Welcome to the Mastery Properties page. This is an extensive list of all Mastery Properties that are currently part of the Mastery system, what weapons utilize them, and what they do. You can either browse the properties here and find what weapon uses said properties, or you can browse by weapon in the Weapons and Shields section.
Any Weapon or Shield
You gain a +1 bonus to attack and damage rolls with the weapon or a +1 to your Armor Class with the shield. You can learn this Mastery Property a second time on the same weapon or shield, increasing the bonuses to a +2.
Buckler, Glave, Great Flail, Halberd, Kite Shield, Maul, Musket, Quarterstaff, Spear, Stomp, Tail, Trident, Unarmed Strike
You may use a Bonus Action to shove or make a special attack. This attack uses the Properties of the weapon or shield, except that it may only target a single creature, deals a d4 of bludgeoning damage and cannot be a Power Attack.
Broadsword, Longsword, Tower Shield
As a Bonus Action you can choose any damage but Psychic or Poison, you gain resistance to that type of damage until the end of your next turn.
Glave, Great Axe, Great Sword, Longsword, Scythe
When you use the attack action to make a melee attack with this weapon using 2-hands, you can choose to target a number of creatures within your reach equal to your proficiency bonus with the attack. You can use this effect once per turn on your turn.
Light Crossbow, Shortbow, Hand Crossbow, Net, Pistol, Recurve Bow
Ranged attacks made with this weapon while within 5ft of a hostile creature no longer have Disadvantage. The weapon gains a +1 to damage rolls against targets within 20ft.
Great Axe, Great Club, Great Sword, Halberd, Lance, Maul, Pike, Warpick
When you use 2-hands to make a melee Power Attack with this weapon, you can add your Strength modifier to the additional damage.
Battleaxe, Blowgun, Broadsword, Dirk, Flat Bow, Glave, Great Axe, Handaxe, Light Crossbow, Light Hammer, Longbow, Mace, Morningstar, Pistol, Recurve Bow, Saber, Shortbow, Sling
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Broadsword, Buckler, Dirk, Kite Shield, Tower Shield
You gain a +1 to your Armor Class.
Buckler, Tower Shield
You can add your shield’s bonus to dexterity saving throws. If you succeed the save you can use your Reaction to take no damage if you would normally take half.
Battleaxe, Billhook, Dart, Flat Bow, Great Flail, Handaxe, Improvised Weapon, Sickle, Whip
If you have advantage on an attack roll and hit a creature and the lower of the two rolls would have also hit, you can either
Cause the target to drop any tiny object they are holding or wearing, the creature cannot pick up the object until the end of your next turn.
If the target can make weapon attacks, you cause the target to be unable to use the Weapon Attack (Claws, Bite, Slam, etc) that deals the most damage until the end of your next turn. If they could use it more than once on their turn by using a Multiattack, you only disable one use of that attack.
Arming Sword, Rapier, Saber, Scimitar, Whip
If you miss an attack roll with this weapon, you can declare that the attack was a feint and immediately make another attack at advantage against the same target as a Bonus Action.
Blunderbuss, Heavy Bow, Heavy Crossbow, Net, Sling
You may use your Strength rather than your Dexterity when you make a ranged attack with this weapon.
Battleaxe, Falcion, Improvised Weapon, Katana, Longsword, Trident, Warhammer, Warpick
When you make an attack with this weapon using 2-hands, the damage die becomes a d12. If you make an attack with this weapon with one hand, you gain Advantage on the attack roll. Once you do, you cannot gain Advantage again this way until the start of your next turn.
Arming Sword, Claws, Dagger, Handaxe, Hand Crossbow, Light Hammer, Scimitar, Shortsword, Sickle
When you make the extra attack of the Light property with this weapon, you can make it as part of the Attack Action, instead of as a Bonus Action. You can still make this extra attack only once per turn.
Arming Sword, Club, Dirk, Falcion, Great Club, Handaxe, Javelin, Longsword, Mace, Quarterstaff, Recurve Bow, Scythe, Shortsword, Sling, Spear, Warhammer, Warpick
If you roll a 1 or a 2 on this weapon’s damage dice you may instead treat the roll as having rolled its maximum value.
Arming Sword, Blunderbuss, Broadsword, Club, Dart, Glave, Great Sword, Javelin, Lance, Mace, Rapier, Rope Dart, Scimitar, Shortbow, Sling, Warpick
The first time on each of your turns you’d miss a target with an attack made with this weapon, you may deal damage equal to half of the damage the attack would have dealt to that target. This damage only accounts for the Weapon’s damage dice, the ability modifier, and power attack if applicable.
Great Sword, Pike, Quarterstaff, Rope Dart, Spear, Tail
When you make a melee attack on your turn with this weapon you may increase your reach by 5ft.
Battleaxe, Bite, Dagger, Great Axe, Katana, Saber, Scythe, Sickle
When you hit a creature with this weapon you cause an aggravating wound. A creature suffering this wound loses 1d4 hit points at the start of each of its turns. If the target is Bloodied they lose three times as much health. After each time they take this damage, they can make a Constitution saving throw, ending the effect on a success. If the target receives any healing this effect ends.
This damage increases to 1d6 when you reach 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.
Hand Crossbow, Heavy Crossbow, Light Crossbow
When a creature who is 15ft or more away from you makes a melee attack against a target other than you, you can use a reaction to make a ranged weapon attack against the target using this weapon.
Buckler, Dagger, Dirk, Horns, Quarterstaff, Rapier, Shortsword, Tail
When you are hit with a melee attack by a creature you can see, you can use your reaction to increase your armor class against that attack by an amount equal to Your Dexterity Modifier, potentially causing the attack to miss. You can use this Mastery a number of times equal to your Proficiency Bonus, recovering all expended uses at the end of a short or long rest.
Blowgun, Dagger, Rope Dart
You can use a bonus action to apply any poison to this weapon or its ammunition. Whenever you finish a long rest you create a number of doses of poison equal to your proficiency bonus that can only be applied to this weapon or its ammunition. Once applied, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature takes a number of d8s equal to your proficiency bonus of poison damage and becomes poisoned until the end of your next turn.
Kite Shield
While you are conscious, you give each other creature of your choice within 5ft of you a +2 bonus to their armor class.
Blunderbuss, Club, Heavy Bow, Heavy Crossbow, Horns, Lance, Light Hammer, Mace, Stomp, Unarmed Strike
If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is no more than one size larger than you.
Hand Crossbow, Katana, Pistol
After rolling initiative, you may make one attack at advantage against any hostile creature that rolled higher than you. If no hostile creatures rolled higher than you, you can instead make this special attack at the start of your first turn.
Billhook, Musket, Pike, Scythe, Spear, Stomp
When a creature enters your reach they trigger an opportunity attack, if you choose to attack you must use this weapon to make the attack.
Kite Shield, Tower Shield
When you take Slashing Bludgeoning or Piercing you reduce the damage by an amount equal to your Strength modifier.
Claws, Rapier, Saber, Shortsword
When a creature misses you with a melee attack you can use your Reaction to make one melee attack with this weapon against that creature if they are within your reach. If you used the Parry Mastery to cause an attack to miss you may make this attack as part of that same reaction.
Blowgun, Javelin, Light Crossbow, Longbow, Musket, Net, Recurve Bow
Ranged attacks made with this weapon do not suffer Disadvantage when firing at Long Range. The weapon gains a +1 to damage rolls against targets that are more than 20ft away.
Heavy Bow, Javelin, Light Hammer, Longbow, Morningstar, Pike, Pistol, Trident
If you hit a creature with this weapon, you can reduce its Speed by 15 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 15 feet.
Billhook, Bite, Claws, Morningstar, Rope Dart, Sickle, Tail, Unarmed Strike, Whip
When you hit a creature with a melee attack using this weapon, you can force the creature to make a Strength saving throw. On a failure, they become grappled by you as if the weapon counted as a free hand. You can only grapple one creature at a time with the weapon and can only use the weapon to attack the grappled creature until the grapple ends. Once you have used this ability on a creature, you can not use it on that creature again until the start of your next turn.
If you grapple a creature who is more than 5ft away from you, you pull them to the closest unoccupied space adjacent to you. If you use the Topple Mastery on the same attack, only one save is made for both effects.
Falcion, Flatbow, Great Club, Great Flail, Halberd, Improvised Weapon, Maul, Musket, Warhammer
If you have advantage on the attack while using 2-hands to make an attack with this weapon and hit a creature, they suffer from the Dazed condition if the lower of the 2 dice would have hit.
Billhook, Blunderbuss, Club, Dart, Great Club, Halberd, Heavy Bow, Heavy Crossbow, Improvised Weapon, Lance, Maul, Net, Trident, Unarmed Strike, Warhammer
When you hit a creature with an attack using this weapon, you can force the creature to make a Strength saving throw. On a failed save, the creature falls prone. Once you have used this ability on a creature, you can not use it on that creature again until the start of your next turn.
If you use the Snag Mastery on the same attack, only one save is made for both effects.
Bite, Blowgun, Claws, Dart, Falcion, Flat Bow, Great Flail, Katana, Longbow, Morningstar, Scimitar, Shortbow, Whip
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.