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.