rpg—rules

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Mastery Properties

Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.

Improvised Weapons

If you use an object—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack.

Cleave

If you hit a creature with a melee attack roll using this weapon, 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.

Graze

If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Nick

When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Push

If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Sap

If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Slow

If you hit a creature with this weapon 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 weapon, 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 weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Weapons

Name Damage Properties Mastery Weight Cost
Simple Melee Weapons
Club 1d4 Bludgeoning Light Slow 2 lb. 1 SP
Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP
Greatclub 1d8 Bludgeoning Two-Handed Push 10 lb. 2 SP
Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex 2 lb. 5 GP
Javelin 1d6 Piercing Thrown (Range 30/120) Slow 2 lb. 5 SP
Light Hammer 1d4 Bludgeoning Light, Thrown (Range 20/60) Nick 2 lb. 2 GP
Mace 1d6 Bludgeoning — Sap 4 lb. 5 GP
Quarterstaff 1d6 Bludgeoning Versatile (1d8) Topple 4 lb. 2 SP
Sickle 1d4 Slashing Light Nick 2 lb. 1 GP
Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8) Sap 3 lb. 1 GP
Simple Ranged Weapons
Dart 1d4 Piercing Finesse, Thrown (Range 20/60) Vex 1/4 lb. 5 CP
Light Crossbow 1d8 Piercing Ammunition (Range 80/320; Bolt), Loading, Two-Handed Slow 5 lb. 25 GP
Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP
Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP
Martial Melee Weapons
Battleaxe 1d8 Slashing Versatile (1d10) Topple 4 lb. 10 GP
Flail 1d8 Bludgeoning — Sap 2 lb. 10 GP
Glaive 1d10 Slashing Heavy, Reach, Two-Handed Graze 6 lb. 20 GP
Greataxe 1d12 Slashing Heavy, Two-Handed Cleave 7 lb. 30 GP
Greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb. 50 GP
Halberd 1d10 Slashing Heavy, Reach, Two-Handed Cleave 6 lb. 20 GP
Lance 1d10 Piercing Heavy, Reach, Two-Handed (unless mounted) Topple 6 lb. 10 GP
Longsword 1d8 Slashing Versatile (1d10) Sap 3 lb. 15 GP
Maul 2d6 Bludgeoning Heavy, Two-Handed Topple 10 lb. 10 GP
Morningstar 1d8 Piercing — Sap 4 lb. 15 GP
Pike 1d10 Piercing Heavy, Reach, Two-Handed Push 18 lb. 5 GP
Rapier 1d8 Piercing Finesse Vex 2 lb. 25 GP
Scimitar 1d6 Slashing Finesse, Light Nick 3 lb. 25 GP
Shortsword 1d6 Piercing Finesse, Light Vex 2 lb. 10 GP
Trident 1d8 Piercing Thrown (Range 20/60), Versatile (1d10) Topple 4 lb. 5 GP
Warhammer 1d8 Bludgeoning Versatile (1d10) Push 5 lb. 15 GP
War Pick 1d8 Piercing Versatile (1d10) Sap 2 lb. 5 GP
Whip 1d4 Slashing Finesse, Reach Slow 3 lb. 2 GP
Martial Ranged Weapons
Blowgun 1 Piercing Ammunition (Range 25/100; Needle), Loading Vex 1 lb. 10 GP
Hand Crossbow 1d6 Piercing Ammunition (Range 30/120; Bolt), Light, Loading Vex 3 lb. 75 GP
Heavy Crossbow 1d10 Piercing Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed Push 18 lb. 50 GP
Longbow 1d8 Piercing Ammunition (Range 150/600; Arrow), Heavy, Two-Handed Slow 2 lb. 50 GP
Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Slow 10 lb. 500 GP
Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3 lb. 250 GP

Source · SRD 5.2.1 · page 90