Credit: Gründtliche Beschreibung der Kunst des Fechtens (Joachim Meyer), 1570, illustrated by Tobias Stimmer.

Martial Exploits v2

Imagine a German warrior of the early Middle Ages, traditionally armed with a spear and shield, sword and dagger. He would start combat with a Mighty Throw of his spear, then try to inflict a Gaping Wound with his sword and if that didn't work, wrestle the enemy down and finish him off using a dagger to Find Gaps in his armor. I hope you will have fun using these exploits in your game. Enjoy!

Preface

Design Goals

If we look at the weapons table in the D&D 5th edition Player's Handbook we find that, for example, longsword, battleaxe and warhammer have very similar stats - same damage, same properties. Yes the warhammer has different damage type but in 5e it does not really matter. Glaive and halberd are completely identical, the same goes for the shortsword and scimitar. Boring. So I think it would be nice to:

  • Give some flavor and a unique feel to each weapon.
  • Provide options to deal damage without "mandatory" feats like the Great Weapon Master.
  • Add special moves for versatile weapons when they are wielded with two hands.
  • Create interesting combinations of weapons to use.
  • Keep the balance mostly as it is - martials are already quite powerful in combat.
  • Give fighting classes the option to attack something other than AC.

Balance

Exploits replace normal attacks that a character could make and they scaled based on the number of attacks the character would make as an Attack action. This approach helps keep exploits damage comparable to what a character could do with simple attacks and not overpower classes, balanced around only two attacks per turn.

To illustrate the relative strength of exploits let's take a 6th level champion fighter as a model. We can assume he will have Strength score of 20 by that time. With heavy weapon such as the Greataxe and the Great Weapon Master feat from 2014 PHB such character can dish out an average of 20 damage per turn, adjusted for AC 15 target and +8 to hit bonus, including critical hits. Damage per hit will be be around 21.

If this character were to use the Devastating Blow exploit, which is designed to emphasize the raw power of a heavy-headed weapon, he could deal an average of 23 damage with the same accuracy adjustment. The average damage on hit will be 24 plus additional 10 damage if the attack roll exceeds target AC by 5 or more. Note that this exploit can only be used once per encounter. So even damage focused exploits do not increase damage too high, at least in my eyes.

1

MARTIAL EXPLOITS by Ivan Kostruba u/illahad

Explanation of Game Mechanics

Terms Used

Martial Classes and Subclasses

In this document I will refer to a class or subclass that offers an Extra Attack feature at some point of progression as a Martial Class and a Martial Subclass respectively.

Technically this classification leaves the Rogue out but if your group feels that rogues should be included feel free to count them as a martial class, just keep in mind that exploit power scales with the number of attacks in most of the cases.

Weapon Damage Die [ W ]

When W is mentioned in the exploit description, it is your weapon damage die, d4 for a dagger, d12 for a greataxe, 2d6 for a maul, etc. Extra damage dice gained from traits like Flame Tongue or Frost Brand are always multiplied by N (explained below), regardless of the scaling formula of given exploit.

Ability and Enchantment Modifier [ M ]

When M is mentioned, it refers to the ability modifier you normally use for your damage rolls, it may be different for the main hand and off hand weapons. If your weapon is magical, add the enchantment bonus as well.

Number of Attacks [ N ]

N designates the number of attacks that a character can make with an action. Baseline is one, some classes and subclasses get the Extra Attack feature that allows them to make two attacks. Fighters get three and four at higher levels. Attacks that you make as a bonus action or an action granted by Haste spell are not included in N.

For example if a character gained the Extra Attack feature and an exploit says (N + 1)W damage, that would mean 3W or 3d4 for a dagger and 6d6 for a maul respectively.

For a Flame Tongue longsword which usually also deals 2d6 fire damage that would mean 3d8 slashing damage (3W) and 4d6 fire damage (2W, because damage from this trait is always multiplied only by N regardless of the scaling formula).

Reliable Exploits

Typical exploits can only be performed once before they have to recharge. Reliable exploits are not expended when you miss or the target succeeds on a saving throw.

Prepared Exploits

Normally you can perform exploits on your turn only, but these are exceptions. You must ready an action on your turn and perform this exploit as a reaction. Prepared exploits are not expended if they were not triggered.

VTT Automation

Many exploits have extra effect when an attack roll beats AC by 5 or when a saving throw fails by 5. To track such results I made a free extension for Fantasy Grounds VTT: https://forge.fantasygrounds.com/shop/items/1405/view


Learning and Using Exploits

Common Prerequisite for All Exploits

Your character must be proficient with corresponding weapons in order to use these exploits. If an exploit can be performed with multiple weapons, you need to learn it only once.

Known Exploits

Martial classes learn one exploit at 2nd level and one additional each at levels 4 and 6. Martial subclasses learn their first exploit at 3rd level and then one more each at 5th and 7th.

You can replace all known exploits with a different set each time you level up. Character can train during downtime and then replace one of their known exploits with another.

Using and Recharging Exploits

Once you have used the exploit, you can't use it again until you roll Initiative or finish a Short Rest or a Long Rest unless it was a Reliable exploit that missed.

Action Cost and Combining Exploits

Each exploit costs one action to perform. You can only perform one exploit per turn, on your turn. Extra action you gain from the Haste spell can not be used to perform an exploit. If you missed with a Reliable exploit you can use Action Surge (if you have one) to try again.

Interaction with Other Features

If you have any features that allow you to attack as a bonus action or as part of your normal attack, you can use those features after performing an exploit.

Any feature that allows you to deal additional damage or add effects such as Divine Smite or Sneak Attack or Stunning Strike can be used with an exploit.

Features that allow you to take penalty to your attack roll but deal extra damage on hit can be used with exploits that require an attack roll.

Cantrips or spells that require you to make a weapon attack as a part of casting cannot be combined with an exploit.

Saving Throws

If the exploit requires the target to make a saving throw, the save DC is 8 + your proficiency bonus + M. Don't forget, that M includes an enchantment bonus of your weapon, so if you wield a magical blade, saving from your exploits will be more difficult.

Heads Up: New Feats

In the end of the document you will find three new feats for those players who want to develop the ultimate martial versatility: Exploits Master, Tireless Warrior and Untouchable.

Potential Adjustments

The new injured condition introduced in this document does not affect Constructs and Plants or Undead. This is not a balance or game-design decision, it's just my fantasy that probably no amount of pain or concussion would harm a living corpse. Feel free to remove or relax this restriction.

2

MARTIAL EXPLOITS by Ivan Kostruba u/illahad

Exploit List per Weapon
Name Available Exploits
Simple Melee Weapons
Club Concussion Blow
Dagger Boar's Tusk, Fan of Knives, Find a Gap, Grab Defence
Free Hand Body Shield, Catch and Throw, Lock the Weapon
Greatclub Concussion Blow, Unstoppable Swing
Handaxe Mighty Throw
Javelin Excruciating Sting
Light Hammer Bell Ringer, Disruptive Shot
Mace Bell Ringer, Concussion Blow
Quarterstaff Against Multiple Attackers, Long Thrust
Spear Impale, Long Thrust, Mounted Charge, Mighty Throw
Sickle Hook and Pull
Simple Ranged Weapon
Crossbow, light Easy Aim, Keep it Loaded
Dart Fan of Knives, Focused Barrage
Shortbow Disruptive Shot, Focused Barrage
Sling Bell Ringer
Martial Melee Weapons
Battleaxe Hook and Pull, Shield Cleave, Skull Crusher
Flail Bell Ringer, Unpredictable Wrap
Glaive Gaping Wound, Impale
Greataxe Devastating Blow, Hook and Pull, Shield Cleave
Greatsword Gaping Wound, Guarding a Lady - and Goods, Long Thrust (d8)
Halberd Devastating Blow, Hook and Pull, Impale
Lance Mounted Charge
Longsword Bell Ringer (d4), Gaping Wound, Four Openings, Mounted Charge,
Maul Concussion Blow, Devastating Blow, Unstoppable Swing
Morningstar Concussion Blow, Penetrating Spikes
Pike Impale, Long Thrust
Rapier The Inquartata, Long Thrust, Perfect Judgement
Scimitar Gaping Wound, Thousand Cuts
Shortsword Against Multiple Attackers, Gaping Wound
Trident Mighty Throw, Three Fangs
Warpick Excruciating Sting, Penetrating Spikes
Warhammer Bell Ringer, Penetrating Spikes, Skull Crusher
Whip Face Slash, Unpredictable Wrap
Martial Ranged Weapons
Crossbow, hand Disruptive Shot, Easy Aim, Keep it Loaded
Crossbow, heavy Deadly Bolt, Easy Aim, Keep it Loaded
Longbow Focused Barrage, Rain of Arrows
Armor
Light or No Armor Swift Intercept, Unrestrained Mobility
Medium Balanced Protection, Swift Intercept
Heavy Armored Assault, Bodyguard
Shield Mighty Slam, Saved by Shield, Shield Twist

3

Exploit Descriptions

Exploits are grouped into categories with an iconic weapon representing the whole category. For example Mace category includes all bludgeoning weapons with a heavy head on the shaft or chain. Check weapon lists of each exploit to see which weapon can be used to perform it.

Dagger

"I am the noble weapon named the dagger who plays at very close range, and he who understands my malice and my art will also gain a good understanding of many other weapons. And since I finish my fight fiercely and quickly, there is no man who can stand against my method. Whoever witnesses my deeds of arms will see me make covers and thrusts as I move to grapple, and will see me take away the dagger by dislocating and binding arms, and against me neither weapons nor armour will be of any use."

Fiore de'i Liberi, Fior di Battaglia

Boar's Tusk

If someone would attack me with a sword to my head,
I would make this cover with a quick catch;
I would turn him with the left hand
And then I would strike with a dagger in his back.

Fiore de'i Liberi, Fior di Battaglia


  • Weapon: dagger.
  • Reaction: when a creature no more than one size larger than you attacks or hits you with a melee weapon.
  • Requirement: You must have a dagger in your hand, you can pull out a dagger as a part of this reaction if you have a free hand.
  • Target: the creature that attacked you.
  • Attack: roll a d20 adding M and your Proficiency Bonus, DC is 10 + attacker's to hit modifier.

On a success the triggering attack misses and you automatically hit the creature with a melee weapon attack of your dagger and deal (N)W + M damage and the creature can not make more attacks on this turn. On a failure the triggering attack hits you.

Credit: Fiore Furlano de’i Liberi, 1400s, published by Michael Chidester. Wiktenauer.com

Fan of Knives

With quick throws you attack all enemies around you.


  • Weapons: dagger, dart.
  • Target: each enemy within close range of your thrown weapon of you.
  • Attack: make a ranged weapon attack against each target expending one piece of ammunition per target. Being within 5 ft. of a hostile creature doesn't impose disadvantage on these attacks.

On hit: (N)W + M damage. After you made N attacks, further attacks get a cumulative -2 penalty to the attack roll.

Find a Gap [Reliable]

When you get close to your adversary for wrestling or finishing blow your dagger seeks openings in his armor.


  • Weapon: dagger.
  • Target: a creature, grappled by you or your ally, or the one you have advantage against.
  • Attack: target must make a Dexterity saving throw.

On a failed save target is hit by your melee weapon attack and takes (N)d12 + M damage.

Credit: Hans Talhoffer, 1446, Wiktenauer.com

Grab Defence

As the enemy gets close and grabs you, you pull out your dagger and stab your attacker where it hurts.


  • Weapon: dagger.
  • Reaction: when a creature grapples you.
  • Requirement: You must have a dagger in your hand, you can pull out a dagger as a part of this reaction, you can also drop an item that you hold as a part of this reaction to free your hand.
  • Target: the creature that grappled you.
  • Attack: make a melee weapon attack.

On hit: (N + 1)W + M damage.

4

MARTIAL EXPLOITS | DAGGER

Sword

"I am the sword, deadly against all weapons. Neither spear, nor poleaxe, nor dagger can prevail against me. I can be used at long range or close range, or I can be held in the half sword grip and move to the Narrow Game. I can be used to take away the opponent’s sword, or move to grapple. My skill lies in breaking and binding. I am also skilled in covering and striking, with which I seek always to finish the fight. I will crush anyone who opposes me. I am of royal blood. I dispense justice, advance the cause of good and destroy evil. To those who learn my crossings I will grant great fame and renown in the art of armed fighting"

Fiore de'i Liberi, Fior di Battaglia

Against Multiple Attackers

With your quick and light blade you cut swiftly left and right keeping all the enemies at distance.


  • Weapons: quarterstaff, shortsword.
  • Requirement: quarterstaff must be wielded in two hands.
  • Target: up to N + 1 creatures within your reach.
  • Attack: make up to N + 1 melee attacks. Each attack must be against a different target (you can switch between two targets).

Each target you attack must succeed (once) on a Wisdom saving throw or have disadvantage on melee attacks against you until the end of it's next turn.

Credit: Hans Talhoffer, 1459, published by Michael Chidester. Wiktenauer.com

Four Openings

"...Step and strike first from your right against his left ear, as soon as the strike hits on, then quickly twitch to fly off again, and strike the second from below diagonally against his right arm ... from your right strike to his lower left opening, as the right is pulled or hit then twitch off again to over your head, and strike the fourth seriously against his right ear ... The first four Strikes shall be nimble and quick from one opening to another for your steps to be successful."

Joachim Meyer


  • Weapon: longsword.
  • Requirement: You must wield a longsword in two hands in order to perform this exploit.
  • Target: a creature within your reach.
  • Attack: make N + 1 melee attacks against the same target. Each attack after the first receives a cumulative +2 bonus to the attack roll.

Injured [Condition]

While injured you suffer one or more harmful effects, depending on the nature of injury.

You can attempt a Constitution saving throw at the end of each of your turns, ending all associated effects on a success. Magical healing or spending an action and a successful Wisdom (Medicine) check (DC is same as for the save from the exploit) also ends all associated effects.

Undead, Constructs and Plants are immune to this condition.

Gaping Wound [Reliable]

"Bolli hewed in return, and struck Lambi's shoulder, and the sword flew down along the side of him, and he was rendered forthwith unfit to fight, and never after that time for the rest of his life was his arm any more use to him."

The Laxdaela Saga


  • Weapons: glaive, greatsword, longsword, scimitar, shortsword.
  • Target: a creature within your reach.
  • Attack: make a melee weapon attack.

On hit: (N + 1)W + M damage. If your attack roll is equal to or greater than the target's AC + 5, the target is injured. While injured it is weakened and takes (N)x3 damage from bleeding at the start of each of its turns.

Weakened [Condition]

While Weakened, you experience the following effect:
Reduced Damage. You deal only half damage with your weapon attacks.

Guarding a Lady – and Goods

"Have whoever you keep safe behind you attached to your belt. Once begun the montante only comes to the shoulder when armed. You deliver alternating taho and reves that do not pass or fly towards the rear so to avoid the person behind you."

Godinho, Montante rules.


  • Weapon: greatsword.
  • Target: area up to (N + 2) 5-foot squares within your weapon's reach. These squares don't have to be adjacent to each other. One of these squares may be right outside of your reach. Only N of these squares may be occupied.

You can't use reactions when performing this exploit . Designate the area as described above. Until the start of your next turn, when a creature enters one of these squares or starts its turn there, it must make a Dexterity saving throw.

On a failed save the creature is hit by your melee weapon attack and takes (W + M) damage. On a successful save the creature is still hit and takes half as much damage. Any additional damage from Divine Smite or other sources is also halved.

5

MARTIAL EXPLOITS | SWORD

Thousand Cuts

Light and nimble blade of the scimitar dances in your hand giving wounds to every foe around you.


  • Weapon: scimitar.
  • Target: every creature within your reach.
  • Attack: make one melee weapon attack against each enemy within your reach. After you made N attacks, further attacks get a cumulative -2 penalty to the attack roll. You can move normally between attacks.

Rapier

The Inquartata

While the enemy drops to wound you, you then carry the front leg, lifting it backward, and in the same tempo throw a thrust at his face that is impossible to parry. He wounds himself, neither can you then be wounded.

Nicoletto Giganti


  • Weapon: rapier.
  • Reaction: when a creature no more than one size larger than you attacks or hits you with a melee weapon.
  • Target: the creature that attacked you.
  • Attack: roll a d20 adding M and your Proficiency Bonus, DC is 10 + attacker's to hit modifier.

On a success the triggering attack misses and you automatically hit the creature with a melee weapon attack of your rapier and deal (N)W + M damage and the creature can not make more attacks on this turn. On a failure the triggering attack hits you.

Credit: Nicoletto Giganti, 1606

Perfect Judgement [Reliable]

You assessed precisely how your adversary reacts and made a perfect plan according to your judgement.


  • Weapon: rapier.
  • Target: one creature within your reach that uses weapons to fight.
  • Attack: make a contested Intelligence check. Proficiency with rapier allows opponents to add proficiency bonus to the check.

On a success you automatically hit the creature with a melee weapon attack and deal (N + 1)W + M damage, and you have advantage on attack rolls against this creature until the end of your next turn, also if during its next turn the creature attacks a target that is not you, you can use your reaction to make a melee attack with advantage against it.


Halberd

"I am the poleaxe, heavy, vicious and deadly. I deliver blows more powerful than any other hand-held weapon."

Fiore de'i Liberi, Fior di Battaglia

Credit: Fiore Furlano de’i Liberi, 1400s, published by Michael Chidester. Wiktenauer.com

Devastating Blow [Reliable]

"Then Steinthor Olafson leapt at Bolli, and hewed at his neck with a large axe just above his shoulders, and forthwith his head flew off. Thorgerd bade him "hale enjoy hands", and said that Gudrun would have now a while a red hair to trim for Bolli."

The Laxdaela Saga


  • Weapons: greataxe, halberd, maul.
  • Target: one creature within your reach.
  • Attack: make a melee weapon attack.

On hit: (N + 1)W + M damage. If your attack roll is equal to or greater than target's AC + 5, the target takes additional (N)x5 damage (not doubled on a critical hit) and you can push it (N)x5 ft. If the target is big (more than one size larger than you), it's not pushed.

Hook and Pull [Reliable]

"Then Skarphedinn hews at Sigmund with his axe; "the Ogress of war." Sigmund had on a corselet, the axe came on his shoulder. Skarphedinn cleft the shoulder-blade right through, and at the same time pulled the axe towards him. Sigmund fell down on both knees, but sprang up again at once."

The Story of Burnt Njal


  • Weapons: battleaxe, greataxe, halberd, sickle.
  • Target: a creature within your reach that is no more than one size larger than you.
  • Attack: target must make a Dexterity saving throw or a Strength saving throw if it has more than two legs.

On a failed save the target is hit by your melee weapon attack and takes (N + 1)W + M damage. If it fails the save by 5 or more, it is also knocked prone and you can pull it 5 feet towards you. On a successfull save nothing happens.

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MARTIAL EXPLOITS | HALBERD, RAPIER

Spear

"Here begins the art of the noble weapon called Lance; in the beginning of battle, on horse and on foot, is its use. And whoever watches it with its dashing pennant should be frightened with great dread. And it makes great thrusts which are dangerously strong, and with a single one it can give death. And if in the first blow it makes its due, then axe, sword, and dagger will all be upset."

Fiore de'i Liberi, Fior di Battaglia

Impale [Prepared]

I cut you in the head with my spear From the guard of the Master which is so quick.

Fiore de'i Liberi, Fior di Battaglia


  • Weapons: glaive, halberd, pike, spear.
  • Readied Action: triggered when a creature enters your reach
  • Target: the creature that entered your reach
  • Attack: target must make a Dexterity saving throw.

On a failed save the target is hit by your melee attack and takes (N + X)D + M damage, where X is 3 if the target passed more than 20 ft. on its way to you and 1 otherwise, and D is the bigger of your weapon die and the creature's hit die.

So for a medium creature it would be d8, for a large - d10, for a huge - d12 and so on. For example a troll (large) that approached from 30 ft. away risks taking (N + 3) d10 + M damage from a simple spear held in one hand.

Credit: Fiore Furlano de’i Liberi, 1400s, published by Michael Chidester. Wiktenauer.com

Long Thrust [can be Prepared]

Asius, on foot, his two great horses breathing at his back restrained by his charioteer, strode to the rescue, eager to hurl his spear at Idomeneus. The latter, too quick for him, caught him with a thrust of his spear in the throat, beneath the chin, and drove the point right through. Asius fell like an oak, poplar, or towering pine, felled in the mountains by the woodsman’s sharp axe, to make ships’ timbers.

Homer, Iliad


  • Weapons: greatsword, quarterstaff, pike, rapier, spear.
  • Requirement: you must wield your weapon in both hands, except rapier.
  • Reaction (if readied): you can perform this exploit when a target moves or makes an attack that does not target you, while being at the distance where you can target it.
  • Target: one creature within your reach which is extended by 5 ft. when you perform this exploit.
  • Attack: make a melee weapon attack. Gain advantage if the target is outside your normal reach.

On hit: (N + 1)W + M damage (with greatsword W is d8).

Mighty Throw [Reliable]

"... with his left hand he caught the spear in the air, and hurled it back at Grani, ... Grani had his shield before him, and the spear came on the shield and passed right through it, and into Grani's thigh just below the small guts, and through the limb, and so on, pinning him to the ground, and he could not get rid of the spear before his fellows drew him off it, and carried him away on their shields, and laid him down in a dell."

The Story of Burnt Njal


  • Weapons: handaxe, spear, trident.
  • Target: a creature within throw range.
  • Attack: make a ranged weapon attack.

On hit: (N + 1)W + M damage. If your attack roll is equal to or greater than target's AC + 5, the target is injured. While injured it is restrained. This injury is not applied if this exploit was performed with a handaxe.

Mounted Charge [Reliable]


  • Weapons: lance, longsword, spear.
  • Requirement: you must be mounted and move at least 20 feet before attacking.
  • Target: one creature within your reach
  • Attack: make a DC 15 Wisdom (Animal Handling) check.

If your mount is on a difficult terrain at the moment of the attack the DC is 20. If you beat the DC, you hit the target with a melee attack.

On hit: (N + 1)W + M damage. If your roll is equal to or greater than DC + 5, the target takes additional (N)x5 damage (not doubled on a critical hit) and is knocked prone. If the target is more than one size larger than your mount, it's not knocked prone.

Axe

Shield Cleave

"Sigmund had a helm on his head, and a shield at his side, and was girt with a sword, his spear was in his hand; now he turns against Skarphedinn, and thrusts at once at him with his spear, and the thrust came on his shield. Skarphedinn dashes the spearhaft in two, and lifts up his axe and hews at Sigmund, and cleaves his shield down to below the handle."

The Story of Burnt Njal


  • Weapons: battleaxe, greataxe.
  • Target: one creature within your reach.
  • Attack: make a melee weapon attack.

Hit or miss: the target takes a -2 penalty to AC if it uses armor or a shield until it can repair its armor (on the long rest).

On hit: (N + 1)W + M damage.

7

MARTIAL EXPLOITS | AXE, SPEAR

Skull Crusher [Reliable]

"Thorgeir lifted the axe, "the Ogress of war," with both hands, and dashed the hammer of the axe with a back-blow into the head of him that stood behind him, so that his skull was shattered to small bits. "Slain is this one," said Thorgeir; and down the man fell at once, and was dead. But when he dashed the axe forward, he smote Thorkell on the shoulder, and hewed it off, arm and all."

The Story of Burnt Njal


  • Weapons: battleaxe, warhammer.
  • Requirement: you must wield your weapon in both hands.
  • Target: a creature within your reach.
  • Attack: make a melee attack.

On hit: (N + 1)W + M damage. If your attack roll is equal to or greater than target's AC + 5, the target takes additional (N)x5 damage (not doubled on a critical hit).

Mace

Bell Ringer [Reliable]

The impact of your blow makes the enemy stagger.


  • Weapons: flail, light hammer, longsword, mace, sling, warhammer.
  • Requirement: if you want to perform this exploit with longsword (this technique is called Mordhau or murder-strike) you must wield it in both hands.
  • Target: a creature within your reach.
  • Attack: make a melee weapon attack or a ranged weapon attack.

On hit: (N + 1)W + M damage (with longsword W is d4). If your attack roll is equal to or greater than target's AC + 5, the target is injured. While injured it is dazed.

Credit: Hans Talhoffer, 1459, published by Michael Chidester. Wiktenauer.com

Dazed [Condition]

While Dazed, you experience the following effect:

Limited Activity. You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction.

Shaky. If the Dazed condition is applied to you a second time, you become stunned instead.


Concussion Blow [Reliable]

Even if you don't break bones or penetrate armor, the momentum of your weapon still shakes the enemy's body.


  • Weapons: club, greatclub, mace, maul, morningstar.
  • Target: a creature within your reach.
  • Attack: target must make a Constitution saving throw.

On a failed save the target is hit by your melee attack and takes (N + 1)W + M damage. If it fails the save by 5 or more, the target loses 10 points of initiative. If the target already acted in this round it does not get to act again and does not suffer effects happening on its turn for the second time during the same round.

Penetrating Spikes

  • Weapons: morningstar, warhammer, war pick.
  • Target: a creature within your reach.
  • Attack: make a melee attack.

On hit: (N + 1)W + M damage.

On miss: half as much damage. Any additional damage from Divine Smite or other sources is halved as well.

On natural 1: No damage.

Unpredictable Wrap [Reliable]


  • Weapons: flail, whip.
  • Target: a creature within your reach.
  • Attack: target must make a Dexterity saving throw.

On a failed save the target is hit by your melee attack and takes (N + 1)W + M damage. If it fails the save by 5 or more, it has disadvantage on attacks until the end of its next turn as the chain or whip entangles its weapon. Until this effect ends the target is also grappled by you. It can spend action to end this grapple or move away leaving it's weapon behind if it's possible.

Unstoppable Swing


  • Weapons: greatclub, maul.
  • Target: a creature within your reach.
  • Attack: target must make a Dexterity saving throw.

On a failed save the target is hit by your melee attack and takes (2N + 1)W + M damage. If it failes the save by 5 or more, it drops its weapon and is injured. While injured it is dazed.

On a successful save you can immediately target another creature within your reach as your weapon keeps momentum.

Trident

Three Fangs


  • Weapon: trident.
  • Target: one creature within your reach.
  • Attack: make three melee weapon attacks with -3 penalty against the same creature.

On hit: each attack deals (N)W damage. If any of the attacks hits the target also takes M damage.

8

MARTIAL EXPLOITS | AXE, MACE, TRIDENT

Bow

Disruptive Shot

But Paris, seeing him, quickly fired his bow, and his arrow struck Eurypylus in the right thigh. Hampered by the broken shaft, Eurypylus cheated death by taking cover among his comrades.

Homer, Iliad


  • Weapons: light hammer, hand crossbow, shortbow.
  • Reaction: when a creature within short range of your weapon attacks you or an ally.
  • Target: the attacking creature.
  • Attack: make a ranged weapon attack.

On hit: W + M damage and the target has disadvantage on attack rolls until the end of its turn (including the triggering attack).

Focused Barrage

Arrows hit your quarry one after another leaving it no time to recover.


  • Weapons: dart, longbow, shortbow.
  • Target: a creature within your weapon's range.
  • Attack: make up to N + 1 ranged weapon attacks, all against the same target.

On hit: W + M damage. If your attack roll is equal to or greater than target's AC + 5 you can push the target 5 ft. If two of the attacks hit, the target is injured. While injured its speed is reduced by half. If three of the attacks hit the target is also dazed.

Rain of Arrows

"Gunnar strings his bow, and takes his arrows and throws them on the ground before him, and shoots as soon as ever they come within shot; by that Gunnar wounded many men, but some he slew."

The Story of Burnt Njal


  • Weapon: longbow.
  • Target: up to 2*N targets in the cone as long as short range of your weapon.
  • Attack: ranged weapon attack, each against a different target. After you made N attacks, further attacks get a cumulative -2 penalty to the attack roll.

You cannot move on the same turn with this exploit.

On hit: W + M damage. If your attack roll is equal to or greater than target's AC + 5 you can push the target 10 ft. or reduce its speed by half until the end of its next turn.

Crossbow

Deadly Bolt [Reliable]

Heavy bolts are especially dangerous at close distance.


  • Weapon: heavy crossbow.
  • Target: a creature within your weapon's short range.
  • Attack: make a ranged weapon attack.

On hit: (N + 1)W + M damage. If your attack roll is equal to or greater than target's AC + 5, the target takes additional (N)x5 damage (not doubled on a critical hit), and you can push it 10 ft. or knock it prone.


Easy to Aim [Reliable]

It's easy to teach anybody to shoot a crossbow. Just point it to the target and pull the trigger. This is the reason why skilled archers despise this weapon and those who use it.


  • Weapons: hand crossbow, light crossbow, heavy crossbow.
  • Target: a creature within half of your weapon's short range.
  • Attack: target must make a Dexterity saving throw.

On a failed save the target is hit by your ranged attack and takes (N + 1)W + M damage. On a success the target takes half as much damage. Any additional damage is halved as well.

Keep it Loaded

Unlike bow, you can keep a crossbow strung and ready to shoot for a long time.


  • Weapons: hand crossbow, heavy crossbow, light crossbow.
  • Reaction: when you are about to roll initiative and you are not surprised.
  • Target: a creature within weapon's range.
  • Attack: make a ranged weapon attack.

On hit: (N)W + M damage.

Javelin

Excruciating Sting [Reliable]

"Before they met Kjartan flung his spear, and it struck through Thorolf's shield above the handle, so that therewith the shield was pressed against him, the spear piercing the shield and the arm above the elbow, where it sundered the main muscle, Thorolf dropping the shield, and his arm being of no avail to him through the day"

The Laxdaela Saga


  • Weapons: javelin, war pick.
  • Target: one creature within range.
  • Attack: make a ranged weapon attack or a melee weapon attack with a war pick.

On hit: (N + 1)W + M damage. If your attack roll is equal to or greater than the target's AC + 5, the target is injured. While injured it is weakened.

Whip

Face Lash [Reliable]

The tip of your whip shashes across the enemy face, causing blood to flow into his eyes.


  • Weapon: whip.
  • Target: a creature within your reach.
  • Attack: target must make a Constitution saving throw.

On a failed save the target is hit by your melee attack and takes (N + 1)W + M damage. If it fails the save by 5 or more, the target is injured. While injured it is blinded.

9

MARTIAL EXPLOITS | BOW, CROSSBOW, JAVELIN, WHIP

Shield

Mighty Slam [Reliable]


  • Weapon: shield.
  • Target: one creature within 5 ft.
  • Attack: the target must make a Constitution saving throw.

On a failed save the target takes (N)d6 + M damage. If it fails the save by 5 or more, the target is injured. While injured it is dazed.

Saved by Shield

"Now Thorgeir turns against Leidolf the Strong, and each hewed at the other at the same moment, and Leidolf's blow was so great that it shore off that part of the shield on which it fell."

The Story of Burnt Njal


  • Weapon: shield.
  • Reaction: when you take damage.
  • Target: yourself.
  • Effect: Reduce the damage by d20 + 5 + half of your level + 5x the enchantment modifier. Your shield is no longer usable. Roll DC 10 flat check to see if it can be repaired.

Shield Twist [Reliable]

"With that he rushes at Gunnar in great wrath, and thrust his spear through his shield, and so on through his arm. Gunnar gave the shield such a sharp twist that the spearhead broke short off at the socket." "Against Gunnar came Vandil, and smote at once at him with his sword, and the blow fell on his shield. Gunnar gave the shield a twist as the sword pierced it, and broke it short off at the hilt."

The Story of Burnt Njal


  • Weapon: shield.
  • Reaction: when a creature which is no more than one size larger than you attacks you in melee with a weapon.
  • Target: the creature that attacked you.
  • Attack: after resolving the attack, whether it hits or misses, roll a d20 adding M and your Proficiency Bonus, DC is 10 + attacker's to hit modifier.

On a success the attaking creature must use its next action to free the weapon, otherwise it can not use it. If your result exceeds the DC by 5 or more, the attacker's weapon is broken. In both cases you have advantage on attacks against it until the end of your next turn.

Armor

Armored Assault

At this, Diomedes, into whom bright-eyed Athene breathed new fury, set about killing those right and left, while hideous groans rose from the dying, and the earth ran red with their blood. Like a lion that finds an undefended flock of sheep or goats, and springs on them with slaughter in its heart, so the son of Tydeus despatched twelve Thracian warriors one by one.

Homer, Iliad.


  • Armor: heavy.
  • Target: every creature within your reach.
  • Attack: make one melee weapon attack against each enemy that you can reach. After you made N attacks, further attacks get a cumulative -2 penalty to the attack roll.

You can move normally between attacks. If you provoke an opportunity attack, you gain advantage on your next attack. If any attack hits you during this turn, the damage of this attack is reduced by 5 + half your level.

Balanced Protection

Your armor offers a nice balance of agility and sturdiness, allowing you to avoid harm or take the punch.


  • Armor: medium.
  • Reaction: when you are a target of a melee or ranged attack or an effect that requires a Strength, Dexterity or Constitution saving throw.

Impose a disadvantage on the attack or gain advantage on your saving throw.

Bodyguard

Step in the way of an attack, absorbing it with your heavy armor.


  • Armor: heavy.
  • Reaction: when an adjacent ally is hit by an attack.

Attack hits you instead, critical hit becomes a normal hit. The damage from this attack is reduced by 5 + half your level.

Swift Intercept

Your lighter armor allows you to quickly react to enemy maneuvers on the battlefield.


  • Armor: medium, light or no armor.
  • Reaction: when an enemy moves to a space within number of feet of you equal to your speed.

You can move up to your speed and if you can reach the enemy, you can attack it. This movement does not provoke opportunity attacks. If you are wearing medium armor, you can move only up to half your speed.

Unrestrained Mobility

You take advantage of the mobility that lighter armor allows and step swiftly out of harm's way.


  • Armor: light or no armor.
  • Reaction: when you are a target of a melee or ranged attack or an effect that requires a Dexterity saving throw.

Before the attack resolves or the saving throw is made, you can move up to half your speed without provoking opportunity attacks, potentially moving out of the effects area, or avoiding the attack entirely (if you break line of sight or move out of range, and the attacker can not follow you).

10

MARTIAL EXPLOITS | ARMOR, SHIELD

Free Hand

Catch and Throw

"Holmstein hurled a spear at Kari, but he caught it in the air, and sent it back, and it was a man's death in Flosi's band."

The Story of Burnt Njal


  • Reaction: when you are attacked or hit by a thrown weapon, and the attacking creature is no more than one size larger than you.
  • Weapon: free hand.
  • Target: a creature in the throw range.
  • Attack: roll a d20 adding M and your Proficiency Bonus, DC is 10 + attacker's to hit modifier.

On failure you get hit by the attack. On success the attack misses and you've caught the weapon and can immediately make a ranged weapon attack with it against any target in range. You get advantage on this attack.

On hit: (N + 1)W + M damage.

Body Shield

You pull the creature that you grappling on the line of the attack.


  • Reaction: when you take damage from an attack while grappling a creature.
  • Target: a creature grappled by you.
  • Attack: the target must make a Strength or Dexterity saving throw.

On a failed save the target takes half damage and you take the other half. If it fails the save by 5 or more, it takes all damage. On a successful save you take the damage normally.

Lock the Weapon


  • Reaction: when a creature which is no more than one size larger than you attacks or hits you in melee.
  • Weapon: free hand.
  • Target: the creature that attacked you.
  • Attack: roll a d20 adding M and your Proficiency Bonus, DC is 10 + attacker's to hit modifier.

On a failure the attack hits you. On a success the attack misses and you grapple the attacker. While you grappling it in this manner, you have advantage on attacks against it, and it can not use that weapon until it breaks free from your grapple.

If you have Grappler feat, you make this check with advantage.


New Feats

Exploits Master

Prerequisite: Martial class or subclass. Knowledge of at least one martial exploit

You have practiced extensively learning a wide variety of martial techniques, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You learn tree martial exploits in addition to those you gain through your level progression.

Tireless Warrior

Prerequisite: Martial class or subclass

You developed a keen eye for every opportunity to use your signature move and endurance to do so repeatedly, you gain the following benefits:

  • Increase your Wisdom or Constitution score by 1, to a maximum of 20.
  • Choose one exploit that you know. You can use this exploit for the second time after it was expended. After you used this ability, you can not use it again until you finish a Short or a Long Rest.

Untouchable

Prerequisite: Martial class or subclass

You have trained obstinately in the art of defence, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When an exploit is used as a reaction to an enemy attack and requires you to make a d20 roll or an ability check to avoid the attack, you make that roll with advantage.

Credit: Hans Talhoffer, 1467, published by Michael Chidester.

11

MARTIAL EXPLOITS | FREE HAND

The Ultimate Exploit

End Him Rightly!

Note the twelfth play. If you want to end him quickly, hold your spear and sword together on your arm, unscrew the pommel of your sword and throw it at him vigorously. Close in with the throw and use your sword or spear, whatever suits you best.

Codex Gladiatoria


  • Weapons: greatsword, longsword, shortsword.
  • Target: a creature in the throw range.
  • Attack: special.

The target takes 1 bludgeoning damage and must make an Intelligence saving throw. Its modifier for the save is reversed i.e. +5 becomes -5.

On a failed save the target takes (N)d6 psychic damage and bends over with laughter. It becomes incapacitated.

At the end of each of its turns, and each time it takes damage, the target can make another saving throw without the modifier inversion.

The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends.


Credit: Codex Gladiatoria ca. 1430, published by Michael Chidester (wiktenauer.com)

12

ULTIMATE | END HIM RIGHTLY!