries. When backporting these changes to work with the classes from 5th Edition D&D, the following features are added to the classes at the indicated class levels.

Fighter

Level 1: Weapon Mastery

Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice, provided you are proficient with them. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain levels in this class, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the following table:

Levels Masteries known
1-3 3
4-9 4
Levels Masteries known
10-15 5
16-20 6

Level 9: Tactical Master

When you attack with a weapon you've chosen as part of your Weapon Mastery feature, you can swap out the mastery property for Push, Sap, or Slow.

Barbarian

Level 1: Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of Simple or Martial weapons of your choice, provided you are proficient with them. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain levels in this class, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the following table:

Levels Masteries known
1-3 2
4-9 3
Levels Masteries known
10-20 4

Paladin

Level 1: Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of Simple or Martial weapons of your choice, provided you are proficient with them. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain levels in this class, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the following table:

Levels Masteries known
1-9 2
10-20 3

Ranger

Level 1: Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of Simple or Martial weapons of your choice, provided you are proficient with them. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain levels in this class, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the following table:

Levels Masteries known
1-9 2
10-20 3

Rogue

Level 1: Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of Simple or Martial weapons of your choice, provided you are proficient with them. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain levels in this class, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the following table:

Levels Masteries known
1-3 2
4-9 3
Levels Masteries known
10-20 4
 

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