Weapon Mastery
Weapon Mastery is a class feature shared between some martial classes that reflects their specialization with certain types of weapons.
All weapons have additional properties that can be utilised by players who have 'mastered' the weapon. If the weapon meets the requirements in your class's Weapon Mastery feature, you can learn its mastery property and use it in combat.
In order to master a weapon and use its additional properties a character must have access to the weapon type and train with the weapon during their down time. During each training session 3 rolls are made (d20 + ability modifier used by the weapon), to beat a DC13, DC16 and DC22 check in the stat used by the weapon. Each successful check counts toward the character's mastery with 10 successful checks unlocking with ability to use the weapon mastery properties in combat.
The number of mastery properties you can learn is specified in your class's version of the Weapon Mastery feature. Rogues, rangers, and paladins can only access two mastery properties at a time, whereas barbarians and fighters start with two and three, respectively, and eventually gain access to more mastery properties, as detailed in their Features table.
At level 1, Barbarians, Fighters, Paladins, Rangers, and Rogues get access to the mastery properties for certain types of weapons, as listed below:
Barbarian: Simple and Martial Melee weapons
Fighter: Simple and Martial weapons
Paladin: Based on weapon proficiencies (Simple and Martial weapons)
Ranger: Based on weapon proficiencies (Simple and Martial weapons)
Rogue: Based on weapon proficiencies (Simple weapons and Martial weapons with the Finesse or Light property)
How to Use Weapon Mastery Properties
If you’re wielding a weapon and have learned its mastery property, you’ll be able to use that mastery property every turn when you make an attack with the weapon.
Different mastery properties have different triggers. For example, Cleave requires you to hit a creature with a melee attack roll while Graze triggers when you miss a creature with an attack roll.
Unlike some abilities, there’s no limit to how many times mastery properties can be used per Short or Long Rest, so go nuts!
Mastery Properties Overview
Cleave
Example Weapon: Greataxe
These heavy weapons can slash through opponents. If you hit a creature with a melee weapon attack, you can make a second attack against a creature within 5 feet that is also within your reach. When you hit with the second attack, you can roll your weapon’s damage, but you don’t add your ability modifier unless it’s negative.
Graze
Example Weapon: Greatsword
If you miss a creature with your weapon, you deal damage equal to the ability modifier you used to make the roll.
Nick
Example Weapon: Dagger
When you make an attack with a weapon that has the Light property, you can use a Bonus Action to make one attack with a different Light weapon you’re wielding.
The Nick mastery property allows you to make the additional attack you receive from wielding two Light weapons as part of the initial attack action.
Push
Example Weapon: Greatclub
The Push mastery property allows you to launch a creature you hit 10 feet straight away from you without a save. You can only push enemies large or smaller.
Sap
Example Weapon: Mace
When you hit an enemy with an attack, this mastery property inflicts Disadvantage on your target’s next attack roll before the start of your next turn.
Slow
Example Weapon: Light Crossbow
When you hit a creature and deal damage, you can reduce its Speed by 10 feet until the start of your next turn. The reduction in speed does not stack with multiple attacks.
Topple
Example Weapon: Maul
When you hit a creature, you can force it to make a Constitution saving throw or fall Prone. The DC for this save is 8 plus the ability modifier used to make the attack plus your Proficiency Bonus.
Vex
Example Weapon: Shortsword
When you hit a creature and deal damage, this mastery property gives you Advantage on your next attack roll before the end of your next turn.

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