Martial Exploits

Martial Exploits are the pretentious way of saying "Special Weapon Things that you just get to do". There's a list.

Arcing Slash. When you make an attack, you may choose to target two creatures within your reach with a single attack. This attack uses the same attack roll for both targets and deals slashing damage equal to 1d6 plus your Strength modifier to each target.

Aim. In place of an attack, you may make a special "Attack Roll" against a target. This represents the quality of your aiming. On a miss, you gain a special 1d4 Aim Die when you attack the creature, assuming they have moved no more than 15 feet away. On a hit, this die is a d8; If this die shows a 7 or 8, if the attack hits, it is automatically critical. If your aiming attack was critical, you gain a d12; If this die is 7 or higher, the attack is automatically critical if it hits. You also roll this die on the attack's damage.

Bash. By striking with the handle, hilt, or stock of the weapon, you deal bludgeoning damage using a die one step smaller than the weapon's normal damage die. This attack does not spend ammunition or other resources, if the attack normally would.

Blackjack.  As an attack, you may aim a lighter, faster attack at an enemy’s weak point. Roll damage normally, but rather than this damage being applied, your target makes a constitution saving throw against the damage, or 10, whichever is higher. On a failed save, they are Slowed until the end of their next turn.

Bloody Wound. When you hit a creature who is not immune to slashing damage, you can choose to deal 0 damage to create a Bleeding Wound(Which deals 1d4 damage each round, increasing by 1 die step for every 5 points of damage the attack would have dealt, after resistances apply, rounded down).

Bypass Armor. When you make an attack against a creature, you may make the attack against an AC of 10 plus the target’s dexterity modifier(Subject to armor penalties). On a success, you roll halved damage to the target.

Charge. If you move at least 20 feet straight toward a creature before hitting it with a weapon attack, you roll an additional damage die as part of the attack.

Close Quarters Combat. When you successfully grapple a creature or escape a grapple, you may make a single attack as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack as a reaction.

Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in the hook of your weapon and disarm them. Make an attack roll with your weapon. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon.

Garrote. While wielding this weapon, you may grapple a creature using the round or flexible parts of the weapon. While grappled in this way, the creature cannot speak, cannot breathe, and has disadvantage on attack rolls against you. If you surprised the creature with this grapple, it cannot hold its breath and immediately begins suffocating. This otherwise works as a normal grapple.

Grinding Halt. Whenever you must make a Strength-based skill check or saving throw to avoid being moved against your will, you can dig the blade of your weapon into the ground as a reaction. Roll the weapon’s damage and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you roll the weapon’s damage and move that many feet fewer.

Hurling Impact. When you hit with the weapon, you may choose to reduce the bludgeoning damage dealt, causing the target to be pushed an equal number of feet away.

Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with the weapon. You have advantage on this roll if you are a larger size, disadvantage if you are smaller, and you cannot use this Exploit on creatures more than 2 sizes larger or smaller. If the result of this roll equals or exceeds their attack roll, you parry the attack.

Pin. As an attack, make an attack roll against a Prone creature or one you are grappling within 5-feet of a solid surface. On a hit, you pin the creature’s clothes or limbs to the wall or floor, as appropriate to the weapon. This causes the creature to be Grappled by the weapon and wall. The escape DC for this grapple is 10 plus your attack bonus with the weapon.

Pinning Shot. As an attack, make a ranged attack roll against a creature within 5 feet of a solid surface, which may include the floor if you have a clear shot of the target's feet(Or other appropriate limbs). On a hit, you pin the creature's clothes or limbs to the wall or floor, appropriate to the weapon used and the ammunition. This causes the target to be grappled by the ammunition and the surface. The escape DC for this grapple is 10 plus your attack bonus with the weapon.

Rebuff. As an attack, you may use the haft of your weapon to rebuff up to two(Or more) adjacent creatures. Make a single attack roll against one or two adjacent creatures within 5 feet of you. If the attack hits a target, you push it up to 10 feet away from you. If you are larger than medium, for each size larger you may target twice as many features, at twice the distance, and push them twice as far.

Repel Charge. As an action, you can set your weapon against a charge. If a creature moves at least 20 feet straight toward you and attacks you, you may use your reaction to make an attack before the attacker makes its attack roll. If your attack hits, it is an automatic critical hit, and the target has disadvantage on its attack roll.

Snare. As part of a grapple, you may use your weapon’s hooked or flexible pieces to snare your target’s arms. On a finesse weapon, you may make a Dexteirty + Sleight of Hand check instead of a Strength + Athletics check for this grapple. During this grapple, the target cannot benefit from one of their arms.

Sunder Armor. As an attack, you can make a single attack against an armored creature. Rather than deal damage, this attack reduces the armor class of the target by 1, or the difference between the magical bonuses of your weapon and their armor, whichever is higher. You cannot sunder armor more magical than the weapon you are wielding. This reduction is repaired as appropriate to the armor in question.

Trip. As an attack, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a creature whose size is no more than one category larger than yours. Your target makes a Strength Saving throw against your attack roll, falling Prone on a failure.

Vault. You may use the haft of your weapon to double the height and distance you may jump. This works as appropriate to your manner of leaping.

Warning Shot. In place of an attack, you may make a warning shot against the creature. You roll damage as though you hit the target, and the target must make a wisdom saving throw against 10 or the damage rolled, whichever is higher, becoming frightened of you on a failure. This fear remains until the end of their next turn. If the creature has already succeeded a saving throw against this ability, they cannot be scared by it again until the end of their next long rest.