Martial Weapon Strike Patterns

Each martial weapon has a set of Strike Patterns available to learn. Fighters may gain one of these strike patterns at each even numbered level.

Battleaxe

  • Cleave: If you hit with an attack with this weapon, an enemy adjacent to you other than the target takes damage equal to your Strength modifier.
  • Brash Strike: You may choose to add your constitution modifier to your damage roll with this weapon. If you do so, all weapon attacks made against you have advantage until the beginning of your next turn.
  • Shatter Shields: When you attack a creature who is wielding a shield with this weapon, you may choose to target the shield. Roll to hit and damage as normal. If you deal more than 10 damage, you instead deal no damage, but the shield is shattered.

Crossbow, Hand

  • Quickdraw: This weapon does not require an object interaction to draw or stow.
  • Mobile Cover: Your long practice allows you to load this weapon as though you had a free hand even while equipped with a shield.

Crossbow, Heavy

  • Overcrank: Before making an attack, you may declare forgo any number of attacks that you are allowed as part of your attack action and have remaining this turn. For each attack you gave up this turn, you may add an additional 5 damage to a single attack with this weapon that hits this turn.
  • Careful Aim: You may expend your bonus action to add 1d8 damage to the next attack or damage roll you make with this weapon.

Flail

  • Wind-up: You may forgo any number of attacks that you are allowed as part of your attack action. For each attack you gave up this turn, you may add an additional 5 damage to a single attack with this weapon that hits this turn.
  • Bonebreaker: Once per turn, after hitting a medium sized creature with an attack with this weapon, you may choose to forgo dealing damage to instead impose disadvantage on any weapon attack rolls made by that creature until the end of its next turn.
  • Bellringer: After striking a creature with a critical hit with this weapon, the targeted creature must make a constitution saving throw with a DC equal to 8 + your proficiency bonus + your strength modifier. If it fails the saving throw, it is stunned until the beginning of your next turn.

Glaive/Halberd

  • Circular Sweep: You may give up all of your attacks to make a single attack with this weapon that targets all creatures within 5 feet. If you do so you have disadvantage on the attack roll. Roll to hit and for damage only once, applying the results to each of the targets.
  • Trip Attack: When you hit with an attack with this weapon, you may choose to deal only your relevant ability score modifier in damage in order to force the target to make a Strength or Dexterity saving throw with a DC equal to your attack roll. If they fail the saving throw, they fall prone.
  • Cleave: If you hit with an attack with this weapon, an enemy adjacent to you other than the target takes damage equal to your Strength modifier.

Greataxe

  • Brutal Strike: Before you make an attack roll, you may declare that you are going to subtract any number up to your strength modifier from your attack roll to add that amount to the damage roll of that attack.
  • Brash Strike: You may choose to add your constitution modifier to your damage roll with this weapon. If you do so, all weapon attacks made against you have advantage until the beginning of your next turn.
  • Circular Sweep: You may give up all of your attacks to make a single attack with this weapon that targets all creatures within 5 feet. If you do so you have disadvantage on the attack roll. Roll to hit and for damage only once, applying the results to each of the targets.

Great Scimitar

  • Rideby: When wielding this weapon from horseback, you provoke no attacks of opportunity from any creature you hit with an attack on your turn.
  • Blinding Flurry: If you use your bonus action to apply your Fighter’s mark to a creature after hitting with an attack with this weapon, your mark is also applied to every medium sized creature within 5 feet of you.
  • Opportunity Strike: When you are able to make an opportunity attack, you may instead attack the target twice with this weapon using your reaction provided you have the Extra Attack feature. However, if you do so, you may not add your strength or dexterity modifier to the damage.

Greatsword

  • Cleave: If you hit with an attack with this weapon, an enemy adjacent to you other than the target takes damage equal to your Strength modifier.
  • Beatdown: When you attack at advantage with this weapon, you deal your strength modifier in damage even if you miss your attack.
  • Trip Attack: When you hit with an attack with this weapon, you may choose to deal only your relevant ability score modifier in damage in order to force the target to make a Strength or Dexterity saving throw with a DC equal to your attack roll. If they fail the saving throw, they fall prone.

Lance

  • Dismount: When fighting a mounted opponent, if you hit them with an attack from this weapon, you can choose to deal no damage, instead knocking them from their mount. They land prone in the nearest unoccupied space.
  • Charge: When you hit an opponent with an attack with this weapon, add d6 damage for every 10 feet you traveled in a straight line towards them prior to making the attack.
  • Patient Strike: You may expend your bonus action to grant yourself advantage on the next attack you make with this weapon before the end of your next turn.

Longbow

  • Volley Fire: Before making an attack with this weapon, you may accept disadvantage on the attack roll to ignore any and all cover bonuses, including total cover, granted by high walls and other types of cover that do not protect from above.
  • Careful Aim: You may expend your bonus action to add 1d8 damage to the next attack or damage roll you make with this weapon.
  • Calculated Risk: When you make an attack with this weapon while a hostile creature is within 5 feet of you, you may choose to do so without disadvantage, but weapon attacks made against you by that creature before the beginning of your next turn have advantage.

Longsword

  • Parry: While wielding this weapon, you may use your reaction to add 2 to your AC against a single attack that would have hit you.
  • Patient Strike: You may expend your bonus action to grant yourself advantage on the next attack you make with this weapon before the end of your next turn.
  • Switch Hitter: You may add both your Strength and Dexterity modifiers to damage rolls with this weapon when you are wielding it two-handed.

Maul

  • Bonebreaker: Once per turn, after hitting a medium sized creature with an attack with this weapon, you may choose to forgo dealing damage to instead impose disadvantage on any weapon attack rolls made by that creature until the end of its next turn.
  • Siege Weapon: Any attacks you make with this weapon deal double damage to structures.
  • Shatter Shields: When you attack a creature who is wielding a shield with this weapon, you may choose to target the shield. Roll to hit and damage as normal. If you deal more than 10 damage, you instead deal no damage, but the shield is shattered.

Morningstar

  • Bellringer: After striking a creature with a critical hit with this weapon, the targeted creature must make a constitution saving throw with a DC equal to 8 + your proficiency bonus + your strength modifier. If it fails the saving throw, it is stunned until the beginning of your next turn.
  • Bleeder: Once per turn, if you hit a creature with an attack with this weapon, you deal damage equal only to your relevant ability score modifier, but the target takes the same damage at the beginning of each of its turns until it or another creature within five feet of it makes a successful DC 12 Medicine Check as an action to stop the bleeding. Multiple instances of this damage cannot stack.
  • Beatdown: When you attack at advantage with this weapon, you deal your strength modifier in damage even if you miss your attack.

Pike

  • Phalanx: You may wield a shield while wielding this weapon in one hand. So long as you do so, you gain only half the usual AC bonus from your shield, and your weapon does not have the Heavy property unless you are a small creature.
  • Patient Strike: You may expend your bonus action to grant yourself advantage on the next attack you make with this weapon before the end of your next turn.
  • Bleeder: Once per turn, if you hit a creature with an attack with this weapon, you deal damage equal only to your relevant ability score modifier, but the target takes the same damage at the beginning of each of its turns until it or another creature within five feet of it makes a successful DC 12 Medicine Check as an action to stop the bleeding. Multiple instances of this damage cannot stack.

Rapier

  • Parrying Dagger: While wielding this weapon, you may gain the benefits of two weapon fighting with a light weapon wielded in your off hand even though this weapon is not light.
  • Footwork Lure: After hitting a target with an attack with this weapon, you may give up your strength or dexterity bonus to damage in order to move up to 10 feet without provoking opportunity attacks. Once you have done so, your target must move the same distance you did straight towards you, opening themselves to possible opportunity attacks made by any of your eligible allies.
  • Patient Strike: You may expend your bonus action to grant yourself advantage on the next attack you make with this weapon before the end of your next turn.

Scimitar

  • Flurry of Blows: When you make an attack with this weapon, you may make two attacks rather than one, but both attacks are made at disadvantage.
  • Rideby: When wielding this weapon from horseback, you provoke no attacks of opportunity from any creature you hit with an attack with this weapon on your turn.
  • Opportunity Strike: When you are able to make an opportunity attack, you may instead attack the target twice with this weapon using your reaction provided you have the Extra Attack feature. However, if you do so, you may not add your strength or dexterity modifier to the damage.

Shield

  • Tide of Iron: Once per turn, after hitting with a melee weapon attack while wielding a shield, you may make a free attempt to shove your target.
  • Resolute Shield: If you are wielding a shield and do not cast a spell or grapple a creature and deal no damage to any creature on your turn, you may add your constitution modifier to your AC until the beginning of your next turn.

Shortsword

  • Taking Advantage: When you have advantage on an attack roll with this weapon and hit a creature, you deal an addition 1d4 weapon damage.
  • Opportunity Strike: When you are able to make an opportunity attack, you may instead attack the target twice with this weapon using your reaction provided you have the Extra Attack feature. However, if you do so, you may not add your strength or dexterity modifier to the damage.
  • Footwork Lure: After hitting a target with an attack with this weapon, you may give up your strength or dexterity bonus to damage in order to move up to 10 feet without provoking opportunity attacks. Once you have done so, your target must move the same distance you did straight towards you, opening themselves to possible opportunity attacks made by any of your eligible allies.

Trident

  • Grappling Strike: Once per turn, after hitting with an attack with this weapon, you may make a free attempt to grapple your target, assuming you have a free hand.
  • Blinding Flurry: If you use your bonus action to apply your Fighter’s mark to a creature after hitting with an attack with this weapon, your mark is also applied to every medium sized creature within 5 feet of you.
  • Switch Hitter: You may add both your Strength and Dexterity modifiers to damage rolls with this weapon when you are wielding it two-handed.

Warhammer

  • Brash Strike: You may choose to add your constitution modifier to your damage roll with this weapon. If you do so, all weapon attacks made against you have advantage until the beginning of your next turn.
  • Break Guard: When you hit a creature who is wielding a shield with a weapon attack, you may choose to forgo dealing damage to instead allow all creatures attacking that target before the beginning of your next turn to ignore the AC bonus provided by that creature’s shield.
  • Beatdown: When you attack at advantage with this weapon, you deal your strength modifier in damage even if you miss your attack.

War Pick

  • Bleeder: Once per turn, if you hit a creature with an attack with this weapon, you deal damage equal only to your relevant ability score modifier, but the target takes the same damage at the beginning of each of its turns until it or another creature within five feet of it makes a successful DC 12 Medicine Check as an action to stop the bleeding. Multiple instances of this damage cannot stack.
  • Maneuverable: Attacks you make with this weapon ignore the AC bonus provided by shields carried by your foes.
  • Parry: While wielding this weapon, you may use your reaction to add 2 to your AC against a single attack that would have hit you.

Whip

  • Disarm: Once per turn, when you land a critical hit against a creature or have advantage on an attack roll and hit a creature with an attack with this weapon, you may forgo dealing any damage to instead force the target to make a Strength or Dexterity saving throw with a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or drop one weapon they are wielding, which ends up at a point halfway between the two of you.
  • Maneuverable: Attacks you make with this weapon ignore the AC bonus provided by shields carried by your foes.
  • Grappling Strike: Once per turn, after hitting with an attack with this weapon, you may make a free attempt to grapple your target, assuming you have a free hand.
  • Trip Attack: When you hit with an attack with this weapon, you may choose to deal only your relevant ability score modifier in damage in order to force the target to make a Strength or Dexterity saving throw with a DC equal to your attack roll. If they fail the saving throw, they fall prone.

Martial Weapon Strike Patterns

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