Weapons Feats Mastery βοΈ
Explore the intricacies of weapon types, feats, and masteries in D&D 5.5e. Whether you're swinging a greataxe or loosing arrows from afar, understanding how weapons synergize with feats, classes, and race features is crucial for surviving the battlefield.
π Quick Reference
- Weapon Categories
- Weapon Properties
- Who Can Use What
- Weapon Mastery (5.5e)
- Combat Feats
- Race/Class Synergies
- Tips & Common Mistakes
πͺ Weapon Categories
Simple Weapons
- Club, Dagger, Light Crossbow, Mace, Quarterstaff, Shortbow, Spear
- Usable by most classes
Martial Weapons
- Greataxe, Greatsword, Longsword, Rapier, Longbow, Warhammer
- Requires training (Fighter, Paladin, Barbarian, etc.)
Rule of Thumb: Martial = More power, Simple = Broad access
πͺοΈ Weapon Properties
Each weapon may have one or more properties:
| Property | Description |
|---|---|
| Finesse | Use STR or DEX (your choice) |
| Versatile | One or two-handed use (e.g. 1d8/1d10) |
| Heavy | Small creatures have disadvantage |
| Reach | 10-foot melee range |
| Light | Easier to dual-wield |
| Thrown | Can be used as a ranged attack |
| Ammunition | Requires ammo (bows, crossbows) |
π Who Can Use What
| Class | Proficient Weapons |
|---|---|
| Barbarian | Simple, martial |
| Bard | Simple + longsword, rapier, shortsword |
| Cleric | Simple (domain may add martial) |
| Druid | Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears |
| Fighter | All simple + all martial |
| Monk | Simple weapons + shortswords |
| Paladin | All simple + all martial |
| Ranger | All simple + all martial |
| Rogue | Simple + hand crossbows, longswords, rapiers, shortswords |
| Sorcerer | Daggers, darts, slings, quarterstaffs, light crossbows |
| Warlock | Simple |
| Wizard | Daggers, darts, slings, quarterstaffs, light crossbows |
Check your subclass or race for bonus proficiencies!
πͺ Weapon Mastery (5.5e)
Mastery unlocks special effects for specific weapons. Only Fighters and a few martial archetypes get them by default.
| Mastery Type | Effect Example | Example Weapon |
|---|---|---|
| Cleave | Hit another enemy adjacent to your target | Greataxe |
| Flex | Use versatile weapons with bonus damage | Longsword |
| Graze | Deal partial damage on a miss | Halberd |
| Nick | Bonus damage if another attack landed | Shortsword |
| Push | Push the enemy 5 ft away | Warhammer |
| Sap | Give target disadvantage on next attack | Club |
| Slow | Reduce target's speed until end of next turn | Morningstar |
| Topple | Attempt to knock prone on hit | Mace |
| Vex | Grant advantage to the next attack against target | Scimitar |
These properties bring new tactical depth to combat. Use the right weapon, for the right job, with the right class!
π΅οΈββοΈ Combat Feats
| Feat | Benefit | Best For |
|---|---|---|
| Great Weapon Master | Bonus attack on crit/kill, -5/+10 dmg | Barbarians, Fighters |
| Sharpshooter | Ignore cover, -5/+10 dmg | Rangers, Archers |
| Polearm Master | Bonus attacks with polearms | Paladins, Fighters |
| Dual Wielder | Better dual-wielding | Rogues, Rangers |
| Crusher | Bludgeoning = movement effects | Monks, Clerics |
Some feats require specific weapon types.
π§β Race/Class Synergies
| Combination | Description |
|---|---|
| Elf + Longbow | Bonus proficiency & high DEX = deadliness at range |
| Dwarf + Axe/Hammer | Bonus proficiencies & STR/CON pairing |
| Gnome + Light Crossbow | Dexy tricksters |
| Fighter + Any Martial Weapon | Absolute flexibility |
| Rogue + Rapier | Finesse & Sneak Attack synergy |
| Goliath + Paladin | High STR and powerful size synergy for weapon damage, especially with longsword and tower shield setups. Mounting a giant celestial moose? Extra flavour and presence. Pair with Aura of Protection for ultimate party tank. |
| Half-Orc + Barbarian | Critical hit synergy with Savage Attacks makes greataxe brutal |
| Halfling + Rogue | Small size, high DEX, and Lucky trait = hard to pin down |
| Dragonborn + Sorcerer (Draconic) | Extra elemental breath and thematic lineage |
π‘ Tips & Common Mistakes
- Donβt grab Great Weapon Master if your class canβt reliably hit
- Dual Wielding needs Light weapons unless you have a feat
- You only gain mastery if your class gives it to you (not automatic)
- Finesse means you can use DEX β but donβt have to
- Some ranged weapons are two-handed β no shield for you!
π‘ Always build around your primary attribute (STR, DEX, CHA, etc.)
π’ Class Attribute Focus (Quick Guide)
| Class | Main Attribute(s) |
|---|---|
| Barbarian | Strength, Constitution |
| Bard | Charisma, Dexterity |
| Cleric | Wisdom, Strength/DEX |
| Druid | Wisdom, Constitution |
| Fighter | Strength or Dexterity |
| Monk | Dexterity, Wisdom |
| Paladin | Strength, Charisma |
| Ranger | Dexterity, Wisdom |
| Rogue | Dexterity, Intelligence |
| Sorcerer | Charisma, Constitution |
| Warlock | Charisma, Dexterity |
| Wizard | Intelligence, Constitution |