Introduction
Weapon Mastery gives eligible martial characters weapon-specific effects that influence positioning, defenses, and follow-up attacks.
Each mastery property gives a weapon a tactical use beyond its damage die. A character can select weapons based on whether it needs positioning, control, defense, or a better follow-up attack.
This guide covers every Mastery property, every simple and martial weapon assignment, class recommendations, related feats, and frequently missed rules. For armor, tools, adventuring gear, mounts, and magic items, see the Equipment & Magic Items hub.

How Weapon Mastery Works
Weapon Mastery is a level 1 class feature for five classes: Barbarian, Fighter, Paladin, Ranger, and Rogue. Each class chooses weapon kinds and can use the mastery property printed for those chosen weapons.
Here is the breakdown by class:
| Class | Weapons Eligible | Starting Weapon Choices | Maximum Weapon Choices |
|---|---|---|---|
| Barbarian | Simple and Martial Melee only | 2 | 4 (at level 10) |
| Fighter | Simple and Martial (all) | 3 | 6 (at level 17) |
| Paladin | Simple and Martial (all) | 2 | 2 |
| Ranger | Simple and Martial (all) | 2 | 2 |
| Rogue | Simple; Martial with Finesse or Light | 2 | 2 |
For each class's wider weapon, feat, and turn-by-turn decisions, use the D&D 2024 Class Guide Hub.
You choose weapon kinds, not abstract properties. Each choice corresponds to a specific weapon type. If you have mastered the Longsword and the Rapier, you can use Sap with a Longsword and Vex with a Rapier whenever you wield them.
Long Rest changes are class-specific. Barbarian and Fighter can change one weapon choice after a Long Rest. Paladin, Ranger, and Rogue can change their chosen weapon kinds after a Long Rest. Select a different weapon before an expedition if the expected enemies or terrain make another property more useful. Check individual monster traits rather than assuming a creature type is immune to Prone.
Most properties have no usage limit. You can trigger them on every qualifying attack, every turn, all day long. The only exceptions are Cleave and Nick, which each cap at once per turn.
You must be wielding the weapon to use its mastery. Carrying the weapon is not enough. For a thrown weapon, apply the mastery to the throw if its other requirements are met.
All 8 Mastery Properties, Rated
Hot Take: Weapon Mastery matters most when a character carries more than one mastered weapon. Swapping between a control property, a defensive property, and a damage setup creates turn-by-turn decisions without consuming a spell slot.
Cleave: ● Good
Weapons: Greataxe, Halberd
What it does: On a melee hit, make a second melee attack roll against a different creature within 5 feet of the first target (and within your reach). On a hit, deal weapon damage without adding your ability modifier (unless it is negative). Once per turn.
Tactical read: Cleave is useful when two enemies are close together. The extra attack uses the weapon's damage dice but normally omits the ability modifier. A Halberd's Reach lets you make the follow-up attack while both targets remain within your reach.
Cleave is limited to once per turn. Use it when the second target is already in reach; do not choose the weapon only for a situation that may not occur in the campaign.
Graze: ● Good
Weapons: Glaive, Greatsword
What it does: When your attack roll misses, you still deal damage equal to your ability modifier (same damage type as the weapon). This damage cannot be increased by any other source.
Tactical read: Graze deals ability-modifier damage on a miss. It is most useful against high-AC targets or for characters that make several attacks in one turn.
The damage cannot be increased by another source. A critical hit, Sneak Attack, and a damage reroll do not modify the Graze damage on a miss.
Nick: ● Best
Weapons: Dagger, Light Hammer, Sickle, Scimitar
What it does: When you make the extra attack granted by the Light weapon property, you can make that attack as part of the Attack action rather than as a Bonus Action. Once per turn.
Tactical read: Nick moves the extra attack from the Light property into the Attack action once per turn. This leaves the Bonus Action open for Cunning Action, Hunter's Mark, Second Wind, or another class feature.
Rogues benefit because they can make the extra attack while retaining Cunning Action. That additional attack can also provide another chance to deliver Sneak Attack when the first attack misses.
Push: ● Good
Weapons: Greatclub, Pike, Warhammer, Heavy Crossbow
What it does: On a hit against a Large or smaller creature, push the creature up to 10 feet straight away from you. No save.
Tactical read: Push has no saving throw, but it applies only to Large or smaller creatures. Use it to move a target away from an ally, toward hazardous terrain, or out of a position it wants to hold. Moving away still risks an Opportunity Attack unless another rule prevents it.
Warhammer is the key weapon here: 1d8 (1d10 versatile), Sap on Longsword vs. Push on Warhammer is a real choice worth making. The Heavy Crossbow is the only ranged weapon with Push, which opens up interesting kiting and repositioning for ranged characters.
Sap: ● Best
Weapons: Mace, Spear, Flail, Longsword, Morningstar, War Pick
What it does: On a hit, that creature has Disadvantage on its next attack roll before the start of your next turn.
Tactical read: Sap gives a creature Disadvantage on its next attack before the start of your next turn. Use it against an enemy that is likely to attack a vulnerable ally. It has no saving throw, but it does not affect attacks after the first one.
With multiple attacks, apply Sap to different enemies when each is likely to make one important attack before your next turn.
Slow: ● Situational
Weapons: Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket
What it does: On a hit that deals damage, reduce the creature's Speed by 10 feet until the start of your next turn. This reduction does not stack (multiple hits still only reduce by 10 feet total).
Tactical read: Slow reduces a target's Speed by 10 feet until the start of your next turn. It does not stack. It is most useful when 10 feet changes whether a creature can reach a target, an exit, or cover.
A Longbow user can use Slow to control distance, but Vex and Push are often stronger choices when the character can use their weapon carriers.
Topple: ● Best
Weapons: Quarterstaff, Battleaxe, Lance, Maul, Trident
What it does: On a hit, the creature must make a Constitution saving throw (DC 8 + ability modifier used to attack + Proficiency Bonus). On a failure, the creature gains the Prone condition.
Tactical read: Attacks made from within 5 feet of a Prone creature have Advantage, while ranged attacks against it have Disadvantage. Topple is strongest for a party with several melee attackers and weaker for a ranged-focused party.
Hot Take: Topple is a leading choice for a melee-heavy party because one failed save can improve several nearby allies' attacks. Do not treat it as automatic; high-Constitution targets and Prone immunity reduce its value.
The DC scales with your Proficiency Bonus and the ability modifier used for the attack. A level-10 Barbarian with 20 Strength has a Topple DC of 17. Choose the Maul for a two-handed damage die or the Battleaxe for a Versatile option; the Quarterstaff is a simple weapon but is not Finesse.
Vex: ● Best
Weapons: Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand Crossbow, Pistol
What it does: On a hit that deals damage, gain Advantage on your next attack roll against that creature before the end of your next turn.
Tactical read: A Vex hit gives Advantage on the next attack against the same target before the end of your next turn. It is useful for a character concentrating attacks on one enemy, especially a Rogue setting up its next Sneak Attack.
Rapier is a strong melee Vex weapon because it deals 1d8 damage and has Finesse. Shortsword is also a Finesse, Light Vex option for a two-weapon build.
Weapon-by-Weapon Reference Table
Simple Melee Weapons
| Weapon | Damage | Mastery |
|---|---|---|
| Club | 1d4 B | Slow ● |
| Dagger | 1d4 P | Nick ● |
| Greatclub | 1d8 B | Push ● |
| Handaxe | 1d6 S | Vex ● |
| Javelin | 1d6 P | Slow ● |
| Light Hammer | 1d4 B | Nick ● |
| Mace | 1d6 B | Sap ● |
| Quarterstaff | 1d6 / 1d8 B | Topple ● |
| Sickle | 1d4 S | Nick ● |
| Spear | 1d6 / 1d8 P | Sap ● |
Simple Ranged Weapons
| Weapon | Damage | Mastery |
|---|---|---|
| Dart | 1d4 P | Vex ● |
| Light Crossbow | 1d8 P | Slow ● |
| Shortbow | 1d6 P | Vex ● |
| Sling | 1d4 B | Slow ● |
Martial Melee Weapons
| Weapon | Damage | Mastery |
|---|---|---|
| Battleaxe | 1d8 / 1d10 S | Topple ● |
| Flail | 1d8 B | Sap ● |
| Glaive | 1d10 S | Graze ● |
| Greataxe | 1d12 S | Cleave ● |
| Greatsword | 2d6 S | Graze ● |
| Halberd | 1d10 S | Cleave ● |
| Lance | 1d10 P | Topple ● |
| Longsword | 1d8 / 1d10 S | Sap ● |
| Maul | 2d6 B | Topple ● |
| Morningstar | 1d8 P | Sap ● |
| Pike | 1d10 P | Push ● |
| Rapier | 1d8 P | Vex ● |
| Scimitar | 1d6 S | Nick ● |
| Shortsword | 1d6 P | Vex ● |
| Trident | 1d6 / 1d8 P | Topple ● |
| War Pick | 1d8 P | Sap ● |
| Warhammer | 1d8 / 1d10 B | Push ● |
| Whip | 1d4 S | Slow ● |
Martial Ranged Weapons
| Weapon | Damage | Mastery |
|---|---|---|
| Blowgun | 1 P | Vex ● |
| Hand Crossbow | 1d6 P | Vex ● |
| Heavy Crossbow | 1d10 P | Push ● |
| Light Crossbow | 1d8 P | Slow ● |
| Longbow | 1d8 P | Slow ● |
| Musket | 1d12 P | Slow ● |
| Pistol | 1d10 P | Vex ● |
| Shortbow | 1d6 P | Vex ● |
Best Mastery Properties by Class
Fighter
Fighters get the most mastery slots and the widest weapon access. Carry weapons with different properties so each slot has a clear use.
Top pick: Topple (Battleaxe or Maul)
With several attacks per turn, a Fighter has several chances to trigger Topple. If the target falls Prone, nearby melee allies and later melee attacks can gain Advantage.
Secondary pick: Vex (Rapier) or Sap (Longsword)
Vex supports repeated attacks against one target. Sap is useful when an enemy is likely to make one important attack against an ally.
Barbarian
Barbarians select from Simple and Martial melee weapons. Their choices should support the targets and terrain the character expects to face.
Top pick: Topple (Battleaxe or Maul)
Reckless Attack already gives the Barbarian Advantage on its own Strength-based attacks. Topple can give nearby allies Advantage after the target fails its saving throw.
Secondary pick: Cleave (Greataxe)
Cleave is useful when two melee targets are within reach. It is less valuable in single-enemy encounters.
Paladin
Paladins have two mastery slots and want to maximize value on each hit since they are spending Spell Slots on Divine Smite.
Top pick: Sap (Longsword)
Sap can protect an ally by giving the target Disadvantage on its next attack. Use it when that defensive effect is more valuable than a different property.
Secondary pick: Topple (Battleaxe or Maul)
Topple can support a melee-heavy party, but the target must fail its Constitution saving throw and must not be immune to Prone.
Ranger
Rangers can choose mastery properties based on whether they need a ranged damage setup, melee control, or movement support.
Top pick: Vex (Shortbow or Hand Crossbow)
Vex helps a Ranger concentrate attacks on one priority target by granting Advantage on the next attack after a hit.
Secondary pick: Sap (Spear for melee, Shortbow Vex already covered)
For a melee Ranger, Sap can reduce the chance of one incoming attack. A Spear is not Finesse, so a Dexterity-focused Ranger should confirm which Sap weapon it can use effectively.
Rogue
Rogues have narrower weapon access, but several eligible weapons support Sneak Attack and Cunning Action.
Top pick: Vex (Rapier or Hand Crossbow)
Vex can provide Advantage on the Rogue's next attack against the same target, supporting Sneak Attack when another qualifying condition is not available. The Rapier is a 1d8 Finesse option, while the Hand Crossbow is a ranged Vex option.
Secondary pick: Nick (Dagger or Scimitar)
Nick moves the Light weapon's extra attack into the Attack action once per turn, leaving the Bonus Action open for Cunning Action. A Rogue can pair a Vex weapon with a Nick weapon such as a Scimitar to gain another chance to land Sneak Attack while retaining that Bonus Action.
Build Your D&D 2024 Character
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Start BuildingRelated Feats
Great Weapon Master (2024)
The 2024 GWM removed the -5/+10 option. Instead, when you hit with a Heavy weapon as part of the Attack action, you can add your Proficiency Bonus to that target's damage. Cleave weapons such as Greataxe and Halberd are Heavy, so the feat supports the primary hit that can trigger Cleave.
Polearm Master
Polearm Master adds an extra Bonus Action attack with the haft of a polearm. A Halberd user may also use Cleave once per turn when two targets are positioned correctly. The feat is most useful when both features can trigger regularly.
Dual Wielder
The 2024 Dual Wielder feat expands two-weapon options and adds +1 AC. Nick still activates only once per turn, so choose the feat for its complete weapon and AC package rather than expecting multiple Nick attacks.
Weapon Master (feat)
Weapon Master gives a character the mastery property of one proficient Simple or Martial weapon kind, plus +1 Strength or Dexterity. The chosen weapon kind can be changed after a Long Rest; the feat does not require a Weapon Mastery class feature.
Sentinel
Sentinel can combine with movement-control options, but Push does not by itself guarantee an Opportunity Attack. Check the creature's movement, reach, and the exact Sentinel trigger before planning around the combination.
For source-labeled feat comparisons beyond Weapon Mastery, see the D&D 2024 Feat Guides.
Frequently Overlooked Rules
Read the individual trigger. Cleave, Graze, Push, Slow, and Topple use optional language. Sap and Vex apply their stated effect when their trigger is met, so do not assume every mastery effect can be declined.
Graze deals the ability modifier, not the modifier plus anything else. No Sneak Attack on Graze misses. No Great Weapon Fighting rerolls. No adding bonus damage from Hex or Hunter's Mark. The RAW on Graze is strict: the modifier only. A Barbarian who misses with a Greatsword while Raging still only deals their Strength modifier, not their Strength modifier plus Rage damage.
Nick is once per turn, not once per attack action. If you use Action Surge for a second Attack action, you do not get another Nick activation. The cap resets at the start of your next turn.
Topple requires a failed Constitution save. A hit does not automatically make the target Prone. Expect creatures with high Constitution or Prone immunity to resist the property more often.
Changing mastered weapon choices requires a Long Rest, not a Short Rest. Barbarian and Fighter change one weapon choice, while Paladin, Ranger, and Rogue change their chosen weapon kinds. Short Rest does not provide a swap.
Fighters gain a limited mid-combat substitution at level 9. Tactical Master lets a Fighter replace the mastery property of a weapon they can use with Push, Sap, or Slow for that attack. It does not permanently change the weapon choice or grant access to every mastery property.
Slow does not stack. If three party members all have Longbows and hit the same enemy, that enemy's speed is reduced by 10 feet total, not 30. This prevents strategies that rely on stacking Slow to reduce speed to zero.
Bottom Line
Weapon Mastery gives martial characters decisions about which weapon to carry and which property to apply. A player only needs to track the weapons it has mastered and each property's trigger.
Topple, Sap, Vex, and Nick each have a distinct job. Topple supports nearby melee allies, Sap can protect against one incoming attack, Vex improves a follow-up attack, and Nick preserves a Bonus Action. Cleave, Graze, Push, and Slow become stronger when their positioning requirements match the encounter.
For a new martial character, select a primary weapon for its usual encounter role and a secondary weapon that covers a different problem. A melee-heavy party may want Topple, while Vex or Sap can cover single-target attacks and defense.
Slow has a narrower use case than the other properties because its speed reduction is temporary and does not stack. The best weapon choice still depends on the character's proficiencies, party composition, and expected opponents.


