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 smallerSap
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 |