
*This feat was created to represent the weapon mastery system in the new one D&D UA. This is only for martial classes, and is purely to manage your weapon masteries easily*
Your training with weapons allows you to use the Mastery property of two (three for Fighters) kinds of Simple or Martial weapons of your choice, provided you are proficient with it. Whenever you finish a Long Rest, you can change the kinds of weapons you chose to another eligible kind.
The weapons and their properties are listed below.
SIMPLE WEAPONS: MELEE
Club - Slow
Dagger - Nick
Greatclub - Push
Handaxe - Vex
Javelin - Slow
Light Hammer - Nick
Mace - Sap
Quarterstaff - Flex
Sickle - Nick
Spear - Flex
SIMPLE WEAPONS: RANGED
Crossbow, Light - Slow
Dart - Vex
Shortbow - Vex
Sling - Slow
MARTIAL WEAPONS: MELEE
Battleaxe - Topple
Flail - Sap
Glaive - Graze
Greataxe - Cleave
Greatsword - Graze
Halberd - Cleave
Lance - Topple
Longsword - Flex
Maul - Topple
Morningstar - Sap
Pike - Push
Rapier - Vex
Scimitar - Nick
Shortsword - Vex
Trident - Topple
War Pick - Flex
Warhammer - Flex
Whip - Slow
MARTIAL WEAPONS: RANGED
Blowgun - Vex
Crossbow, hand - Vex
Crossbow, Heavy - Push
Longbow - Slow
Musket - Slow
Pistol - Vex
CLEAVE
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, 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.
FLEX
When you hit with a melee attack using this weapon, you deal its Versatile damage even if you’re wielding it with one hand.
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’t be increased in any way, other than 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 still 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 away from you if it is no more than one size larger than you.
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 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 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 with a DC equal to 8 + your Proficiency bonus + the ability modifier you used to make the attack roll. 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.

FINE WORK YOU'VE DONE HERE.