A lot weapons are basically there just for flavor. Not much difference between a Battleaxe and a Long sword. Both do 1d8 one handed, 1d10 versatile. Oh, the price and weight differs, but those rarely matter. The truth is weapons are very different and they can do lots of extra stuff. So here are a bunch of weapon feats, I would love other people opinions on them.
Battle Axe Master: You have trained to use a Battle Axe's large blade very well. When facing a creature that is two sizes larger than you, the damage increases to 1d10 one handed, 1d12 two handed. When facing a creature that is at least two sizes smaller than you, you gain +1 to hit.
Club Master: A club is one of the simplest weapon ever made. You have practiced with a large variety, and can basically treat almost anything as a club. Any object that is between 1 and 2 ft long can be used as a club. Moreover, when attempting to knock a creature out rather than kill them, you crit on a 19 or 20, rather than just a 20.
Dagger Master: When attempting to fight a creature wearing Heavy Armor of any kind, you gain +2 to hit using a Dagger in melee combat. Furthermore if grappling with one free hand and a dagger in the other, every time you win a grapple check on your turn, you can use your bonus action do a free dagger attack with advantage.
Dart Master: When throwing darts, you use a range of 30/70 rather than 20/60
Flail Master: You have a +2 bonus to hit when attacking people that use a shield.
Glaive Master: As a reaction to being attacked by someone at least 10 ft away from you, you can take an Opportunity Attack
Greataxe Master: When facing a creature that is one size larger than you, you gain +2 damage.
Greatclub Master: In your hands, a Greatclub is a Versatile weapon, doing 1d6 one handed, 1d8 two handed
Halberd Master: You can make a slashing, piercing or bludgeoning attack with a halberd, and gain +1 to hit any creature that is at least 10ft away from you.
Light Hammer Master: When attacking someone wearing Heavy Armor you get +2 damage.
Mace Master: When attacking someone wearing Heavy Armor You crit on a 19 or 20.
Maul Master: When attacking a creature that is at least one size smaller than you you gain +2 to hit.
Morningstar Master: When attacking someone wearing Heavy Armor, you get +2 to hit.
Pike Master: The size of your weapon makes it difficult to charge against you, they have disadvantage as long as you can see them.
Scimitar Master: When attacking a creature that is not wearing any armor, you can choose to accept a -2 penalty to hit, but do +4 damage.
Sickle Master: When attacking a creature that is wearing armor or using a shield, you can choose either +1 to hit or +1 damage
Trident Master: When you crit on a creature, you can choose to twist your weapon, sticking it in them. While a weapon is stuck in someone, their speed is cut in half. It takes an action (by either you or them) to unstick the trident. If they attempt to move away from you while the trident is still stuck in them, you can, as a reaction do 1d6 + your dex bonus damage to them and keep the trident (their movement is still reduced for the rest of their round, but they are no longer stuck). Or you can let them go, taking your trident with them.
War Pick Master: When attacking someone wearing heavy armor you get +1 to hit and +1 damage
War hammer Master: When attacking someone wearing Heavy Armor you get +2 damage.
A lot weapons are basically there just for flavor. Not much difference between a Battleaxe and a Long sword. Both do 1d8 one handed, 1d10 versatile. Oh, the price and weight differs, but those rarely matter. The truth is weapons are very different and they can do lots of extra stuff. So here are a bunch of weapon feats, I would love other people opinions on them.
Interesting I will take note of these.