Follow-Through, Graze, Push, Topple
Special
1d4 Bludgeoning Damage
Masteries
Special Property
When mastered, this weapon's damage increases to 1d8.
Follow Through
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.
Graze
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.
Push
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.
Topple
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.
Flurry, Parry, Poisoner, Maim
Finesse, Light, Special, Thrown 20/40 (1d4)
1d4 Piercing Damage
Masteries
Special Property
When mastered, this weapon deals an additional 1d4 damage on attacks made at advantage.
Flurry
You may make the extra attack of the Light property with this weapon even if the other weapon you are wielding is not light. 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.
Parry
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.
Poisoner
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.
Maim
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.
Crush, Follow-Through, Stagger, Topple
2-Handed, Heavy, Special
1d10 Bludgeoning Damage
Masteries
Special Property
When mastered, this weapon's damage increases to 1d12.
Crush
When you use 2-hands to make a melee Power Attack with this weapon, you can add your Strength modifier to the additional damage.
Follow-Through
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.
Stagger
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.
Topple
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.
Cripple, Disarm, Flurry, Follow-Through
Light, Thrown 20/40 (d6)
1d6 Slashing Damage
Masteries
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Disarm
If you have advantage on an attack roll and hit a creature, you can either
Cause the target to drop any tiny object they are holding or wearing if the lower of the two rolls would have also hit. 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.
Flurry
You may make the extra attack of the Light property with this weapon even if the other weapon you are wielding is not light. 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.
Follow-Through
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.
Sharpshooter, Follow-Through, Graze, Slow
Thrown (d6) 30/120
1d6 Piercing Damage
Masteries
Sharpshooter
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.
Follow-Through
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.
Graze
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.
Slow
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.
Push, Cripple, Flurry, Slow
Light, Thrown 20/40 (d6)
1d6 Bludgeoning Damage
Masteries
Push
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.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Flurry
You may make the extra attack of the Light property with this weapon even if the other weapon you are wielding is not light. 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.
Slow
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.
Follow-Through, Cripple, Graze, Push
Special
1d6 Bludgeoning Damage
Masteries
Special Property
When mastered, Follow-Through on this weapon instead triggers on rolls of 1, 2, 3, 4, and 5.
Follow-Through
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.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Graze
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.
Push
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.
Follow-Through, Bash, Parry, Lunge
Special, Versatile (d10)
1d6 Bludgeoning Damage
Masteries
Special Property
When mastered, this weapon gains the Finesse property.
Follow-Through
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.
Bash
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.
Parry
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.
Lunge
When you make a melee attack on your turn with this weapon you may increase your reach by 5ft.
Flurry, Disarm, Maim, Snag
Finesse, Light, Special
1d6 Slashing Damage
Masteries
Special Property
When mastered, when wielding sickles in both hands, you can make 2 flurry attacks rather than one.
Flurry
You may make the extra attack of the Light property with this weapon even if the other weapon you are wielding is not light. 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.
Disarm
If you have advantage on an attack roll and hit a creature, you can either
Cause the target to drop any tiny object they are holding or wearing if the lower of the two rolls would have also hit. 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.
Maim
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.
Snag
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.
Rebuke, Bash, Follow-Through, Lunge
Thrown (d6) 20-40, Versatile (d10)
1d8 Piercing Damage
Masteries
Rebuke
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.
Bash
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.
Follow-Through
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.
Lunge
When you make a melee attack on your turn with this weapon you may increase your reach by 5ft.
Graze, Feint, Flurry, Follow-Through
Finesse, Light
1d8 Slashing Damage
Masteries
Graze
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.
Feint
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.
Flurry
You may make the extra attack of the Light property with this weapon even if the other weapon you are wielding is not light. 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.
Follow-Through
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.
Flex, Cripple, Disarm, Maim
Versatile (d10)
1d8 Slashing Damage
Masteries
Flex
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.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Disarm
If you have advantage on an attack roll and hit a creature, you can either
Cause the target to drop any tiny object they are holding or wearing if the lower of the two rolls would have also hit. 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.
Maim
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.
Snag, Disarm, Rebuke, Topple
2-Handed, Heavy, Special
1d12 Piercing Damage
Masteries
Special Property
When mastered, any creature grappled by this weapon has disadvantage on attack rolls against you, and you can move at normal speed while grappling any creature your size or smaller.
Snag
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.
Disarm
If you have advantage on an attack roll and hit a creature, you can either
Cause the target to drop any tiny object they are holding or wearing if the lower of the two rolls would have also hit. 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.
Rebuke
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.
Topple
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.
Defender, Brace, Cripple, Graze
1d8 Piercing or Slashing Damage
Masteries
Defender
You gain a +1 to your Armor Class.
Brace
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.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Graze
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.
Parry, Cripple, Defender, Follow-Through
Finesse, Light
1d6 Piercing Damage
Masteries
Parry
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.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Defender
You gain a +1 to your Armor Class.
Follow-Through
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.
Vex, Flex, Follow-Through, Stagger
Versatile (1d10)
1d8 Slashing or Piercing Damage
Masteries
Vex
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.
Flex
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.
Follow-Through
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.
Stagger
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.
Cripple, Bash, Cleave, Graze
2-Handed, Heavy, Reach
1d10 Slashing or Piercing Damage
Masteries
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Bash
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.
Cleave
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.
Graze
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.
Maim, Crush, Cleave, Cripple
2-Handed, Heavy
1d12 Slashing Damage
Masteries
Maim
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.
Crush
When you use 2-hands to make a melee Power Attack with this weapon, you can add your Strength modifier to the additional damage.
Cleave
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.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Vex, Bash, Disarm, Stagger
2-Handed, Heavy, Special
3d4 Bludgeoning damage
Masteries
Special Property
When mastered, this weapon deals an additional 1d4 damage on attacks made at advantage.
Vex
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.
Bash
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.
Disarm
If you have advantage on an attack roll and hit a creature, you can either
Cause the target to drop any tiny object they are holding or wearing if the lower of the two rolls would have also hit. 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.
Stagger
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.
Cleave, Crush, Graze, Lunge
2-Handed, Heavy
2d6 Slashing Damage
Masteries
Cleave
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.
Crush
When you use 2-hands to make a melee Power Attack with this weapon, you can add your Strength modifier to the additional damage.
Graze
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.
Lunge
When you make a melee attack on your turn with this weapon you may increase your reach by 5ft.
Bash, Crush, Stagger, Topple
2-Handed, Heavy, Reach, Special
1d10 Slashing or Piercing Damage
Masteries / Special property
Special Property
You can Power Attack with this weapon's Bash.
Bash
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.
Crush
When you use 2-hands to make a melee Power Attack with this weapon, you can add your Strength modifier to the additional damage.
Stagger
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.
Topple
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.
Flex, Disarm, Stagger, Topple
Special
1d4 Bludgeoning Piercing or Slashing (as appropriate to the object)
Masteries / Special property
Special Property
If the improvised weapon is tiny it can be used as a thrown weapon with a d4 damage die and a range of 20/40.
Flex
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.
Disarm
If you have advantage on an attack roll and hit a creature, you can either
Cause the target to drop any tiny object they are holding or wearing if the lower of the two rolls would have also hit. 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.
Stagger
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.
Topple
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.
Quick-Draw, Flex, Maim, Vex
Finesse, Light, Special, Versatile (1d10)
1d6 Piercing or Slashing
Masteries
Special Property
When mastered, you may move up to half your speed in a straight line before making your Quick-Draw attack.
Quick-Draw
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.
Flex
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.
Maim
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.
Vex
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.
Crush, Graze, Push, Topple
Reach, Heavy, Special
1d12 Piercing
Masteries / Special property
Special Property
While you are unmounted, you have Disadvantage when you use a lance to attack a target within 5 feet of you. Also, while mounted, you may wield the Lance in one hand while still treating it as 2-handed.
Crush
When you use 2-hands to make a melee Power Attack with this weapon, you can add your Strength modifier to the additional damage.
Graze
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.
Push
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.
Topple
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.
Flex, Brace, Cleave, Follow-Through
Versatile (d10)
1d8 Slashing or Piercing Damage
Masteries
Flex
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.
Brace
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.
Cleave
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.
Follow-Through
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.
Stagger, Bash, Crush, Topple
2-Handed, Heavy, Special
1d12 Bludgeoning Damage
Masteries
Special Property
When mastered, whenever you hit an attack at advantage, and the lower of the 2 dice would miss, you may reroll it.
Stagger
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.
Bash
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.
Crush
When you use 2-hands to make a melee Power Attack with this weapon, you can add your Strength modifier to the additional damage.
Topple
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.
Cripple, Slow, Snag, Vex
2d4 Bludgeoning Damage
Masteries
Cripple
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, 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.
Snag
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.
Vex
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.
Lunge, Crush, Rebuke, Slow
2-Handed, Heavy, Reach, Special
1d10 Piercing Damage
Masteries
Special Property
When mastered, you can choose to have Lunge increase your reach outside of your turn.
Lunge
When you make a melee attack on your turn with this weapon you may increase your reach by 5ft.
Crush
When you use 2-hands to make a melee Power Attack with this weapon, you can add your Strength modifier to the additional damage.
Rebuke
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.
Slow
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.
Riposte, Feint, Graze, Parry
Finesse
1d8 Piercing Damage
Masteries
Riposte
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.
Feint
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.
Graze
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.
Parry
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.
Snag, Graze, Lunge, Poisoner
Finesse, Light, Special
1d4 Piercing Damage
Masteries / Special property
Special Property
This weapon has a reach of 15ft when wielded in 2 hands.
Snag
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.
Graze
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.
Lunge
When you make a melee attack on your turn with this weapon you may increase your reach by 5ft.
Poisoner
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.
Riposte, Cripple, Feint, Maim
Finesse
1d8 Piercing or Slashing Damage
Masteries
Riposte
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.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Feint
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.
Maim
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.
Flurry, Feint, Graze, Vex
Finesse, Light, Special
1d6 Slashing Damage
Masteries
Special Property
When mastered, when wielding scimitars in both hands, you can make 2 flurry attacks rather than one.
Flurry
You may make the extra attack of the Light property with this weapon even if the other weapon you are wielding is not light. 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.
Feint
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.
Graze
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.
Vex
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.
Cleave, Follow-Through, Maim, Rebuke
2-Handed, Finesse, Reach, Special
1d10 Slashing or Piercing Damage
Masteries
Special Property
This weapon can not be used to make Power Attacks.
Cleave
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.
Follow-Through
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.
Maim
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.
Rebuke
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.
Parry, Flurry, Follow-Through, Riposte
Finesse, Light
1d6 Piercing Damage
Masteries
Parry
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.
Flurry
You may make the extra attack of the Light property with this weapon even if the other weapon you are wielding is not light. 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.
Follow-Through
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.
Riposte
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.
Flex, Bash, Slow, Topple
Thrown (d6) 20-40, Versatile (d10)
1d8 Piercing Damage
Masteries
Flex
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.
Bash
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.
Slow
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.
Topple
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.
Bash, Push, Snag, Topple
Special
1d6 Bludgeoning Damage
Masteries / Special Property
Special Property
If you Master your Unarmed Strikes they deal 1d6 damage rather than the normal 1. If you snag a target with an unarmed strike it uses one hand.
Bash
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.
Push
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.
Snag
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.
Topple
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.
Flex, Follow-Through, Stagger, Topple
Versatile (d10)
1d8 Bludgeoning or Piercing Damage
Masteries
Flex
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.
Follow-Through
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.
Stagger
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.
Topple
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.
Flex, Crush, Follow-Through, Graze
Versatile (d10)
1d8 Piercing Damage
Masteries
Flex
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.
Crush
When you use 2-hands to make a melee Power Attack with this weapon, you can add your Strength modifier to the additional damage.
Follow-Through
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.
Graze
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.
Disarm, Feint, Snag, Vex
Finesse, Light, Reach
1d4 Slashing Damage
Masteries
Disarm
If you have advantage on an attack roll and hit a creature, you can either
Cause the target to drop any tiny object they are holding or wearing if the lower of the two rolls would have also hit. 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.
Feint
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.
Snag
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.
Vex
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.