Secret Lesson 63

Every Weapon Mastery Property: Cleave, Graze, Nick, Push, Sap, Slow, Topple, and Vex

In Lessons 61 and 62, we learned:

WHAT EVERY WEAPON IS

and:

HOW EVERY WEAPON PROPERTY WORKS

Now we reach another major layer of weapon combat:

WEAPON MASTERY

A normal weapon attack might simply:

HIT

ROLL DAMAGE

and:

END

But a character trained in Weapon Mastery can make particular weapons do much more.

A weapon might:

STRIKE A SECOND ENEMY

DEAL DAMAGE EVEN ON A MISS

FREE YOUR BONUS ACTION

PUSH AN ENEMY AWAY

DISRUPT ITS NEXT ATTACK

REDUCE ITS SPEED

KNOCK IT PRONE

or:

SET UP ADVANTAGE ON YOUR NEXT ATTACK

These are the eight Mastery Properties of SRD 5.2.1:

CLEAVE

GRAZE

NICK

PUSH

SAP

SLOW

TOPPLE

and:

VEX


PART ONE — WHAT IS A MASTERY PROPERTY?

Every weapon in the main Weapons table has:

ONE MASTERY PROPERTY

For example:

Longsword:

SAP

Greatsword:

GRAZE

Greataxe:

CLEAVE

Rapier:

VEX

Maul:

TOPPLE

Heavy Crossbow:

PUSH

But merely owning or using that weapon does not automatically give you access to its Mastery.

The SRD states that a Mastery Property is usable only by a character who has:

A FEATURE THAT UNLOCKS IT

such as:

WEAPON MASTERY

 


PART TWO — PROFICIENCY IS NOT MASTERY

This distinction is fundamental.

WEAPON PROFICIENCY

lets you add:

YOUR PROFICIENCY BONUS

to Attack Rolls with the weapon.

WEAPON MASTERY

can unlock:

THE WEAPON'S MASTERY PROPERTY

These are:

DIFFERENT BENEFITS


EXAMPLE

A character is proficient with:

LONGSWORDS

but has no feature allowing use of Longsword Mastery.

They may still attack with the Longsword and add:

PROFICIENCY BONUS

But they don't automatically gain:

SAP


ANOTHER CHARACTER

A Fighter selects Longsword through:

WEAPON MASTERY

Now the Fighter can use:

SAP

when the Mastery rules allow it.


PART THREE — WHERE WEAPON MASTERY COMES FROM

Several SRD Classes contain a feature called:

WEAPON MASTERY

including:

BARBARIAN

FIGHTER

PALADIN

RANGER

and:

ROGUE

The exact number and type of weapons a Class can master depends on:

THAT CLASS'S FEATURE

For example, a level 1 Fighter can use the Mastery Properties of:

THREE KINDS

of Simple or Martial weapons of its choice and can change one selected weapon after a Long Rest.

A Barbarian begins with mastery of two kinds of:

SIMPLE OR MARTIAL MELEE WEAPONS

and gains more choices at certain Barbarian levels.

Paladin and Rogue also begin with two chosen weapon kinds under their own Weapon Mastery features.


IMPORTANT

Do not assume every Weapon Mastery feature has:

EXACTLY THE SAME CHOICE RULES

Read:

YOUR CLASS FEATURE

It tells you:

HOW MANY WEAPONS

WHICH WEAPONS

and:

WHEN THE CHOICES CAN CHANGE


PART FOUR — ALL EIGHT MASTERIES AT A GLANCE

Mastery Core Effect
Cleave Extra attack against a nearby second creature
Graze Deal Ability-modifier damage when you miss
Nick Move the Light extra attack into the Attack action
Push Move a Large or smaller target up to 10 ft. away
Sap Target has Disadvantage on its next attack
Slow Reduce target Speed by 10 ft.
Topple Constitution save or Prone
Vex Advantage on your next attack against that target

These rules come directly from the SRD Mastery Properties section.


PART FIVE — COMPLETE MASTERY-TO-WEAPON MAP

CLEAVE

GREATAXE

HALBERD


GRAZE

GLAIVE

GREATSWORD


NICK

DAGGER

LIGHT HAMMER

SICKLE

SCIMITAR


PUSH

GREATCLUB

PIKE

WARHAMMER

HEAVY CROSSBOW


SAP

MACE

SPEAR

FLAIL

LONGSWORD

MORNINGSTAR

WAR PICK


SLOW

CLUB

JAVELIN

LIGHT CROSSBOW

SLING

WHIP

LONGBOW

MUSKET


TOPPLE

QUARTERSTAFF

BATTLEAXE

LANCE

MAUL

TRIDENT


VEX

HANDAXE

DART

SHORTBOW

RAPIER

SHORTSWORD

BLOWGUN

HAND CROSSBOW

PISTOL

The Weapons table assigns those Masteries directly.


PART SIX — CLEAVE

Cleave represents an attack continuing through:

ONE ENEMY

and threatening:

ANOTHER

The rule begins when you:

HIT A CREATURE

with a:

MELEE ATTACK ROLL

using the Cleave weapon.

You may then make another:

MELEE ATTACK ROLL

with the same weapon against:

A SECOND CREATURE


THE SECOND CREATURE MUST SATISFY TWO POSITION REQUIREMENTS

It must be:

WITHIN 5 FEET OF THE FIRST CREATURE

and:

WITHIN YOUR REACH

 


PART SEVEN — CLEAVE STEP BY STEP

You wield:

A GREATAXE

Mastery:

CLEAVE


STEP 1

Attack:

CREATURE A


STEP 2

You must:

HIT

If the attack misses:

CLEAVE DOESN'T TRIGGER


STEP 3

Look for:

CREATURE B

It must be within:

5 FEET OF CREATURE A

and also within:

YOUR REACH


STEP 4

Make:

A NEW MELEE ATTACK ROLL

against Creature B.


STEP 5

If the second attack hits:

CREATURE B TAKES THE WEAPON'S DAMAGE

But normally:

DON'T ADD YOUR ABILITY MODIFIER

to that Cleave damage.


EXCEPTION

If your Ability modifier is:

NEGATIVE

you still add it.


PART EIGHT — CLEAVE EXAMPLE

Strength:

18

Modifier:

+4

PB:

+3

Greataxe:

1D12 SLASHING


FIRST ATTACK

Attack Creature A:

d20:

14

Attack bonus:

+7

Total:

21

Hit.

Normal damage:

d12:

8

Strength:

+4

Total:

12 SLASHING


CLEAVE

Creature B is:

5 FEET FROM CREATURE A

and within your reach.

Make another attack.

d20:

12

+7 =

19

Hit.

Roll Greataxe damage:

d12:

9

Cleave damage:

9 SLASHING

Do not add:

+4 STRENGTH

to this Cleave damage.


PART NINE — CLEAVE IS A REAL ATTACK ROLL

The Cleave attack isn't:

AUTOMATIC DAMAGE

You actually make:

ANOTHER MELEE ATTACK ROLL

Therefore normal rules affecting Attack Rolls can matter.

For example:

ADVANTAGE

DISADVANTAGE

ARMOR CLASS

and other applicable Attack Roll rules.


PART TEN — CLEAVE DOES NOT HIT THE SAME CREATURE TWICE

The target of the Cleave attack must be:

A SECOND CREATURE

So you can't hit Creature A and then say:

"I CLEAVE CREATURE A AGAIN"

The Mastery is specifically designed to threaten:

ANOTHER TARGET


PART ELEVEN — CLEAVE POSITIONING

The second creature must satisfy:

BOTH DISTANCE REQUIREMENTS


REQUIREMENT ONE

Within:

5 FEET OF THE FIRST TARGET


REQUIREMENT TWO

Within:

YOUR REACH


HALBERD EXAMPLE

A Halberd has:

REACH

Suppose Creature A is:

10 FEET FROM YOU

You hit it.

Creature B is:

5 FEET FROM CREATURE A

and is also within your Halberd's reach.

Cleave can potentially attack:

CREATURE B


IMPORTANT

Being 5 feet from Creature A isn't enough by itself.

Creature B must also be:

WITHIN YOUR REACH


PART TWELVE — CLEAVE LIMIT

You can make the Cleave extra attack:

ONLY ONCE PER TURN

 


EXTRA ATTACK EXAMPLE

Fighter has:

TWO ATTACKS

Attack 1 hits.

Use:

CLEAVE

Extra attack against Creature B.

Attack 2 hits another enemy.

Can you Cleave again on that same turn?

NO

The Cleave extra attack is:

ONCE PER TURN


PART THIRTEEN — CLEAVE IS NOT ONCE PER ROUND

The wording is:

ONCE PER TURN

not:

ONCE PER ROUND

So a qualifying melee hit made on a different creature's turn could potentially interact with Cleave again if all of Cleave's requirements are met.

The distinction between:

TURN

and:

ROUND

remains important throughout 5E combat.


PART FOURTEEN — GRAZE

Graze represents an attack that:

MISSES

but still causes a small amount of harm.

This is unusual because most weapon attacks that miss deal:

NO WEAPON DAMAGE

Graze creates a specific exception.


GRAZE RULE

If your Attack Roll with the Graze weapon:

MISSES A CREATURE

you may deal damage equal to:

THE ABILITY MODIFIER

used to make:

THE ATTACK ROLL

The damage has:

THE SAME TYPE AS THE WEAPON

 


GRAZE WEAPONS

GLAIVE

and:

GREATSWORD


PART FIFTEEN — GRAZE EXAMPLE

Strength:

18

Modifier:

+4

Greatsword:

SLASHING

You attack.

Attack total:

14

Target AC:

17

Result:

MISS

Normally:

0 DAMAGE

But you have Greatsword Mastery:

GRAZE

Damage:

4 SLASHING

because the Ability modifier used for the attack was:

+4


PART SIXTEEN — GRAZE DOES NOT TURN THE MISS INTO A HIT

The attack remains:

A MISS

This is critical.

Graze merely allows:

DAMAGE ON THE MISS

It doesn't say:

"THE ATTACK HITS"


WHY THIS MATTERS

Effects that require:

A HIT

aren't automatically triggered merely because Graze dealt damage.

Always read the trigger of:

THE OTHER FEATURE


PART SEVENTEEN — GRAZE DAMAGE CANNOT RECEIVE NORMAL DAMAGE BOOSTS

The SRD specifically says Graze damage:

CAN BE INCREASED ONLY BY INCREASING THE ABILITY MODIFIER

 

That means you don't simply attach ordinary damage bonuses to:

THE GRAZE DAMAGE

because the attack missed.


EXAMPLE

Strength modifier:

+4

Graze:

4 DAMAGE

If Strength later becomes 20:

Modifier:

+5

Graze becomes:

5 DAMAGE

That is the allowed way the Mastery itself says this damage can increase:

INCREASE THE RELEVANT ABILITY MODIFIER


PART EIGHTEEN — GRAZE WITH A DIFFERENT ATTACK ABILITY

Suppose another rule lets you legally attack with the Graze weapon using:

A DIFFERENT ABILITY

Graze uses:

THE ABILITY MODIFIER ACTUALLY USED FOR THE ATTACK ROLL

It does not universally say:

STRENGTH

The Mastery follows the modifier:

USED TO MAKE THAT ATTACK


PART NINETEEN — GRAZE HAS NO ONCE-PER-TURN LIMIT

Unlike Cleave and Nick, Graze does not contain:

ONCE PER TURN

in its description.

So each qualifying miss with a weapon whose Graze Mastery you can use can potentially produce:

GRAZE DAMAGE

This follows from the written trigger.


PART TWENTY — NICK

Nick is deeply connected to the:

LIGHT PROPERTY

To understand Nick, remember the normal Light rule.

Normally:

Attack action with a Light weapon.

Then you may make:

ONE EXTRA ATTACK

with a different Light weapon as:

A BONUS ACTION

later that turn.

Nick changes:

WHERE THAT EXTRA ATTACK HAPPENS


NICK RULE

When you make the extra attack of:

THE LIGHT PROPERTY

you can make it as part of:

THE ATTACK ACTION

instead of:

A BONUS ACTION

 


IMPORTANT

Nick does not create:

AN ADDITIONAL NEW ATTACK

It relocates:

THE LIGHT PROPERTY'S EXTRA ATTACK


PART TWENTY-ONE — NICK EXAMPLE

Weapons:

SHORTSWORD

Light, Vex.

and:

SCIMITAR

Light, Nick.

You have Scimitar Mastery unlocked.


WITHOUT NICK

Attack action:

SHORTSWORD

Bonus Action:

SCIMITAR LIGHT ATTACK


WITH NICK

Attack action:

SHORTSWORD

then:

SCIMITAR LIGHT EXTRA ATTACK

inside:

THE SAME ATTACK ACTION

Your Bonus Action remains available for:

SOMETHING ELSE

if you have another legal Bonus Action option.


PART TWENTY-TWO — NICK AND TWO-WEAPON FIGHTING

Nick changes:

ACTION ECONOMY

It doesn't stop the attack from being:

THE EXTRA ATTACK OF THE LIGHT PROPERTY

Therefore the Fighting Style Feat:

TWO-WEAPON FIGHTING

can still apply to that attack.


EXAMPLE

Dexterity modifier:

+4

Light extra attack with Scimitar.

Normally:

1D6

Two-Weapon Fighting:

1D6 + 4

Nick:

MOVES THAT ATTACK INTO THE ATTACK ACTION

These rules can work together because they modify:

DIFFERENT PARTS OF THE SAME ATTACK


PART TWENTY-THREE — NICK DOES NOT GIVE TWO LIGHT EXTRA ATTACKS

You cannot say:

"NICK GIVES ME AN ATTACK IN MY ACTION"

and then:

"LIGHT GIVES ME ANOTHER AS A BONUS ACTION"

Nick is modifying:

THAT SAME LIGHT EXTRA ATTACK

The SRD also states:

YOU CAN MAKE THIS EXTRA ATTACK ONLY ONCE PER TURN

 


PART TWENTY-FOUR — NICK AND EXTRA ATTACK

Suppose a level 5 Fighter has:

EXTRA ATTACK

and qualifies for a Nick sequence.

The Attack action can include:

ATTACK 1

ATTACK 2

plus the:

LIGHT EXTRA ATTACK

moved into that Attack action by Nick.

Nick doesn't replace:

EXTRA ATTACK

and Extra Attack doesn't create another:

LIGHT EXTRA ATTACK


PART TWENTY-FIVE — PUSH

Push is one of the simplest and most tactical Masteries.

When you:

HIT A CREATURE

with the Push weapon, you may push it:

UP TO 10 FEET

straight:

AWAY FROM YOURSELF

The target must be:

LARGE OR SMALLER

 


PUSH WEAPONS

GREATCLUB

PIKE

WARHAMMER

HEAVY CROSSBOW


PART TWENTY-SIX — PUSH REQUIRES A HIT

Unlike Graze:

MISS = NO PUSH

You must:

HIT


EXAMPLE

Warhammer attack hits.

Target:

MEDIUM

You can move it:

0–10 FEET

straight away from yourself.


WHY 0?

The rule says:

UP TO 10 FEET

So using the Mastery is:

OPTIONAL

and the distance can be less than the maximum.


PART TWENTY-SEVEN — PUSH HAS NO SAVING THROW

Push doesn't instruct the target to make:

A SAVING THROW

Therefore:

DON'T INVENT ONE

If the attack hits, the target is Large or smaller, and you choose to Push:

THE PUSH OCCURS


PART TWENTY-EIGHT — PUSH SIZE LIMIT

Eligible:

TINY

SMALL

MEDIUM

LARGE

Not eligible:

HUGE

GARGANTUAN

through this Mastery.


EXAMPLE

Heavy Crossbow hits:

A LARGE OGRE

Push can apply.

Heavy Crossbow hits:

A HUGE CREATURE

Push cannot move it through this Mastery.


PART TWENTY-NINE — PUSH MUST BE STRAIGHT AWAY

You cannot freely place the enemy:

ANYWHERE WITHIN 10 FEET

The movement must be:

STRAIGHT AWAY FROM YOU

That directional restriction matters.


PART THIRTY — PUSH HAS NO WRITTEN ONCE-PER-TURN LIMIT

Unlike Cleave and Nick, Push doesn't state:

ONCE PER TURN

So if you make multiple qualifying hits with a mastered Push weapon:

EACH HIT CAN POTENTIALLY PUSH

provided the target still satisfies:

THE SIZE REQUIREMENT

This is a direct reading of the Mastery text.


PART THIRTY-ONE — PUSH WITH EXTRA ATTACK

Fighter makes two Warhammer attacks.

First hit:

PUSH 10 FEET

Move to maintain range if necessary.

Second hit:

PUSH AGAIN

If all requirements are still satisfied.

This can result in significant:

BATTLEFIELD REPOSITIONING


IMPORTANT

Push doesn't itself say the target:

FALLS PRONE

TAKES EXTRA DAMAGE

or:

LOSES ITS ACTION

Those effects would require:

OTHER RULES


PART THIRTY-TWO — SAP

Sap makes the target's next attack less reliable.

When you:

HIT A CREATURE

with a Sap weapon:

THAT CREATURE HAS DISADVANTAGE

on:

ITS NEXT ATTACK ROLL

before:

THE START OF YOUR NEXT TURN

 


SAP WEAPONS

MACE

SPEAR

FLAIL

LONGSWORD

MORNINGSTAR

WAR PICK


PART THIRTY-THREE — SAP EXAMPLE

You hit an enemy with:

LONGSWORD

Longsword Mastery:

SAP

Enemy's next Attack Roll occurs before:

THE START OF YOUR NEXT TURN

That attack is made with:

DISADVANTAGE


ATTACK AFTER THAT

Sap affects:

THE NEXT ATTACK ROLL

not:

EVERY ATTACK

The Mastery is expended by that next qualifying Attack Roll.


PART THIRTY-FOUR — SAP CAN EXPIRE UNUSED

Suppose you hit an enemy with Sap.

The enemy doesn't make:

ANY ATTACK ROLL

before the start of your next turn.

Then:

SAP EXPIRES

because its duration was:

BEFORE THE START OF YOUR NEXT TURN


PART THIRTY-FIVE — SAP DOES NOT CHOOSE WHO THE ENEMY ATTACKS

Sap doesn't force the target to:

ATTACK YOU

or:

ATTACK SOMEONE ELSE

It simply makes its next Attack Roll less reliable.


PART THIRTY-SIX — SAP AND MULTIPLE HITS

Advantage and Disadvantage don't normally stack into:

DOUBLE DISADVANTAGE

So repeatedly applying Sap to the same creature before it makes its next attack doesn't make it roll:

THREE D20S

Instead, Sap is often more tactically useful when applied to:

DIFFERENT THREATS

or refreshed after the first affected attack.


PART THIRTY-SEVEN — SLOW

Slow reduces:

MOVEMENT CAPABILITY

When you:

HIT

with the Slow weapon and:

DEAL DAMAGE

you may reduce the target's Speed by:

10 FEET

until:

THE START OF YOUR NEXT TURN

 


SLOW WEAPONS

CLUB

JAVELIN

LIGHT CROSSBOW

SLING

WHIP

LONGBOW

MUSKET


PART THIRTY-EIGHT — SLOW REQUIRES DAMAGE

Slow has a slightly more demanding trigger than:

SAP

Sap:

HIT

Slow:

HIT + DEAL DAMAGE

So read the complete trigger.


EXAMPLE

Enemy Speed:

30 FEET

Javelin hit deals damage.

Slow:

30 − 10 =

20 FEET

until:

THE START OF YOUR NEXT TURN


PART THIRTY-NINE — SLOW DOES NOT STACK WITH ITSELF

This rule is explicit.

If a creature is hit more than once by weapons with:

SLOW

its Speed reduction does not exceed:

10 FEET

 


EXAMPLE

Enemy Speed:

40

Hit with Javelin Slow:

30

Hit again with Longbow Slow:

Still:

30

not:

20

The maximum reduction from this Mastery is:

10 FEET


PART FORTY — YOU CAN SLOW DIFFERENT CREATURES

The non-stacking rule applies to:

THE SPEED REDUCTION ON A CREATURE

It doesn't create a once-per-turn use.

So multiple qualifying attacks can potentially Slow:

DIFFERENT TARGETS


EXAMPLE

Attack 1:

Slow Creature A by:

10 FEET

Attack 2:

Slow Creature B by:

10 FEET

provided both attacks satisfy the Mastery trigger.


PART FORTY-ONE — SLOW DOES NOT SET SPEED TO ZERO

Slow says:

REDUCE SPEED BY 10 FEET

It doesn't say:

SPEED BECOMES 0


EXAMPLE

Speed 50:

40

Speed 30:

20

Speed 10:

0

You apply the actual numerical reduction.


PART FORTY-TWO — TOPPLE

Topple can inflict one of the most tactically important combat conditions:

PRONE

When you:

HIT

with a Topple weapon, you can force the target to make:

A CONSTITUTION SAVING THROW

 


TOPPLE WEAPONS

QUARTERSTAFF

BATTLEAXE

LANCE

MAUL

TRIDENT


PART FORTY-THREE — TOPPLE SAVE DC

The DC is:

8

plus:

THE ABILITY MODIFIER USED FOR THE ATTACK ROLL

plus:

YOUR PROFICIENCY BONUS

Formula:

TOPPLE DC = 8 + ATTACK ABILITY MODIFIER + PB


EXAMPLE

Strength:

18

Modifier:

+4

PB:

+3

Topple DC:

8 + 4 + 3 =

DC 15


PART FORTY-FOUR — TOPPLE USES THE ACTUAL ATTACK ABILITY

Notice the wording.

It doesn't universally say:

STRENGTH

It says:

THE ABILITY MODIFIER USED TO MAKE THE ATTACK ROLL


EXAMPLE

A feature legally allows you to make the attack using:

DEXTERITY +4

PB:

+3

Topple DC:

8 + 4 + 3 =

15

Use:

THE ABILITY ACTUALLY USED


PART FORTY-FIVE — TOPPLE RESULT

Target makes:

CONSTITUTION SAVE

Success:

NO PRONE FROM TOPPLE

Failure:

PRONE CONDITION


NO HALF EFFECT

The Mastery doesn't say there is:

A PARTIAL EFFECT

on a successful save.

So:

Success:

RESISTS TOPPLE

Failure:

PRONE


PART FORTY-SIX — TOPPLE HAS NO SIZE LIMIT

Unlike:

PUSH

Topple doesn't say:

LARGE OR SMALLER

The Mastery itself contains:

NO SIZE RESTRICTION

So don't invent one.

If the creature can have the Prone condition, is hit, and fails the required Constitution save:

TOPPLE APPLIES

unless another rule prevents it.


PART FORTY-SEVEN — WHAT PRONE DOES

The Prone condition has two major groups of effects.

First:

MOVEMENT

A Prone creature can:

CRAWL

or spend movement equal to:

HALF ITS SPEED

rounded down to:

STAND UP

and end Prone.

If its Speed is:

0

it can't stand itself up through that method.

Second:

ATTACKS

The Prone creature has:

DISADVANTAGE ON ITS ATTACK ROLLS

Attack Rolls against it have:

ADVANTAGE

if the attacker is:

WITHIN 5 FEET

Otherwise:

DISADVANTAGE

 


PART FORTY-EIGHT — TOPPLE + EXTRA ATTACK

This creates a powerful sequence.

Level 5 Fighter.

Attack 1 with Battleaxe:

HIT

Use:

TOPPLE

Enemy fails Constitution save:

PRONE

Now Attack 2.

If the Fighter attacks from:

WITHIN 5 FEET

the Attack Roll against the Prone creature has:

ADVANTAGE

because of:

THE PRONE CONDITION


IMPORTANT

Topple itself doesn't directly say:

"YOUR NEXT ATTACK HAS ADVANTAGE"

The Advantage comes from:

PRONE

under the condition's rules.

This distinction matters.


PART FORTY-NINE — RANGED ATTACKS AGAINST PRONE

If an attacker is:

MORE THAN 5 FEET AWAY

an Attack Roll against a Prone creature has:

DISADVANTAGE

So knocking an enemy Prone can help:

CLOSE-RANGE ATTACKERS

while potentially making distant attacks:

LESS ACCURATE

This is an example of why tactics depend on:

PARTY POSITIONING


PART FIFTY — VEX

Vex is designed to:

SET UP YOUR NEXT ATTACK

When you:

HIT A CREATURE

and:

DEAL DAMAGE

with the Vex weapon:

YOU HAVE ADVANTAGE

on your:

NEXT ATTACK ROLL

against:

THAT CREATURE

before:

THE END OF YOUR NEXT TURN

 


VEX WEAPONS

HANDAXE

DART

SHORTBOW

RAPIER

SHORTSWORD

BLOWGUN

HAND CROSSBOW

PISTOL


PART FIFTY-ONE — VEX EXAMPLE

Rogue attacks with:

RAPIER

Hit.

Deal damage.

Vex activates.

The Rogue's next Attack Roll against:

THAT SAME CREATURE

has:

ADVANTAGE

provided it occurs before:

THE END OF THE ROGUE'S NEXT TURN


PART FIFTY-TWO — VEX CAN HELP DURING THE SAME TURN

You don't need to wait until:

NEXT TURN

The wording says your next Attack Roll before:

THE END OF YOUR NEXT TURN

So if you have another attack:

THIS TURN

it can benefit.


EXAMPLE

Fighter with Extra Attack.

Attack 1:

SHORTSWORD VEX

Hit and deal damage.

Attack 2 against same creature:

ADVANTAGE


PART FIFTY-THREE — VEX CAN ALSO CARRY INTO THE NEXT TURN

Suppose you hit with Vex but make:

NO MORE ATTACKS

this turn.

On your next turn, your first Attack Roll against that creature can still have:

ADVANTAGE

provided you haven't already made your "next Attack Roll" against that target and the timing hasn't expired.


PART FIFTY-FOUR — VEX EXPIRES

The deadline is:

THE END OF YOUR NEXT TURN

If you don't make the relevant Attack Roll before then:

THE ADVANTAGE IS LOST


PART FIFTY-FIVE — VEX TARGET IS SPECIFIC

Vex applies to your next attack:

AGAINST THAT CREATURE


EXAMPLE

You hit:

GOBLIN A

with Vex.

Next attack targets:

GOBLIN B

Does the Vex from Goblin A give Advantage?

NO

The effect was linked to:

GOBLIN A


PART FIFTY-SIX — VEX REQUIRES DAMAGE

Like Slow, Vex requires:

HIT + DAMAGE

A hit that doesn't satisfy the damage requirement doesn't trigger:

VEX


PART FIFTY-SEVEN — VEX AND SNEAK ATTACK

A Rogue's Sneak Attack can work when the Rogue has:

ADVANTAGE

and uses a:

FINESSE

or:

RANGED WEAPON

subject to Sneak Attack's normal restrictions.

Therefore Vex can sometimes help set up a later Attack Roll that satisfies:

THE ADVANTAGE REQUIREMENT

for Sneak Attack.


IMPORTANT

Vex doesn't itself grant:

SNEAK ATTACK

It grants:

ADVANTAGE ON A SPECIFIC NEXT ATTACK

Sneak Attack then checks:

ITS OWN RULES


PART FIFTY-EIGHT — VEX CHAINING

Consider:

Attack 1:

VEX HIT

Attack 2:

ADVANTAGE FROM VEX

If Attack 2 also uses a mastered Vex weapon, hits, and deals damage:

VEX CAN SET UP THE NEXT ATTACK AGAIN

This can create a sequence of:

ACCURACY SETUP

as long as each relevant trigger continues to be satisfied.


PART FIFTY-NINE — THE MASTERIES BY TRIGGER

A useful way to learn Masteries is by asking:

WHAT MUST HAPPEN FIRST?


TRIGGER: YOU HIT

CLEAVE

PUSH

SAP

TOPPLE


TRIGGER: YOU HIT AND DEAL DAMAGE

SLOW

VEX


TRIGGER: YOU MISS

GRAZE


TRIGGER: LIGHT EXTRA ATTACK

NICK

This makes the Masteries much easier to remember.


PART SIXTY — THE MASTERIES BY PURPOSE

Another useful teaching model is:


MULTI-TARGET DAMAGE

CLEAVE


RELIABLE DAMAGE

GRAZE


ACTION ECONOMY

NICK


FORCED MOVEMENT

PUSH


DEFENSIVE DISRUPTION

SAP


MOBILITY CONTROL

SLOW


CONDITION CONTROL

TOPPLE


ACCURACY SETUP

VEX

This classification is:

GAMEPLAY GUIDANCE

not additional SRD rules.


PART SIXTY-ONE — COMPLETE MASTERY REFERENCE TABLE

Mastery Trigger Effect Limit / Duration
Cleave Hit with melee attack Extra attack vs nearby second creature Extra attack once per turn
Graze Miss Ability-modifier damage Damage only increased via Ability modifier
Nick Light extra attack Put it inside Attack action Extra Light attack once per turn
Push Hit Push up to 10 ft. away Large or smaller
Sap Hit Disadvantage on next attack Before start of your next turn
Slow Hit and deal damage −10 ft. Speed Until start next turn; doesn't stack beyond 10
Topple Hit Con save or Prone DC 8 + attack ability mod + PB
Vex Hit and deal damage Advantage on next attack vs target Before end of your next turn

 


PART SIXTY-TWO — MASTERY EFFECTS ARE OFTEN OPTIONAL

Notice how several Masteries say:

YOU CAN

Cleave:

YOU CAN MAKE

the second attack.

Push:

YOU CAN PUSH

Topple:

YOU CAN FORCE

the save.

Slow:

YOU CAN REDUCE

Speed.

You aren't forced to use:

EVERY MASTERY EFFECT

every time it becomes available.


EXAMPLE

You hit an enemy standing between you and:

A DANGEROUS PIT

with Push.

Perhaps pushing it is useful.

But perhaps pushing it would move it:

AWAY FROM YOUR BARBARIAN ALLY

and ruin your party's positioning.

Push is:

OPTIONAL

You can choose:

NOT TO PUSH


PART SIXTY-THREE — MASTERY IS ABOUT POSITIONING, NOT ONLY DAMAGE

Only some Masteries directly increase:

DAMAGE

Cleave:

POTENTIAL EXTRA DAMAGE TO SECOND TARGET

Graze:

DAMAGE ON A MISS

Others change:

THE BATTLEFIELD

Push:

POSITION

Slow:

MOVEMENT

Topple:

CONDITION

Sap:

ENEMY ACCURACY

Vex:

YOUR FUTURE ACCURACY

Nick:

YOUR ACTION ECONOMY

This is why Weapon Mastery turns weapons into:

TACTICAL TOOLS


PART SIXTY-FOUR — FIGHTER TACTICAL MASTER

The Fighter has a special high-level interaction with Mastery.

At Fighter level:

9

the Fighter gains:

TACTICAL MASTER

When attacking with a weapon whose Mastery Property the Fighter can use, the Fighter can replace that Mastery for that attack with:

PUSH

SAP

or:

SLOW

 


EXAMPLE

Weapon:

GREATSWORD

Normal Mastery:

GRAZE

Level 9 Fighter has its Mastery unlocked.

For a particular attack, Tactical Master can instead use:

PUSH

or:

SAP

or:

SLOW


IMPORTANT

This doesn't permanently rewrite the Greatsword's Mastery in the Weapons table.

Greatsword remains:

GRAZE

Tactical Master is:

A SPECIFIC FIGHTER EXCEPTION

that changes the property:

FOR THAT ATTACK


PART SIXTY-FIVE — MASTERY AND EXTRA ATTACK

Weapon Mastery becomes particularly interesting when a character can attack:

MULTIPLE TIMES

A character might use different mastered weapons across the Attack action.


EXAMPLE

Fighter has mastery of:

BATTLEAXE — TOPPLE

and:

LONGSWORD — SAP

Attack 1:

Battleaxe.

Hit.

Topple.

Enemy fails:

PRONE

Attack 2:

Longsword from within 5 feet.

Because the target is Prone:

ADVANTAGE

Hit.

Apply:

SAP

Now the enemy is:

PRONE

and has:

DISADVANTAGE ON ITS NEXT ATTACK

before your next turn.

This illustrates how Masteries can:

COMBINE THROUGH SEPARATE ATTACKS


PART SIXTY-SIX — VEX + NICK EXAMPLE

Rogue uses:

SHORTSWORD — VEX

and:

SCIMITAR — NICK

Both have:

LIGHT

and:

FINESSE


ATTACK ACTION

Attack with Shortsword.

Hit and deal damage.

Vex:

ADVANTAGE ON NEXT ATTACK VS TARGET


NICK

Make the Light extra attack with Scimitar:

INSIDE THE ATTACK ACTION

Because Vex was already active:

SCIMITAR ATTACK HAS ADVANTAGE

Nick has also preserved:

THE BONUS ACTION

for another legal Rogue option such as:

CUNNING ACTION

This is a strong example of how Masteries can interact without changing their actual rules.


PART SIXTY-SEVEN — TOPPLE + PUSH EXAMPLE

Fighter has mastered:

BATTLEAXE — TOPPLE

and:

WARHAMMER — PUSH

Attack 1:

Battleaxe.

Enemy fails Topple save:

PRONE

Attack 2 from within 5 feet:

ADVANTAGE

because target is Prone.

Warhammer hits.

Push:

UP TO 10 FEET STRAIGHT AWAY

if the target is:

LARGE OR SMALLER

The target can end the sequence:

PRONE AND REPOSITIONED


PART SIXTY-EIGHT — SLOW + PUSH EXAMPLE

A pursuing enemy has:

SPEED 30

Javelin Mastery:

SLOW

Hit and deal damage.

Speed:

20

Later a Push weapon hits:

PUSH 10 FEET AWAY

Now the creature has:

LESS SPEED

and:

MORE DISTANCE TO COVER

This is tactical synergy.

The rules don't create an extra mathematical penalty beyond:

SLOW'S −10 SPEED

and:

PUSH'S MOVEMENT


PART SIXTY-NINE — SAP + SLOW EXAMPLE

Paladin has mastered:

Longsword:

SAP

Javelin:

SLOW

A melee enemy threatens the Wizard.

Longsword hit:

SAP

The enemy's next attack is less reliable.

Another enemy is running toward the Cleric.

Javelin hit:

SLOW

Its Speed falls by:

10 FEET

Different weapons solve:

DIFFERENT BATTLEFIELD PROBLEMS


PART SEVENTY — MASTERY AND DAMAGE TYPE

Mastery does not normally replace:

THE WEAPON'S DAMAGE TYPE

For example:

Greatsword Graze:

SLASHING

Greataxe Cleave:

SLASHING

Heavy Crossbow Push:

PIERCING

Warhammer Push:

BLUDGEONING

The weapon's listed damage remains relevant.


GRAZE SPECIFICALLY

Graze explicitly says its damage is:

THE SAME TYPE DEALT BY THE WEAPON

So Greatsword Graze deals:

SLASHING

and Glaive Graze deals:

SLASHING


PART SEVENTY-ONE — MASTERY DOES NOT COST AN ACTION UNLESS IT SAYS SO

None of the eight Mastery descriptions says:

TAKE A SEPARATE ACTION

to activate the effect.

Instead, Masteries trigger from:

ATTACKS

HITS

MISSES

or:

THE LIGHT EXTRA ATTACK


EXAMPLE

Warhammer Push.

You don't:

Action:

ATTACK

then:

Bonus Action:

PUSH

The push is part of resolving:

THE MASTERY TRIGGER


PART SEVENTY-TWO — MASTERY DOES NOT COST SPELL SLOTS

Weapon Masteries aren't:

SPELLS

They don't consume:

SPELL SLOTS

unless another feature somehow says otherwise.


PART SEVENTY-THREE — MASTERY DOES NOT REQUIRE CONCENTRATION

The Mastery rules themselves don't use:

CONCENTRATION

Slow, Sap, Vex, and the other temporary effects simply use:

THEIR WRITTEN DURATIONS


PART SEVENTY-FOUR — MASTERIES WITH SAVING THROWS

Of the eight basic Weapon Masteries, only:

TOPPLE

contains:

A SAVING THROW

It uses:

CONSTITUTION


PUSH

No save.

SAP

No save.

SLOW

No save.

VEX

No save.

GRAZE

No save.

CLEAVE

uses another:

ATTACK ROLL

not a save.

NICK

uses no save.


PART SEVENTY-FIVE — MASTERIES WITH SIZE LIMITS

Only Push explicitly says:

LARGE OR SMALLER

among these eight Mastery descriptions.

Cleave instead uses:

POSITION AND REACH

Topple contains:

NO SIZE LIMIT

Slow:

NO SIZE LIMIT

Sap:

NO SIZE LIMIT

Vex:

NO SIZE LIMIT

Graze:

NO SIZE LIMIT

Nick:

NOT TARGET-SIZE BASED

Don't add restrictions that:

AREN'T WRITTEN


PART SEVENTY-SIX — MASTERIES WITH ONCE-PER-TURN LIMITS

Explicitly:

CLEAVE

Extra attack:

ONCE PER TURN


NICK

Light extra attack:

ONCE PER TURN


The other Mastery descriptions don't contain that same:

ONCE-PER-TURN

sentence.

However, each still requires:

ITS OWN TRIGGER


PART SEVENTY-SEVEN — AT THE TABLE

A Weapon Mastery player should write the Mastery directly next to:

EACH MASTERED WEAPON

Example character sheet:

Longsword:

1D8 + 4 SLASHING — SAP

Javelin:

1D6 + 4 PIERCING — SLOW

That prevents the most common table problem:

REMEMBERING THE MASTERY AFTER THE MOMENT HAS PASSED


A SIMPLE MASTERY CHECK

Every time you attack, ask:

1. WHICH WEAPON AM I USING?

2. DO I HAVE ITS MASTERY UNLOCKED?

3. DID I HIT OR MISS?

4. WHAT DOES THAT MASTERY TRIGGER ON?

5. DO I WANT TO USE IT?

6. HOW LONG DOES THE EFFECT LAST?

This makes Mastery play:

FAST

rather than:

COMPLICATED


PART SEVENTY-EIGHT — COMPLETE FIGHTER EXAMPLE

Level 5 Fighter.

Strength:

18

Modifier:

+4

PB:

+3

Weapon Masteries:

BATTLEAXE — TOPPLE

LONGSWORD — SAP

GREATSWORD — GRAZE

Extra Attack:

TWO ATTACKS


SCENARIO ONE — BATTLEAXE

Attack bonus:

4 + 3 =

+7

Hit.

Topple DC:

8 + 4 + 3 =

DC 15

Enemy fails Constitution Save:

PRONE


ATTACK TWO

Switch to Longsword.

Enemy is Prone.

Fighter is within:

5 FEET

Attack:

ADVANTAGE

Hit.

Sap:

DISADVANTAGE

on enemy's next Attack Roll before:

START OF FIGHTER'S NEXT TURN

This turn has produced:

DAMAGE

PRONE

and:

ATTACK DISRUPTION


PART SEVENTY-NINE — COMPLETE GREAT-WEAPON EXAMPLE

Barbarian has Greataxe Mastery:

CLEAVE

Strength:

+4

Two enemies stand adjacent.

Attack Creature A:

HIT

Normal Greataxe damage:

1D12 + 4

Cleave triggers.

Attack Creature B:

NEW MELEE ATTACK ROLL

Hit.

Damage:

1D12

without adding +4 because Cleave removes the positive Ability modifier from:

THE SECOND TARGET'S WEAPON DAMAGE


PART EIGHTY — COMPLETE GRAZE EXAMPLE

Fighter attacks with Greatsword.

Strength:

+5

Enemy AC:

20

Attack total:

18

Miss.

Graze:

5 SLASHING DAMAGE

The attack:

REMAINS A MISS

That distinction should be recorded immediately.


PART EIGHTY-ONE — COMPLETE VEX ROGUE EXAMPLE

Rogue has:

SHORTSWORD VEX

Dexterity:

+4

PB:

+3

Attack:

+7

Hit and deal damage.

Vex activates.

The Rogue's next Attack Roll against that creature:

ADVANTAGE

If that attack also satisfies Sneak Attack's other requirements:

SNEAK ATTACK

may apply according to:

ITS OWN RULES


PART EIGHTY-TWO — COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING EVERY CHARACTER AUTOMATICALLY USES MASTERY

No.

You need:

A FEATURE THAT UNLOCKS IT


MISTAKE 2 — THINKING WEAPON PROFICIENCY AND MASTERY ARE THE SAME THING

They are:

DIFFERENT RULES


MISTAKE 3 — THINKING A CHARACTER WITH MASTERY CAN USE ALL 38 WEAPON MASTERIES

The feature determines:

WHICH WEAPON KINDS

you have mastered.


MISTAKE 4 — THINKING YOU CHOOSE ANY MASTERY FOR A WEAPON

Normally the Weapons table assigns:

THE WEAPON'S MASTERY

Longsword:

SAP

not whichever Mastery you want.

Specific exceptions such as Fighter's Tactical Master can modify this.


MISTAKE 5 — THINKING CLEAVE AUTOMATICALLY DAMAGES THE SECOND TARGET

It requires:

A SECOND ATTACK ROLL


MISTAKE 6 — CLEAVING THE SAME TARGET AGAIN

Cleave requires:

A SECOND CREATURE


MISTAKE 7 — IGNORING CLEAVE POSITIONING

Second creature must be:

WITHIN 5 FEET OF THE FIRST

and:

WITHIN YOUR REACH


MISTAKE 8 — ADDING A POSITIVE ABILITY MODIFIER TO CLEAVE DAMAGE

Don't.

Unless the modifier is:

NEGATIVE


MISTAKE 9 — CLEAVING MULTIPLE TIMES ON THE SAME TURN

Cleave extra attack:

ONCE PER TURN


MISTAKE 10 — THINKING GRAZE TURNS A MISS INTO A HIT

It does not.

MISS REMAINS MISS


MISTAKE 11 — ROLLING THE WEAPON'S NORMAL DAMAGE DICE FOR GRAZE

Graze damage equals:

THE ABILITY MODIFIER USED FOR THE ATTACK


MISTAKE 12 — ADDING EXTRA DAMAGE BONUSES TO GRAZE

The Mastery says its damage can be increased only by:

INCREASING THAT ABILITY MODIFIER


MISTAKE 13 — THINKING NICK GIVES A WHOLE NEW EXTRA ATTACK

Nick modifies:

THE LIGHT PROPERTY'S EXTRA ATTACK


MISTAKE 14 — USING NICK AND THEN MAKING ANOTHER LIGHT BONUS-ACTION ATTACK

The Light extra attack is still:

ONE EXTRA ATTACK


MISTAKE 15 — THINKING NICK MAKES TWO-WEAPON FIGHTING STOP WORKING

The attack is still:

THE LIGHT EXTRA ATTACK

Two-Weapon Fighting can still modify its damage.


MISTAKE 16 — THINKING PUSH REQUIRES A SAVE

It doesn't.


MISTAKE 17 — PUSHING A HUGE CREATURE

Push applies only to:

LARGE OR SMALLER


MISTAKE 18 — PUSHING A CREATURE SIDEWAYS

Push says:

STRAIGHT AWAY FROM YOURSELF


MISTAKE 19 — THINKING PUSH AUTOMATICALLY MOVES THE FULL 10 FEET

It says:

UP TO 10 FEET


MISTAKE 20 — THINKING SAP AFFECTS ALL OF THE TARGET'S ATTACKS

It affects:

THE NEXT ATTACK ROLL

before your next turn.


MISTAKE 21 — THINKING SAP LASTS FOREVER IF THE TARGET DOESN'T ATTACK

It expires at:

THE START OF YOUR NEXT TURN


MISTAKE 22 — STACKING MULTIPLE SAPS INTO GREATER DISADVANTAGE

Disadvantage doesn't stack that way.


MISTAKE 23 — USING SLOW ON A HIT THAT DEALT NO DAMAGE

Slow requires:

HIT + DAMAGE


MISTAKE 24 — STACKING SLOW TO −20 OR −30 FEET

The reduction from this Mastery doesn't exceed:

10 FEET


MISTAKE 25 — THINKING SLOW ALWAYS MAKES SPEED 0

It reduces:

SPEED BY 10


MISTAKE 26 — USING STRENGTH AUTOMATICALLY FOR TOPPLE DC

Use:

THE ABILITY MODIFIER USED FOR THE ATTACK ROLL


MISTAKE 27 — FORGETTING PROFICIENCY BONUS IN TOPPLE DC

Formula:

8 + ATTACK ABILITY MODIFIER + PB


MISTAKE 28 — USING A STRENGTH SAVE FOR TOPPLE

The target makes:

CONSTITUTION SAVING THROW


MISTAKE 29 — INVENTING A SIZE LIMIT FOR TOPPLE

Topple's Mastery description does not contain one.


MISTAKE 30 — THINKING PRONE GIVES EVERY ATTACK ADVANTAGE

Only attackers within:

5 FEET

have Advantage against the Prone creature.

Attackers farther away have:

DISADVANTAGE


MISTAKE 31 — THINKING VEX GIVES ADVANTAGE AGAINST EVERY ENEMY

It applies to:

THE CREATURE YOU HIT


MISTAKE 32 — THINKING VEX WORKS ON A MISS

It requires:

HIT + DAMAGE


MISTAKE 33 — THINKING VEX LASTS INDEFINITELY

The Attack Roll must occur before:

THE END OF YOUR NEXT TURN


MISTAKE 34 — THINKING VEX AUTOMATICALLY GIVES SNEAK ATTACK

Vex gives:

ADVANTAGE

Sneak Attack then checks:

ITS OWN CONDITIONS


MISTAKE 35 — THINKING MASTERY EFFECTS NEED A BONUS ACTION

None of the eight basic Masteries adds a separate Bonus Action cost unless another rule involved in the sequence says so.


MISTAKE 36 — THINKING MASTERY USES SPELL SLOTS

It doesn't.


MISTAKE 37 — THINKING MASTERY REQUIRES CONCENTRATION

The basic Mastery effects don't use Concentration.


QUICK RECAP

Weapon Mastery requires:

A FEATURE THAT UNLOCKS THE WEAPON'S MASTERY

Proficiency alone:

IS NOT ENOUGH


CLEAVE

Hit with:

MELEE ATTACK

Make another melee attack against:

SECOND CREATURE

within:

5 FEET OF FIRST

and:

YOUR REACH

Second hit deals:

WEAPON DAMAGE

but no positive:

ABILITY MODIFIER

Extra attack:

ONCE PER TURN


GRAZE

Miss:

DEAL DAMAGE = ATTACK ABILITY MODIFIER

Damage type:

SAME AS WEAPON

The damage can only be increased by:

INCREASING THE ABILITY MODIFIER


NICK

Light extra attack:

PART OF ATTACK ACTION

instead of:

BONUS ACTION

Extra Light attack:

ONCE PER TURN


PUSH

Hit:

PUSH UP TO 10 FEET

straight:

AWAY FROM YOU

Target:

LARGE OR SMALLER

No save listed.


SAP

Hit:

Target has:

DISADVANTAGE

on:

NEXT ATTACK ROLL

before:

START OF YOUR NEXT TURN


SLOW

Hit and deal damage:

−10 FEET SPEED

until:

START OF YOUR NEXT TURN

Multiple Slow hits:

DON'T EXCEED −10 FEET


TOPPLE

Hit:

Target makes:

CONSTITUTION SAVE

DC:

8 + ATTACK ABILITY MODIFIER + PB

Failure:

PRONE


VEX

Hit and deal damage:

ADVANTAGE

on your:

NEXT ATTACK ROLL

against:

THAT CREATURE

before:

END OF YOUR NEXT TURN


PRIME HERO CHALLENGE

A level 5 Fighter has:

Strength:

18

Modifier:

+4

PB:

+3

Extra Attack:

TWO ATTACKS

The Fighter has mastery of:

BATTLEAXE — TOPPLE

LONGSWORD — SAP

GREATSWORD — GRAZE


QUESTION 1

The Fighter attacks with Battleaxe and hits.

What is the Topple DC?

8 + 4 + 3 =

DC 15


QUESTION 2

What Saving Throw does the enemy make?

CONSTITUTION


QUESTION 3

Enemy fails.

Condition:

PRONE


QUESTION 4

Fighter's second attack is made with Longsword while standing within 5 feet of the Prone enemy.

What does the Prone condition do to this Attack Roll?

ADVANTAGE


QUESTION 5

The Longsword hits.

What does Sap do?

The enemy has:

DISADVANTAGE

on its:

NEXT ATTACK ROLL

before the start of the Fighter's next turn.


QUESTION 6

On the next round, the Fighter attacks with Greatsword.

Attack:

MISS

Can Graze apply?

YES


QUESTION 7

How much Graze damage?

Strength modifier:

+4

Therefore:

4 SLASHING DAMAGE


QUESTION 8

Did that Greatsword attack become a hit?

NO

It remains:

A MISS

Graze simply dealt its Mastery damage.


LESSON 63 — KEY TAKEAWAYS

Weapon Mastery transforms weapons from simple:

DAMAGE DELIVERY SYSTEMS

into:

TACTICAL TOOLS

Two weapons with similar damage can play completely differently.

A Greataxe with:

CLEAVE

can threaten multiple enemies.

A Greatsword with:

GRAZE

can remain dangerous even when it misses.

A Scimitar with:

NICK

can radically improve action economy.

A Warhammer with:

PUSH

can control position.

A Longsword with:

SAP

can protect the party by weakening the enemy's next attack.

A Longbow with:

SLOW

can control distance.

A Battleaxe with:

TOPPLE

can knock enemies Prone.

A Rapier with:

VEX

can prepare Advantage for the next strike.


THE CENTRAL MASTERY QUESTION

Every time you attack with a mastered weapon, ask:

WHAT DOES MY MASTERY TRIGGER ON?

Is it:

HIT?

MISS?

HIT + DAMAGE?

or:

LIGHT EXTRA ATTACK?

Then ask:

WHAT DOES IT CHANGE?

DAMAGE?

POSITION?

SPEED?

CONDITION?

ACCURACY?

ACTION ECONOMY?

That is the key to playing Weapon Mastery efficiently.

The weapon no longer answers only:

"HOW MUCH DAMAGE DO I DEAL?"

It also answers:

"WHAT DO I WANT THIS ATTACK TO DO TO THE BATTLEFIELD?"


NEXT LESSON

LESSON 64 — ARMOR AND SHIELDS

We have now completed:

WEAPONS

WEAPON PROPERTIES

and:

WEAPON MASTERY

Now we move from:

OFFENSE

to:

DEFENSE

Lesson 64 will cover every armor and shield entry in the SRD 5.2.1, including:

LIGHT ARMOR

PADDED ARMOR

LEATHER ARMOR

STUDDED LEATHER ARMOR


MEDIUM ARMOR

HIDE ARMOR

CHAIN SHIRT

SCALE MAIL

BREASTPLATE

HALF PLATE ARMOR


HEAVY ARMOR

RING MAIL

CHAIN MAIL

SPLINT ARMOR

PLATE ARMOR


and:

SHIELDS

We will learn exactly how to calculate:

ARMOR CLASS

how:

DEXTERITY

interacts with each armor category,

what:

STRENGTH REQUIREMENTS

do,

how armor can affect:

STEALTH

what happens when you wear armor without:

ARMOR TRAINING

and how:

DONNING

and:

DOFFING

armor and shields works.


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.