Weapon
Common
Aquatic. You do not have DisADV on attacks made using aquatic weapons as a result of being underwater.
Light. A light weapon is small and easy to handle. You can use either your Strength or Dexterity modifier for both the attack and damage rolls.
The Finesse property has been combined with the Light property. Anything that would require Finesse (like the Rogue Sneak Attack feature) and any weapon that uses Dexterity for its attack and damage rolls works with this property.
Momentum (1d10). Momentum weapons are designed to deliver devastating attacks as part of a charge. When you hit a creature with a Momentum weapon, and you have moved 20 feet or more in a straight line this turn, you can upgrade the damage dice to the weapon’s momentum dice value.
Versatile (1d8). This weapon can be used with one or two hands. A damage value in parentheses appears with the property - this is the damage when the weapon is used with two hands to make a melee attack.
Thrust. When you attack a creature with a thrust weapon, you gain a bonus to your damage roll equal to your prof. bonus if the target is Impaired, Prone, or Mounted on a creature no more than one size larger than you. You only gain this benefit if you are proficient with the weapon.
Piercing. On a critical hit, the target becomes Impaired until the end of your next turn.
Martial Special Attacks
When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.
Thrust. When you make an attack, you can forgo 1 extra attack to lunge with your weapon. The reach of the attack is increased by 5ft and it deals 1 extra die of damage.
Cleave. On a hit, you can forgo 2 extra attacks to make a wide swing with your weapon and choose a target within your reach. You can make a melee weapon attack against that target and up to 2 targets adjacent to it that are also within your reach. Use the same attack and damage roll against all creatures.
Requires. Two-Handed Weapon
Feint. When you make a weapon attack, you can forgo 1 extra attack to make a Deception Check vs the target's Insight Check.
Success. You gain ADV on your attack roll and deal 1 extra die of damage on the attack.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save.
Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Type |
Damage |
Damage |
Range |
Simple Melee |
1d6 / 1d8 / 1d10 |
Piercing |
Melee |