Mastery properties
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 witht the following details:
Homebrew Addition
To give more options for martial classess, the folowing homebrew rules are implemented.
Replaceable Weapon Mastery
When selecting weapons for Weapon Mastery, you can also replace the Mastery property of any weapon you are using with another eligible property. For example, you could change a Longsword's Sap property to Flex.
These changes only affect the character who makes them. If a Barbarian replaces a Glaive’s Graze property with Cleave, other characters using the same Glaive still use its default Graze property.
Repeated Weapon Mastery
When selecting weapons for Weapon Mastery, you can instead assign an additional eligible Mastery property to a weapon you already chose. A weapon can have no more than six mastery properties at a time.
If a weapon has multiple mastery properties, you can only use one of them per attack. You must choose which mastery property you're using before making the attack. This is true for Mastery properties which effects occurs upon a hit (e.g. Topple), an attack (e.g. Nick), or a miss (e.g. Graze).
For example, a Level 1 Barbarian could choose to use either Cleave or Graze when attacking with a Greataxe, instead of select using a second weapon for Weapon Mastery. Likewise, a Level 1 Rogue could choose either Nick or Slow for a Dagger.
Mastery Properties Description
The following Mastery Properties are available
Cleave
- TYPE
Melee - PROPERTY
Heavy
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
- TYPE
Melee - PROPERTY
Heavy
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.
Nick
- TYPE
Melee - PROPERTY
Light
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
- TYPE
Melee or Ranged - PROPERTY
Heavy, Two-Handed, or Versatile
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
- TYPE
Melee or Ranged - PROPERTY
Versatile or No Properties
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
- TYPE
Melee or Ranged - PROPERTY
Any Properties
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
- TYPE
Melee or Ranged - PROPERTY
Heavy, Reach, or Versatile
If you hit a creature with this weapon, you can force the creature to make a CON Save with a DC equal to 8 + your Proficiency Bonus + the ability modifier used to make the attack roll. On a failed save, the creature has the Prone condition.
Vex
- TYPE
Melee or Ranged - PROPERTY
Ammunition, Finesse, or Light
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.
Agile
- TYPE
Melee or Ranged - PROPERTY
Light or Versatile
Before or after making an attack with this weapon, you can move up to 5 feet without provoking Opportunity Attack. You can't move in his way if your Speed is 0.
Brace
- TYPE
Melee or Ranged - PROPERTY
Heavy or Two-Handed
On your turn, you can spend an amount of movement equal to half your Speed (rounded up to the nearest 5-foot increment) to brace your weapon. Until the end of your turn, whenever you damage creatures with this weapon, you roll the weapon's damage dice twice and use either result (e.g, A Wood Elf with 35 ft. speed must spend 20 ft. to use this Mastery property).
Expose
- TYPE
Bludgeoning Melee or any Ranged - PROPERTY
Ammunition, Heavy, or Versatile
If you hit a creature with this weapon and deal damage to the creature, the next attack roll by a creature other than you against that creature has Advantage until the start of your next turn.
Flex
- TYPE
Melee - PROPERTY
Versatile
When you hit a melee attack using this weapon, you deal its Versatile damage even if you're wielding it with one hand.
Flurry
- TYPE
Melee - PROPERTY
Light
If your attack roll with this weapon misses a creature, you can immediately make another attack against that creature with the same weapon. You don't add your ability modifier to this attack's damage unless it's negative. You can only make this additional attack once per turn.
Parry
- TYPE
Melee - PROPERTY
Finesse or Versatile
While wielding this weapon, when a creature makes a Melee attack roll against you, you can use your Reaction to add the ability modifier you use for attacks with this weapon to your AC against that attack, potentially turning it into a miss.
Sighted
- TYPE
Ranged - PROPERTY
Ammunition
Attacking at long range with this weapon doesn't impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.
Speedload
- TYPE
Ranged - PROPERTY
Ammunition or Loading
You ignore the Loading property of this weapon and you don't need another free hand to load ammunition into the weapon.
Split
- TYPE
Melee - PROPERTY
Finesse
When you take the Attack action on your turn and attack with this weapon with one hand, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Finesse weapon, and you don't add your ability modifier to the extra attack's damage, unless that modifier is negative.
Off-hand Attacks
Certain features, such as the Two-Weapon Fighting style, apply to this extra attack as if the weapon had the Light property, allowing you to add your ability modifier to the damage if the feature normally permits it.