Mastery Techniques

Certain classes have access to special abilities known as Mastery Techniques. These techniques are usable only by a character who has a feature, such as Weapon Mastery, that unlocks the techniques for the character.

When a mastery technique requires an ability check or a saving throw, the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier. A mastery technique can only be used while wielding a weapon with properties that meet its requirements.

Unless otherwise specified, such as by the Fighter's Weapon Adept feature, you can only use one mastery technique on each of your turns.

 

Mastery Techniques

Bleed

Prerequisite: Melee Weapon, Two-Handed or Versatile Property
If you hit a creature with this weapon and score a critical hit, you can force the creature to make a Constitution saving throw. On a failed save, the creature takes damage equal to the ability modifier you used to make the attack roll at the start of each of its turns. This damage is the same type dealt by the weapon. The creature may end the damage by using an action to make a Wisdom (Medicine) check against your Technique DC.  

Cleave

Prerequisite: Melee Weapon, Heavy Property
If you hit a creature with a melee attack using this weapon, you can make an 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. You can make this extra attack only once per turn.  

Graze

Prerequisite: Melee Weapon, Heavy Property
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’t be increased in any way, other than increasing the ability modifier.  

Nick

Prerequisite: Light Property
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 still make this extra attack only once per turn.  

Pin

Prerequisite: Ammunition or Thrown Property
If you hit a creature with this weapon, you can force the creature to make a Dexterity saving throw. On a failed save, the creature has its speed is reduced to 0 until the start of your next turn.  

Push

Prerequisite: Heavy, Two-Handed, or Versatile Property
If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is Large or smaller.

Rend

Prerequisite: Melee Weapon, Heavy or Two-Handed Property
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw. On a failed save, the creature has its AC is reduced by 1 until the start of your next turn. If you hit the creature more than once with this technique, the AC reduction doesn’t exceed 1.  

Sap

Prerequisite: Versatile Property or No Weapon Property
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.  

Shank

Prerequisite: Light Property
If you successfully grapple a creature or escape a grapple while wielding this weapon, you can make an attack roll with the weapon against the creature as a Bonus Action.  

Slow

Prerequisite: None
If you hit a creature with this weapon and deal damage to the creature, you can reduce its speed by 10 feet until the start of your next turn. If you hit the creature more than once with this technique, the speed reduction doesn’t exceed 10 feet.  

Suppress

Prerequisite: Ammunition Property
If you hit a creature with this weapon, you can force the creature to make a Wisdom saving throw. On a failed save, the creature has disadvantage on attacks that don't target you until the end of its next turn.  

Topple

Prerequisite: Heavy, Reach, or Versatile Property
If you hit a Large or smaller creature with this weapon, you can force the creature to make a Constitution saving throw. On a failed save, the creature has the Prone condition.  

Vex

Prerequisite: Ammunition, Finesse, or Light Property
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.