In the newer OneD&D playtests, WotC has introduced a new property for weapons. This property is Weapon Mastery. Essentially mundane weapons have a type of mastery they innately have, and your character can possibly unlock this mastery.
Mastery unlock is based on your class.
Another change is that some weapons have been changed and improved. I will include a table that has the weapons, and include
Artificer: No Change
Barbarian:
At level one, barbarians can master 2 weapons
At every subsequent ASI level, your barbarian can master one additional weapon.
On a Long Rest barbarians can change their mastery to a new weapon type. Thye must be proficient with the weapon.
Bard:
(Optional) Your character at level 5 can master one weapon, at further level up you can change your weapon mastery with another weapon
Cleric:
(Optional) Your character at level 5 can master one weapon, at further level up you can change your weapon mastery with another weapon
Druid: No change
Fighter:
At level one fighters can master 3 weapons.
On a long rest, you can train with a new weapon and master that one, dropping another weapon's mastery.
At level 5, your fighter can swap the weapon mastery of one weapon with another that it qualifies for. This can be done once per long rest.
Monk:
At level one, monks can master one weapon
At every subsequent ASI level, they can master an additional weapon
Paladin:
Paladins at level 1 master one weapon.
(Optional) Your character at level 5 can master one other weapon, at further level up you can change your weapon mastery with another weapon
Ranger:
(Optional) Your character at level 5 can master one weapon, at further level up you can change your weapon mastery with another weapon
Rogue:
At level one, Rogues can master one weapon
At every subsequent ASI level, they can master an additional weapon
At level 5, you can at the end of a long rest swap weapon mastery for one weapon
Sorceror: No Change
Warlock:
(Optional) Your character at level 5 can master one weapon, at further level up you can change your weapon mastery with another weapon
Wizard: No Change
Each weapon now has a Mastery property, a special property that requires a feature to unlock. The Mastery properties are described in this document.
Shortsword has returned to being a Martial weapon.
The Net, which doesn’t deal damage, is now adventuring gear rather than a weapon. See “Adventuring Gear” below for the item’s playtest description.
The Trident’s damage die has changed from 1d6 to 1d8, and its Versatile die is now 1d10 rather than 1d8.
The Lance has the Heavy and Two-Handed properties rather than the Special property (which imposed Disadvantage on some of its attack rolls), and its damage die has changed from 1d12 to 1d10.
The War Pick now has the Versatile property.
The Musket and Pistol, which previously appeared in the Dungeon Master’s Guide, now appear in the Martial Weapons: Ranged table. As always, the DM oversees what is available for purchase in shops.
The Light property now appears in the “Weapon Properties” section rather than in the glossary.
The Thrown property now allows you to draw a weapon as part of the ranged attack.
Light:
When you take the Attack Action on your turn and attack with a Light weapon in one hand and have a Light weapon in the other hand, you can make one extra attack as part of the same Action. That extra attack must be made with the Light weapon in the other hand, and you don't add your ability modifier to the extra attack's damage. You can make this extra attack only once on each of your turns.
For example, if you take the Attack Action on your turn and have a Shortsword in one hand and a Dagger in the other—each of which has the Light property—you can make one attack with each weapon, but you don't add your Strength or Dexterity modifier to the damage roll of the second weapon.
Thrown:
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Each weapon now has a Mastery property, as shown in the weapon tables above. That property is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character.
Here are descriptions of each Mastery property. The properties are provided in alphabetical order.
If a game feature lets you replace a weapon's Mastery Property with another one, that weapon must meet any prerequisite specified for the new property.
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, 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: (Prerequisite: Versatile Property)
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: (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.
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 no more than one size larger than you.
Sap: (Prerequisite: No other 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.
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 property, the Speed reduction doesn't exceed 10 feet.
Topple: (Prerequisite: Heavy, Reach, or Versatile Property)
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: (Prerequisite: Ammunition, Finese, 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.