```metadata
title: Weapon Mastery Expanded (One D&D)
description: A concept document for One D&D enhancements.
tags: []
systems: []
renderer: V3
theme: 5ePHB
```
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## Weapon Mastery Expanded
{{note
This is a concept document for how the Mastery Property could be expanded. I prefer the approach that each weapon should have multiple properties that you can choose from each long rest. If you like this concept, feel free to share it or expand upon it.
I didn't include the other weapon statistics to save space, since those are available via the playtest and rule books. Unarmed strike would have Pummel natively, but I didn't include it since its masteries haven't been shared by WotC as of this publishing.
}}
{{table,wide,column-count:2
| Weapon | Masteries |
|:------------------------|:----------|
**Simple Melee Weapons** | |
Club | Bullrush, Momentum, Slow
Dagger | Flow, Nick, Slice
Greatclub | Bullrush, Push, Ringing
Handaxe | Flow, Vex
Javelin | Lunge, Slow
Light Hammer | Bullrush, Nick
Mace | Guard, Ringing, Sap
Quarterstaff | Double, Flex, Momentum
Sickle | Graze, Guard, Nick
Spear | Blunt, Flex, Lunge
**Simple Ranged Weapons** | |
Crossbow, Light | Pin, Slow
Dart | Pummel, Vex
Shortbow | Pin, Vex
Sling | Ringing, Slow
**Martial Melee Weapons** | |
Battleaxe | Bullrush, Topple
Flail | Momentum, Sap
Glaive | Blunt, Flow, Graze
Greataxe | Bullrush, Cleave, Ringing
| Weapon | Masteries |
|:------------------------|:----------|
Greatsword | Graze, Guard
Halberd | Bay, Cleave, Puncture
Lance | Lunge, Topple
Longsword | Flex, Flow, Guard
Maul | Bullrush, Ringing, Topple
Morningstar | Blunt, Pin, Sap
Pike | Bay, Push
Rapier | Flow, Lunge, Vex
Scimitar | Graze, Nick
Shortsword | Guard, Slice, Vex
Trident | Pin, Topple
War Pick | Flex, Guard
Warhammer | Bullrush, Flex, Puncture
Whip | Graze, Pull, Slow
**Martial Ranged Weapons**| |
Blowgun | Vex
Crossbow, Hand | Pin, Vex
Crossbow, Heavy | Penetrate, Push
Longbow | Pin, Slow
Musket | Penetrate, Slow
Pistol | Pin, Vex
}}
### Mastery Properties
Each weapon now has a number of Mastery properties, as shown in the weapon tables above. These properties are usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. A character typically can only choose one of the Mastery properties as part of a rest. Each Mastery property can only be triggered once in a turn.
Here are descriptions of each Mastery property. The properties are provided in alphabetical order.
If a game feature lets you replace a weapon’s Mastery property with another one, that weapon must meet any prerequisite specified for the new property.
#### Bay
###### Prerequisite: Melee Weapon, Finesse or Reach Property
A foe that enters your reach with this weapon from outside of it provokes an opportunity attack from you, but you must use this weapon to make the attack. If this opportunity attack misses, you regain the use of your reaction at the end of the turn.
\column
#### Blunt
###### Prerequisite: has hefty flat surface
You can choose to deal bludgeoning damage with the weapon each time you hit a target with it until the end of the turn.
#### Bullrush
###### Prerequisite: Melee Weapon
If you hit a creature with this weapon, you can push it 5 feet away from you and enter the space it exited. This movement doesn't provoke opportunity attacks for you or your target.
#### Cleave
###### Prerequisite: Melee Weapon, Heavy, Two-Handed, or Versatile 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.
{{footnote
Therin Creative
}}
\page
#### Double
###### Prerequisite: can't be transfered
As long as you hold nothing in your other hand, after you use the Attack action to attack using only this weapon, you can make one additional attack with it as a bonus action. The additional attack doesn't add your ability modifier to the damage unless its negative or you have a feature or feat that allows you to add it to your attacks when fighting with two weapons.
#### Flex
###### Prerequisite: Versatile Property
When you hit with this weapon, you deal its Versatile damage until the end of the turn, even if you’re wielding it with one hand.
#### Flow
###### Prerequisite: Melee Weapon that doesn't weight more than 3 lbs., doesn't have the Heavy Property
After making an attack with the weapon, you can move 5 feet. This movement doesn't provoke opportunity attacks.
#### Graze
###### Prerequisite: Melee Weapon, Finesse or Heavy Property
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’t be increased in any way, other than increasing the ability modifier.
#### Guard
###### Prerequisite: doesn't have the Two-Handed Property
As long as you hold nothing in your other hand, you gain a +2 bonus to AC until the start of your next turn. You lose this bonus if you attack with a weapon in your other hand, wield a shield, or grapple a target.
#### Lunge
###### Prerequisite: Melee Weapon, Piercing Damage, doesn't have the Light Property
You can increase your reach by 5 feet with one attack with the weapon.
#### Momentum
###### Prerequisite: can't be transfered
If you miss a creature with this weapon, you have Advantage on your next attack roll against that creature before the end of your next turn.
\column
#### Nick
###### Prerequisite: Light Property
When you make the extra attack of the Light property, you can make it as part of the Attackaction, instead of as a Bonus Action. You can still make this extra attack only once per turn.
#### Penetrating
###### Prerequisite: Ammunition, Loading, and Two-Handed Property
When you deal at least damage with the weapon to the target, you can make one attack with it against a target behind the one you hit. The new target is treated as behind cover, and you only deal half your weapon damage on a hit.
#### Pin
###### Prerequisite: Ranged Weapon or Heavy Property
If you hit a creature with this weapon, the next attack against it has Advantage.
#### Pull
###### Prerequisite: Melee Weapon, Reach Property
If you hit a creature with this weapon, you can pull the target 5 feet toward you and have Advantage on your next attack against it until the end of your next turn.
#### Pummel
###### Prerequisite: Unarmed Strike, doens't have the Ammunition Property, doesn't weigh more than 1 lb.
After you hit a target with the weapon, each successive hit you make against the target until the end of your next turn deals a cummulative extra 1 weapon damage to a maximum of 5 damage. Once you deal 5 damage on a single attack this way or miss the target, the damage bonus resets.
#### Puncture
###### Prerequisite: has a sharp point
You can choose to deal piercing damage with the weapon each time you hit a target with it until the end of the 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 no more than one size larger than you.
#### Ringing
###### Prerequisite: Bludgeoning Damage
The target has disadvantage on Constitution and Wisdom saving throws until the end of its next turn.
{{footnote
Therin Creative
}}
\page
#### Sap
###### Prerequisite: Can't have the Finesse or Reach 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.
#### Slice
###### Prerequisite: has a sharp edge
You can choose to deal slashing damage with the weapon each time you hit a target with it until the end of the 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.
#### Topple
###### Prerequisite: Heavy, Reach, or Versatile Property
If you hit a creature with this weapon and deal at least 8 damage to it, the creature has the Prone condition.
#### 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.
{{footnote
Therin Creative
}}