| Weapons | Damage | Core Properties | Mastery Properties |
|---|---|---|---|
| Club | 1d4 bludgeoning | Light | Slow, Push, Sap |
| Dagger | 1d4 piercing | Finesse, light, thrown (range 20/60) | Flurry, Guard, Pinpoint |
| Greatclub | 1d8 bludgeoning | Two-handed | Push, Sap, Slow |
| Handaxe | 1d6 slashing | Light, thrown (range 20/60) | Lacerate, Maim, Slow |
| Javelin | 1d6 piercing | Thrown (range 30/120) | Expose, Pinpoint, Slow |
| Light hammer | 1d4 bludgeoning | Light, thrown (range 20/60) | Pinpoint, Slow, Sap |
| Mace | 1d6 bludgeoning | - | Sap, Push, Expose |
| Quarterstaff | 1d6 bludgeoning | Versatile (1d8) | Topple (2H), Push (1H), Expose, Guard |
| Sickle | 1d4 slashing | Light | Guard, Sap, Vex |
| Spear | 1d6 piercing | Thrown (range 20/60), versatile (1d8) | Topple (2H), Push (1H), Rush, Pinpoint |
| Crossbow, light | 1d8 piercing | Ammunition (range 80/320), loading, two-handed | Expose, Slow |
| Dart | 1d4 piercing | Finesse, thrown (range 20/60) | Graze, Flurry |
| Shortbow | 1d6 piercing | Ammunition (range 80/320), two-handed | Pinpoint, Vex |
| Sling | 1d4 bludgeoning | Ammunition (range 30/120) | Slow, Sap |
| Martial Weapons | Damage | Core Properties | Mastery Properties |
| Arming dagger | 1d4 piercing | Finesse, light, thrown (range 20/60) | Flurry, Guard, Pinpoint, Vex |
| Battleaxe | 1d8 slashing | Versatile (1d10) | Cleave, Lacerate, Maim, Topple (2H), Slow (1H) |
| Kukri | 1d4 slashing | Finesse, light, thrown (range 20/60) | Graze, Flurry, Lacerate, Vex |
| Glaive | 1d10 slashing | Heavy, reach, two-handed | Graze, Topple, Push, Rush |
| Greataxe | 1d12 slashing | Heavy, two-handed | Cleave, Lacerate, Maim, Topple |
| Greatsword | 2d6 slashing | Heavy, two-handed | Cleave, Graze, Lacerate, Vex |
| Halberd | 1d10 slashing | Heavy, reach, two-handed | Cleave, Topple, Push, Rush |
| Hand Flail | 1d8 bludgeoning | - | Cleave, Graze, Sap, Topple |
| Lance | 1d12 piercing | Reach, special | Expose, Maim, Pinpoint, Rush |
| Longsword | 1d8 slashing | Versatile (1d10) | Graze (2H), Guard, Lacerate, Sap (1H), Vex |
| Maul | 2d6 bludgeoning | Heavy, two-handed | Cleave, Maim, Push, Topple |
| Morningstar | 1d8 piercing | - | Expose, Lacerate, Push, Sap |
| Pike | 1d10 piercing | Heavy, reach, two-handed | Topple, Push, Rush, Expose |
| Rapier | 1d8 piercing | Finesse | Flurry, Guard, Pinpoint, Vex |
| Scimitar | 1d6 slashing | Finesse, light | Graze, Guard, Lacerate, Vex |
| Shortsword | 1d6 piercing | Finesse, light | Guard, Lacerate, Sap, Vex |
| Trident | 1d8 piercing | Thrown (20/60), versatile (1d10) | Guard, Topple (2H), Push (1H), Rush, Pinpoint |
| War flail | 1d10 bludgeoning | Heavy, reach, two-handed | Cleave, Graze, Sap, Topple |
| War pick | 1d8 piercing | - | Maim, Pinpoint, Slow, Sap |
| War spear | 1d8 piercing | Thrown (range 20/60), versatile (1d10) | Expose, Pinpoint, Push (1H), Topple (2H), Rush |
| Warhammer | 1d8 bludgeoning | Versatile (1d8) | Maim, Pinpoint, Slow (1H), Sap, Topple (2H), |
| Whip | 1d4 slashing | Finesse, reach | Graze, Expose, Topple, Vex |
| Blowgun | 1 piercing | Ammunition (range 25/100), loading | Sap, Slow, Expose |
| Crossbow, hand | 1d6 piercing | Ammunition (range 30/120), light, loading | Expose, Slow, Vex |
| Crossbow, heavy | 1d10 piercing | Ammunition (range 100/400), heavy, loading, two-handed | Expose, Lacerate, Slow |
| Longbow | 1d8 piercing | Ammunition (range 150/600), heavy, two-handed | Lacerate, Pinpoint, Vex |
| Recurve bow | 1d6 piercing | Ammunition (range 100/400), two-handed | Flurry, Pinpoint, Vex |
| Mastery | Description |
|---|---|
| Expose | If you hit a creature with this Mastery and deal damage to it, the next attack roll made by a creature other than you against that creature has Advantage if it’s made before the start of your next turn. |
| Cleave | If you hit a creature with a melee attack roll using this Mastery, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. |
| Flurry | If your attack roll with this Mastery misses a creature, you can immediately make another attack against that creature with the weapon. You don’t add your ability modifier to this attack’s damage unless it’s negative, and your can make this extra attack only once per turn. |
| Graze | If your attack roll with this Mastery misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. |
| Guard | When you attack a creature with this Mastery, your AC against that creature increases by 1 until the end of your next turn. If you hit a creature with this weapon, your AC against that creature increases by 2 until the end of your next turn. Each of these can only trigger on a creature once per turn. |
| Lacerate | If you hit a creature with this Mastery and deal damage to it, that creature suffers additional damage equal to your proficiency bonus. This Mastery can only apply once per creature per turn. |
| Maim | If you score a critical hit with this Mastery, you can roll one additional weapon damage die when determining the extra damage for a critical hit. |
| Pinpoint | When you attack with this Mastery, your critical hit range with this weapon is increased by 1. |
| Push | If you hit a creature with this Mastery, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. |
| Rush | If you move 10 feet in a straight line prior to attacking with this Mastery, you have advantage on your attack roll and. On a hit, you deal additional damage equal to your proficiency bonus. This Mastery can only apply once per creature per turn. |
| Sap | If you hit a creature with this Mastery, that creature has Disadvantage on its next attack roll before the start of your next turn. |
| Slow | If you hit a creature with this Mastery and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet. |
| Topple | If you hit a creature with this Mastery, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
| Vex | If you hit a creature with this Mastery and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
To-Be-Fighting-Styles
| Agile | Before or after making an attack with this Mastery, you can move up to 5 feet without provoking Opportunity Attacks. (You can’t move in this way if your Speed is 0, and this movement is considered as part of your Movement for the turn.) |
|---|---|
| Bind | If you hit a creature with this Mastery and deal damage to it, you can choose to apply the Grappled effect to both that creature and yourself. You can choose to end this mutual grapple at any time on your turn. While you are in this mutual grapple, you are unable to attack with the weapon you applied this Bind effect with. If you choose to attack with this weapon, the Grappled effect immediately ends for both parties. |
| Nick | When you make the extra attack of the Light property, you can use this Mastery to make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. |