Weapon Masteries (5e Variant Rule)

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Weapon Masteries[edit]

Design Note: This variant rule takes great inspiration in the "Mastery Properties" rules located in the DND 2024 system. However it tweaks and changes somethings to make martial classes feel more powerful in the hands of players.

Some weapons can be used much more efficiently in the hands of those knowledgeable enough to wield them and their properties, true masters of their craft.

Weapon Mastery[edit]

The following Classes (Barbarian, Fighter, Rogue) gain the Weapon Mastery feature at their 1st level, however each one of them benefits from the feature in different ways.

Weapon Mastery - Barbarian[edit]

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach 4th level, you can now have up to three kinds of Simple or Martial Melee weapons of your choice. This increases to five at 10th level.

Weapon Mastery - Fighter[edit]

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

When you reach 4th level, you can now have up to four kinds of Simple or Martial weapons of your choice. This increases to five at 10th level, and to six at 16th level.

Weapon Mastery - Rogues[edit]

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Weapons and their Masteries[edit]

Down below is the list of the masteries every weapon possesses.

Simple Weapons[edit]

Simple Melee Weapons
Name Mastery
Club Slow
Dagger Nick
Greatclub Push
Handaxe Vex
Javelin Slow
Light Hammer Nick
Mace Sap
Quarterstaff Topple
Sickle Nick
Spear Sap
Simple Ranged Weapons
Name Mastery
Dart Vex
Light Crossbow Slow
Shortbow Vex
Sling Slow

Martial Weapons[edit]

Martial Melee Weapons
Name Mastery
Battleaxe Topple
Flail Sap
Glaive Graze
Greataxe Cleave
Greatsword Graze
Hailberd Cleave
Lance Topple
Longsword Sap
Maul Topple
Morningstar Sap
Pike Push
Rapier Vex
Scimitar Nick
Shortsword Vex
Trident Topple
Warhammer Push
War Pick Sap
Whip Slow
Martial Ranged Weapons
Name Mastery
Blowgun Vex
Hand Crossbow Vex
Heavy Crossbow Push
Longbow Slow

Mastery Properties[edit]

Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.

Mastery Properties
Property Description
Cleave If you hit a creature with a melee attack roll using this weapon, you can make a melee 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. You can make this extra attack only once per turn.
Graze If your attack 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 be increased only by increasing the ability modifier.
Nick 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 make this extra attack only once per turn.
Push If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Sap 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 If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Topple If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 + the ability modifier used to make the attack roll + your Proficiency Bonus). On a failed save, the creature is knocked prone.
Vex 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.

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