Sei sulla pagina 1di 57

Martial Exploits

Martial Exploits
Version 1.1
A conversion of over 500
4th Edition Martial Powers
into 5th Edition Abilities

Conversion work done by DM_Steel


Special thanks to everyone who gave feedback
and inspired me to do this in the first place:
My Wife, Abby
Chris Burns
Cross @crossthegamer
Matthew Durham
Alex "Dusty" Germano

2
Table of Contents
Introduction 4
What is an Exploit?
How to use Exploits in Your Game
How Players can Acquire Exploits
Reading an Exploit
New Rules & Terms
Conditions ................................................................................. 5
Bleeding
Dazed
Rules .................................................................................................5
Marked
Saving Throws
Tags ................................................................................................... 5
Fear
Pet
Offensive
Skill or Tool
Stance
Utility
Terms ................................................................................................6
Charging Attack
Expending Hit Dice
Exploit
Movement
Weapon Categories
“When you hit a creature with an attack”
“While wielding a weapon”
Exploits
Rank 1 Exploits ........................................................................7
Rank 2 Exploits ..................................................................... 20
Rank 3 Exploits ..................................................................... 31
Rank 4 Exploits ..................................................................... 38
Rank 5 Exploits ..................................................................... 48
Change Log 56
Credits and Legal Back

3
Introduction How Players can Acquire Exploits
This document is a sample of a larger series converting 4th It is ultimately up to you to decide how they are introduced
edition powers into 5th edition abilities. This particular into your game, and which ones are available. Here are a few
document presents Fighter, Ranger, Rogue, and Warlord examples of how you could allow players to acquire them.
themed Exploits. Any exploit in this document is not intended You could have NPCs reward them as special training
to be only for these classes. It is intended to add a little dash instead of treasure. Similar in the way Boons are awarded.
of fighter, rogue, or warlord flavor to any character. The players find a magical scroll that when studied is
That being said, there are abilities presented here that consumed as it bestows the knowledge of the exploit on
benefit certain classes more. Those exploits often refer to the character.
marking, a variant combat option in the DMG, and marks You could use the "Buying a Magic Item" Downtime
make the most use out of the Rank 1 Exploit: Combat Activity from Xanathar's Guide to Everything as a
Challenge. framework for spending downtime to train an exploit from
Some may reference the Sneak Attack class feature, though a teacher.
they do not require it. If using the training method or rewarding them instead of
Others refer to a companion pet. Anyone can have a pet, but treasure, it is unlikely that an instructor knows all of the
this refers to any companion creature that is trained for battle. exploits. I would recommend picking 3-5 exploits that the
Such as a trained wolf, a Beast Master’s animal companion, or instructor is willing to teach, and allowing the players to
maybe even a Paladin’s steed. pick from that list.
What is an Exploit? Exploit Rank and Rarity Comparison
Rank Spell Level Magic Item Rarity Level Range
Exploits are abilities converted from 4th edition Martial
Powers, taken from Fighter, Ranger, Rogue, and Warlord. 1 1st Common 1-4
They are Martial which means they are fueled only by the 2 2nd Uncommon 5-8
cunning and expertise of the character performing them. They
are called exploits because they exploit a specific opening in a 3 3rd Rare 9-12
fight that might only present itself once in a fight or once in a 4 4th Very Rare 13-16
day. This is a narrative justification for why the abilities cannot
just be used all the time. 5 5th Legendary 17-20
These exploits are divided by Rank, with each rank about
equal in power to a spell of the same level or a permanent Reading an Exploit
magic item of equal rarity. See the Exploit Rank and Rarity
table for comparison. Name of Exploit
Rank of Exploit • Tags (How often the Exploit recharges)
How to use Exploits in your game Exploit text. This section describes the mechanical benefits
These exploits are intended to be used as either special of the exploit.
abilities for NPCs to use to make them unique, or as rewards Flavor text. This section describes how the exploit appears
for players in place of magic items. They do not take up an in the world
attunement slot, but are also more limited in function than a
magic item. How often the Exploit recharges
Each rank is intended to have a minimum character level to Turn. The exploit recharges at the start of your turn.
acquire, but that is ultimately up to the GM to decide. Short. The exploit recharges after a short or long rest.
Long. The exploit recharges after a long rest.

4
New Rules & Terms Tags
Fear
A fear exploit inspires fright. This fright is often represented
Conditions by a creature being forced to move, taking a penalty to attack
Bleeding rolls, or granting advantage on attack rolls. Creatures immune
Bleeding is a new condition. A creature that is bleeding takes to fear effects will be immune to parts of an exploit, if not the
the listed amount of damage (usually a die amount) at the whole thing.
beginning of its turn. Bleeding can be stopped by a using an
action to make a DC 15 Wisdom (Medicine) check or through Pet
the application of any effect that allows the creature to regain Exploits that have the pet tag require the user to have some
hit points. sort of companion creature present. Most often, this will refer
GMs can choose to have bleed damage stack with itself or to a Beast Master Ranger’s beast companion, though any
not, depending on the type of campaign they wish to play. companion creature could suffice, such as a Paladin’s mount,
a Chain Pact Warlock's famialiar, or simply a trained wolf.
Exploits that use this tag will sometimes refer to a
Variant: A bleeding creature can make a DC 15 companion’s reaction. This is assuming the companion gets
Constitution saving throw at the end of each of its their own full turn of actions. If this isn’t the case, feel free to
turns, ending the bleeding on a success. change the action cost as needed to best fit your beast
companion rules.

Dazed Offensive
This is a new condition that means a creature may not take You can only activate 1 exploit per turn with the “Offensive”
reactions, and on its turn, it can use either an action or a tag. This is intended to prevent stacking damage dealing
bonus action, not both. Regardless of the creature’s abilities or exploits on a single trigger, and to prevent offensive exploits
magic items, it can’t make more than one melee or ranged from triggering off of each other.
attack during its turn.
Variant: Offensive could also be limited to once per
Rules round, depending on if you want to make players
choose between using an offensive exploit to attack,
Marked or hold back and be able to activate an offensive
This is the variant rule presented on page 271 of the exploit during a reaction.
Dungeons Masters Guide. When a creature marks a target,
the mark lasts until the end of the attacker’s next turn unless
specified otherwise, and any opportunity attack it makes
against the marked target has advantage. The opportunity Skill or Tool
attack doesn’t expend the attacker’s reaction, but the attacker When an exploit has a Skill or Tool tag, you must be proficient
can’t make the attack if anything, such as the incapacitated in that skill or tool to activate the exploit. If it requires a tool,
condition or the shocking grasps spell, is preventing it from you must have the tool on hand.
taking reactions. The attacker is limited to one opportunity
attack per turn. Stance
When an exploit has the "Stance" tag, the stance lasts for 1
Saving Throws minute, you are knocked unconscious, or until you enter
Some exploits require your target to make a saving throw to another stance. You can end a stance on your turn as no
resist its effects. The saving throw DC is calculated as follows: action.
The DM might also decide that certain environmental
Exploit Save DC = 8 + your proficiency bonus + phenomena, such as a wave crashing over you while you’re on
a storm-tossed ship, could require you to succeed on a DC 10
your Strength or Dexterity modifier (your choice) Constitution saving throw to maintain your stance.
Attacking Objects Utility
With your DM's permission, you can use an exploit to target Utility exploits are generally buffs for the user or allies, and
an object when it would normally target a creature. generally don't interact with enemies in any way. Sometimes
these exploits have no combat application at all.

5
Terms Weapon Categories
Some exploits gain extra damage or effects when used with
Charging Attack specific weapon types. These types are broken up into
If an exploit refers to a charging attack and you don't have categories. You can find them in the following table.
rules for that in your game. Consider using the following:
Charging Attack. As an action, move up to your speed and Type Weapons
make a melee weapon attack, with advantage, against a Axe Battleaxe, Handaxe, Greataxe, Halberd
creature within reach. All attack rolls against you have
advantage until the start of your next turn. Bow Longbow, Shortbow
Hand Crossbow, Heavy Crossbow, Light
Crossbow
Expending Hit Dice Crossbow
When an exploit has you "expend a hit die" it will always Flail Flail, Whip
specify what the benefit is. The benefit is often to recover hit
points, but not always. If you are recovering hit points using a Hammer Maul, Throwing Hammer, Warhammer
hit die, it is just like during a short rest. You roll your die and Heavy
add your Constitution modifier. This means you do no regain Blade
Glaive, Greatsword, Longsword, Scimitar
hit points for expending a hit die unless the effect tells you to
do so. Light
Blade
Dagger, Rapier, Short sword, Sickle
Some exploits will reference "as if you had expended a hit
die" which refers to rolling the die and adding your Mace
Club, Great club, mace, Morningstar,
Constitution modifier without actually needing to expend the Quarterstaff
die. These effects can be used even if you have no hit dice Pick Sickle, Warpick
remaining.
Glaive, Halberd, Lance, Pike, Spear (when
Exploit Polearm wielded in two hands), Quarterstaff (when
wielded in two hands)
A character performs bold and daring exploits drawing on
relentless martial training and specific openings in a fight. An Spear Javelin, Lance, Pike, Spear, Trident
exploit is not a magical effect, but its limited uses are
represented by the fact that it requires a very specific opening “When
When you hit a creature with an attack”
attack
in a fight, and this opening might only present itself once in a When an exploit triggers from hitting with an attack, the
fight or once in a day. target suffers the attack’s normal effects, and any additional
Movement effects listed in the exploit.
When an exploit allows you to move, this is normally in “While
While wielding a weapon”
weapon
addition to any other movement on your turn. Unless specified When an exploit requires you to be wielding a weapon, any
otherwise, this bonus movement is only available as part of special properties of that weapon apply to the exploit. If the
the exploit. Meaning, if an exploit allows you to move 20 feet, exploit requires a saving throw, you can apply your weapon’s
you must use that movement then, you can’t use 10 feet and enhancement bonus to the save DC, and any special on hit
save the other 10 feet or later. effects of your magic weapon apply on a failed save, such as
dealing extra fire damage, or causing a bleeding wound.

6
Rank 1 Exploits Bastion of Defense
Rank 1 Exploit • Utility (Long)
When you hit with a melee attack using a weapon, each of
Adaptable Flanker your allies within 25 feet of you gains 2d6 temporary hit
Rank 1 Exploit • Utility (Short) points, and a +1 bonus to AC for 1 minute.
As a bonus action, until the end of your next turn, you gain You strike your foe a mighty blow, rallying your friends as
advantage on attack rolls against any creature that both you they witness the path to glory.
and an ally of yours are within 5 feet of.
The mere presence of an ally gives you all the advantage Battle Fury
you need. Rank 1 Exploit • Stance (Short)
As a bonus action, you enter the Battle Fury stance. Until
Adaptive Stratagem the stance ends, you gain a +1d4 bonus to damage rolls with
Rank 1 Exploit • Utility (Short) melee weapons, but suffer a -2 penalty to AC.
As a bonus action, until the end of your next turn, one ally This stance ends early if you regain hit points. You can end
within 50 feet who can see or hear you gains their choice of a this stance (no action required) during your turn but not on
+1d4 bonus to damage rolls or +2 bonus to saving throws. the same turn that you activate it.
Your companion has the ability and the will. You provide the You throw your full weight into each attack, ruining your
plan and the motivation. defenses but scoring a crippling blow with each strike.
Agile Footwork Battlefront Shift
Rank 1 Exploit • Utility (Short) Rank 1 Exploit • Utility (Short)
As a reaction, when an enemy ends its turn within 5 feet of As a reaction, when you roll initiative, you or one ally within
you, you can disengage and move up to 10 feet. 15 feet who can see or hear you can immediately disengage
Though your foe wants to move in closely, you’d rather keep and move up to half their speed.
your distance, so you nimbly move away. As combat breaks out, you give a quick call, urging an ally to
move or spurring yourself to take action.
Aid the Injured
Rank 1 Exploit • Utility (Short) Battering Command
As an action, you or one ally within 5 feet who can see or Rank 1 Exploit • Offensive (Short)
hear you can expend a hit die to regain hit points. As an action, while you are wielding a melee weapon, one
Your presence is both a comfort and an inspiration to an creature you can see must succeed on a Strength saving
ally. throw or be knocked prone.
Additionally, one ally within 5 feet of the target who can see
Arm and Edge or hear you can make a melee weapon attack against it (no
Rank 1 Exploit • Stance (Long) action required).
As a bonus action, you enter the Arm and Edge stance. Until You slam your weapon into your foe’s gut and cause the
the stands ends, whenever you make a ranged attack with a creature to double over, enabling an ally to smash it.
thrown weapon or a sling, you double the normal and the long
range. Beast Latch
You sharpen your aim and flex your arm, preparing to hurl Rank 1 Exploit • Offensive, Pet (Short)
your weapon at a distant foe. When you take the attack action on your turn, you can forgo
one of your attacks to command your companion pet to use its
Armor-Piercing Thrust reaction to make a melee weapon attack against one creature
Rank 1 Exploit • Offensive (Short) within its reach. On a hit, the target suffers the attack’s normal
As an action, while wielding a melee weapon, one creature effects, and if the target moves during its next turn, your
within reach must succeed on a Dexterity saving throw or take companion can disengage and move with it, ending in any
2d10 piercing damage. space within 5 feet of the target.
If you are wielding a light blade or spear, the saving throw is If your companion is a bear, cat, raptor, spider, or snake,
made with disadvantage and the target takes 3d10 piercing their attack deals an extra 1d10 damage.
damage instead of 2d10. Your attack diverts your foe’s attention long enough for your
You drive your weapon through a weak point in your foe's companion pet to take hold, hampering your foe and allowing
defenses. the pet to easily follow.
Avenging Charge Begin the Hunt
Rank 1 Exploit • Offensive (Short) Rank 1 Exploit • Utility (Long)
As a reaction, when an enemy attacks one of your allies, you When you roll initiative, you gain a +2 bonus to the
can make a charging attack against the triggering enemy. On a Dexterity check, and can designate one creature you can see
hit, your attack deals an extra 1d10 damage. within 100 feet as your quarry for 1 minute. You gain a +1d4
You take advantage of an enemy’s opening while it focuses bonus on damage rolls against that creature until it is no
on your ally. longer your quarry.
You quickly identify your prey and ready yourself to attack.

7
Bell Ringer Bloody Ending
Rank 1 Exploit • Offensive (Short) Rank 1 Exploit • Offensive (Short)
As an action, while wielding an axe, a hammer, or a mace, When you hit a creature that is below half hit points with a
one creature within reach must succeed on a Constitution melee attack using a weapon, your attack deals an extra 1d10
saving throw or take 1d10 bludgeoning damage and be damage, and your allies who can see or hear you gain a +1d4
stunned until the end of your next turn. bonus to damage rolls against the target until the end of your
You smash your weapon into your enemy, jarring their next turn.
vitals. You cunningly aim to finish off a wounded foe.
Blade Vault Brute Strike
Rank 1 Exploit • Offensive (Short) Rank 1 Exploit • Offensive (Long)
As an action, you can leap up to 10 feet and can make a When you hit a creature with a melee attack using a
melee attack using a finesse weapon against one creature weapon, your attack deals an extra 2d10 damage.
within reach. On a hit, the target takes an extra 1d10 damage. You deliver a powerful blow that rends flesh and shatters
You bound into the air, driving your blade home as you land. bone.
Blinding Barrage Calculated Assault
Rank 1 Exploit • Offensive (Long) Rank 1 Exploit • Offensive (Long)
As an action, make a ranged attack with a weapon against When you hit a creature with a melee attack using a
any number of creatures within a 15-foot cone originating weapon, one of your allies within 25 feet of you gains a +1d4
from you. You must have ammunition for each target, as bonus on damage rolls against the target for 1 minute. You
normal, and you make a separate attack roll for each target. can transfer this bonus to another ally within 25 feet of you as
On a hit, a target suffers the attack’s normal effects, and must a bonus action.
succeed on a Constitution saving throw or become blinded Your attack proves your superior command of the situation.
until the end of your next turn.
A rapid flurry of projectiles leaves your enemies clearing the Checking Jab
blood from their eyes. Rank 1 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a finesse
Blinding Smash weapon, the target must succeed on a Constitution saving
Rank 1 Exploit • Offensive (Short) throw or have its speed halved for 1 minute. The target can
As an action, while wielding a melee weapon, one creature repeat saving throw at the end of each of its turns, ending the
within reach must succeed on a Constitution saving throw or effect on a success.
become blinded until the end of your next turn. You have advantage on attack rolls against the target while
If you are wielding an axe, hammer, or mace, on a failed its speed is reduced by this exploit.
save, the target also takes 2d10 damage of the same type as You smile callously as your attack lands, cowing your enemy
your weapon. into an overcautious state.
A sharp blow leaves your enemy seeing only stars.
Combat Challenge
Boar Assault Rank 1 Exploit • Offensive (Recharges at the beginning of
Rank 1 Exploit • Offensive (Long) your turn)
When you hit a creature with an attack using a weapon, you As a reaction, when a creature marked by you is within 5
gain 1d10 temporary hit points, and until the target is reduced feet of you and disengages or makes an attack against a target
to 0 hit points, you gain 1d4 temporary hit points each time other than you, you can make a melee weapon attack against
you hit the target with a weapon attack. the triggering creature.
Each successful attack against your foe increases your It’s dangerous to ignore you, and you show your enemy why.
tenacity.
Comeback Strike
Boundless Endurance Rank 1 Exploit • Offensive (Long)
Rank 1 Exploit • Stance (Recharges on long rest) When you hit a creature with a melee attack using a
As a bonus action, you enter the Boundless Endurance weapon, you can expend a hit die to regain hit points.
stance. Until the stance ends, if you begin your turn below half A timely strike against a hated foe invigorates you, giving
hit points, you regain 1d4 hit points. you the strength and resolve to fight on.
You shake off the worst of your wounds.
Confusion of Blades
Rank 1 Exploit • Offensive (Short)
When you are wielding a different melee slashing weapon
in each hand and hit a creature with an attack using a
weapon, your attack deals an extra 1d4 damage for each
hostile creature within 5 feet of you.
Your twin blades become a whirl of slapping, jabbing, and
cutting surfaces.

8
Concentrated Attack Cunning Step
Rank 1 Exploit • Offensive (Long) Rank 1 Exploit • Stance (Long)
When you hit a creature with a melee attack using a As a bonus action, you enter the Cunning Step stance. Until
weapon, one ally within 50 feet of you who can see or hear the stance ends, your speed increases by 5 feet.
you can use their reaction to make a weapon attack against You cut corners and dodge obstacles, making it seem as
the target. The ally gains a +2 bonus to the attack roll and a though you move with unnatural speed.
+1d10 bonus to the damage roll.
You and your companion combine your attacks to deliver a Daunting Onslaught
nasty blow. Rank 1 Exploit • Fear, Offensive (Short)
When you hit a creature with a melee attack using a
Confounding Attack weapon, the target and each enemy within 5 feet of you or the
Rank 1 Exploit • Offensive (Long) target must succeed on a Wisdom saving throw or become
When you hit a creature with an attack using a finesse or frightened of you until the end of your next turn.
ranged weapon attack, the target must succeed on a Wisdom You bring down your rage upon an enemy, frightening
saving throw or be forced to use its reaction, if available, to nearby foes with your brutality.
make a melee weapon attack against a creature of your choice
within its reach. Dazing Strike
If you or the target would have advantage on attack rolls Rank 1 Exploit • Offensive (Short)
against the second creature, you can add your Sneak Attack When you hit a creature with an attack using a finesse
damage to the damage roll of the forced attack. This counts as weapon, the target must succeed on a Constitution saving
one use of the Sneak Attack ability for this turn. throw or become dazed until the end of your next turn.
Your attack causes your opponent to accidentally wallop its An expert strike catches your foe by surprise and leaves
ally. them reeling from the pain.
Covering Attack Defensive Stance
Rank 1 Exploit • Offensive (Long) Rank 1 Exploit • Stance (Long)
When you hit a creature with a melee attack using a As a bonus action, you enter the Defensive stance. Until the
weapon, an ally of yours within 5 feet of the target can move stance ends, your speed is halved and you gain a +1 bonus to
up to 10 feet without provoking opportunity attacks (no action AC, and whenever an enemy misses you with a melee attack,
required). you can move up to 5 feet (no action required).
You launch a ferocious attack at your enemy, allowing one of Dropping into a cautious stance, you maneuver around your
your allies to safely retreat from it. opponent’s attacks to get into position.
Crescendo of Violence Deflecting Shield
Rank 1 Exploit • Utility (Short) Rank 1 Exploit • Offensive (Short)
As a reaction, when an ally within 25 feet who can see or When you are wielding a shield and hit a creature with a
hear you scores a critical hit, the triggering ally gains 2d10 melee attack using a weapon, the next time the target attacks
temporary hit points. you before the end of your next turn, one other enemy within 5
When one of your allies delivers a telling blow on a foe, you feet of you suffers 1d10 bludgeoning damage.
offer encouragement to help your friend finish the fight. As you hammer your foe with an attack, you move your
shield to deflect its counterattack.
Crucial Advice
Rank 1 Exploit • Utility (Short) Diabolic Stratagem
As a reaction, when an ally within 25 feet that you can see Rank 1 Exploit • Offensive (Short)
or hear makes an ability check using a skill you are proficient When you hit a creature with a melee attack using a
in, you can grant the ally advantage on the roll and an weapon, the target is marked until the end of your next turn,
additional +2 bonus. and the target of this attack gains advantage on attack rolls
You are wise in all things. The sooner your friends realize against you until the start of your next turn. The first attack
this, the safer and better off they’ll be. the target makes against you before the start of your next turn
provokes opportunity attacks from you and your allies.
Cunning Adjustment A feint and attack marks a foe and seemingly leaves you
Rank 1 Exploit • Utility (Short) defenseless, but it’s just a cunning move to allow you to make
When you hit an enemy with a melee attack, one ally within other attacks.
5 feet of you who can see or hear you can disengage and move
up to 10 feet (no action required), and gain advantage on
attack rolls against the triggering enemy until the end of your
next turn.
Your strike creates an opening your ally seizes to their
advantage.

9
Dicey Predicament Duelist’ss Prowess
Duelist
Rank 1 Exploit • Offensive (Short) Rank 1 Exploit • Stance (Long)
When you have at least two enemies within 5 feet of you As a bonus action, you enter the Duelist’s Prowess stance.
and you hit a creature with a melee attack using a weapon, Until the stance ends, when a creature within 5 feet of you
until the end of your next turn, your allies who can see or hear hits or misses you with an attack, you can use your reaction to
you gain advantage on attack rolls against any of your enemies make a melee attack with a finesse weapon against the
within 5 feet of you. triggering creature.
Surrounded by enemies, you fake weakness and make them The way you stand appears to allow a foe an opening, but in
careless. Then you suddenly strike. truth your skill is such that you use your foe’s attack to draw it
in for your own quick strike.
Dire Wolverine Strike
Rank 1 Exploit • Offensive (Short) Enclose the Prey
As an action, while you are wielding a separate melee Rank 1 Exploit • Offensive, Pet (Short)
weapon in each hand, make a melee attack with a weapon When you hit a creature with a melee attack using a
against any number of creatures you can see within 5 feet of weapon, your companion pet can use its reaction to move up
you, with a separate attack roll for each target. On a hit, a to 5 feet without provoking opportunity attacks and make a
target suffers the attack’s normal damage, and you deal extra melee weapon attack against the target.
damage equal to the damage die of your other weapon. If your companion is a cat, spider, or wolf, their attack deals
Enemies surround you–much to their chagrin, as you slash an extra 1d10 damage.
them to pieces with the ferocity of a wounded dire wolverine. Your companion pet circles your quarry, gaining a better
position just as you strike.
Disruptive Strike
Rank 1 Exploit • Offensive (Short) Fearless Rescue
As a reaction, when you or an ally is attacked by a creature Rank 1 Exploit • Offensive (Long)
that you can see, you can make an attack using a weapon As a reaction, when an enemy within 25 feet of you reduces
against the triggering creature. On a hit, the target suffers the one of your allies to 0 hit points, you can move to the nearest
attack’s normal effects, and the target suffers a -2 penalty on unoccupied space within 5 feet of the triggering enemy and
the attack roll, possibly causing it to miss. make a melee attack with a weapon against the target.
You thwart an enemy’s attack with a timely thrust of your Additionally, the triggering ally can expend a hit die to
blade or a quick shot from your bow. regain hit points and regains an extra 1d4 hit points for each
opportunity attack you provoked while moving to the enemy.
Distracting Shot One of your allies falls, and without regard for your own
Rank 1 Exploit • Offensive (Long) well-being, you rush to make the attacker pay. Your bravery
When you hit a creature with a ranged attack using a inspires your ally to fight on.
weapon, the target suffers the attack’s normal effects, and one
ally of your choice who can see or hear you gains advantage Feral Ambush
on attack rolls against the target before the end of your next Rank 1 Exploit • Offensive, Pet (Short)
turn. When you take the attack action on your turn, you can forgo
Your attack draws your enemy’s attention long enough to one of your attacks to command your companion pet to use its
give your ally an opening. reaction to make a melee weapon attack against one creature
within its reach. On a hit, the target suffers the attack’s normal
Distracting Spate effects plus an extra 1d10 damage if you are also in melee
Rank 1 Exploit • Offensive (Short) with the target.
When you are wielding a separate melee weapon in each If your companion is a cat, raptor, serpent, or wolf, their
hand and hit a creature with a melee attack using a weapon, attack deals an extra 2d10 damage instead of 1d10, if you are
the target must make a Dexterity saving throw. On a failed in melee as well.
save, you gain advantage on attack rolls against the target You distract an enemy while your pet lunges for the creature
until the end of your next turn.- and savages it.
Your flurry of feints and strikes leaves your foe’s defenses
unsteady. Ferret an Opening
Rank 1 Exploit • Utility (Short)
Distracting Team As a bonus action, choose a creature that both you and an
Rank 1 Exploit • Offensive, Pet (Long) ally are within 5 feet of. Until the end of your next turn, you
When you hit a creature with a melee attack using a gain advantage on attack rolls against the target.
weapon, your companion pet can use its reaction to move up With a keen eye, you use one moment of advantage to
to its speed and make a melee weapon attack against the create another.
target. On a hit, the target suffers the attack’s normal effects
plus an extra 1d10damage, and the target must succeed on a
Strength saving throw or fall prone.
You distract your foe while your companion pet moves in for
the kill.

10
Flailing Shove Guarding Attack
Rank 1 Exploit • Offensive (Short) Rank 1 Exploit • Offensive (Short)
When you hit a creature with an attack using a finesse or When you hit a creature with a melee attack using a
ranged weapon, the target must succeed on a Strength saving weapon, choose one ally within 5 feet of you or the target and
throw or be pushed up to 5 feet. After the push, each of your who can see or hear you. The ally gains a +2 bonus to AC
enemies within 5 feet of the target take 1d6 bludgeoning against the target’s attacks until the end of your next turn.
damage. With a calculated strike, you knock your enemy off balance,
The enemy recoils from your slashing blade and granting some protection against the villain’s attacks.
accidentally strikes its allies.
Hammer and Anvil
Flanking Assault Rank 1 Exploit • Offensive (Short)
Rank 1 Exploit • Offensive (Long) When you hit a creature with a melee attack using a
When you hit a creature with a melee attack using a weapon, one ally within 5 feet of the target who can see or
weapon, your attack deals an extra 1d4 damage for each of hear you can make a melee weapon attack against it (no
your allies within 5 feet of the target. action required), with a +1d10 bonus to the damage roll.
The presence of so many enemies overwhelms your foe, You land a ringing blow against your foe, inspiring a nearby
giving you the opportunity to land a vicious blow. ally to do the same, but harder.
Fleeting Spirit Strike Hammer Formation
Rank 1 Exploit • Offensive (Short) Rank 1 Exploit • Offensive (Short)
When you hit a creature with an attack using a finesse or When you hit a creature with a ranged attack using a
ranged weapon, you do not provoke opportunity attacks for thrown weapon, each ally within 5 feet of you deals an extra
the rest of your turn, and if you are obscured at the end of your 1d6 damage with the next attack they make using a weapon
turn, you can make a Dexterity (Stealth) check to become before the start of your next turn.
hidden. You signal your allies to attack with abandon, dishing out as
You dart from shadow to shadow, striking out along the way. much damage as possible.
Fox’ss Cunning
Fox Harrier’ss Ploy
Harrier
Rank 1 Exploit • Offensive (Short) Rank 1 Exploit • Offensive (Long)
As a reaction, when an enemy hits or misses you with a When you hit a creature with a melee attack using a
melee attack, you can disengage and move up to 5 feet, then weapon, for 1 minute, whenever the target moves, you can use
make an attack with a weapon against the triggering enemy your reaction to move up to 10 feet without provoking
with a +2 bonus to the attack roll. opportunity attacks.
Using the momentum from your enemy’s blow to fall back Your forceful attack promises your foe a pursuit that can
or slip to one side, you make a sudden retaliatory attack as end only when one of you is victorious.
they stumble to regain their composure.
Hasty Alert
Guarded Attack Rank 1 Exploit • Utility (Long)
Rank 1 Exploit • Offensive (Short) When you roll initiative and you or one of your allies would
When you hit a creature with a melee attack using a finesse be surprised, you and each ally within 50 feet who can see or
weapon, the target provokes an opportunity attack from you if hear you is not surprised. Additionally, each target gains a +2
it makes a melee attack against you before the start of your bonus to AC and Dexterity saving throws until the end of the
next turn. The opportunity attack is made before the target first round of combat.
makes its attack roll, and if it hits, the triggering attack is Your shout warns comrades of imminent danger in time for
made with disadvantage. them to react.
Striking quickly, you remain ready to parry.
Hearten the Beast
Guardian Arrow Rank 1 Exploit • Pet, Utility (Turn)
Rank 1 Exploit • Offensive (Long) As an action, if your companion pet is within 100 feet and
When you hit a creature with a ranged attack using a can see or hear you, it can immediately make a saving throw
weapon, choose an ally within 5 feet of the target. For 1 with a +2 bonus against one effect that a save can end.
minute, if the target attacks that ally, you can make a ranged If the target is a bear or a boar, it gains a +4 bonus instead
attack using a weapon against the target as a reaction. of +2.
You slam an arrow home and promise more if harm befalls With an encouraging shout, you give your beast companion
your friend. the desire to fight harder.

11
Heroic Effort Hunt’ss End
Hunt
Rank 1 Exploit • Utility (Long) Rank 1 Exploit • Offensive (Long)
As a bonus action, while you are below half hit points, each When you hit a creature that is below half hit points with an
ally within 50 feet of you who can see or hear you gains a attack using a weapon, your attack deals an extra 1d10
+1d4 bonus to damage rolls until you are above half hit points. damage.
Additionally, you gain 2d10 temporary hit points. If the target is subjected to your hunter’s mark, you can
On the brink of exhaustion, you still manage to rally your score a critical hit on a natural roll of 19–20.
allies. You carefully focus to make your attack spell your target’s
end.
Hesitation Slash
Rank 1 Exploit • Offensive (Short) Hurling Charge
When you hit a creature with a melee attack using a Rank 1 Exploit • Offensive (Short)
weapon, the target must make a Wisdom saving throw. On a As a bonus action, when you hit a creature with a ranged
failed save, you gain advantage on attack rolls against the attack using a thrown weapon, you can make a charging
target until the end of your next turn. attack against the target.
If you are wielding a slashing weapon or spear, your attack If you are concentrating on hunter’s mark you can move it to
deals an extra 1d10 damage. the target (no action required) before you make your charging
You flick your weapon one way, then the next, slashing your attack.
opponent and making it unclear which direction your next You hurl one of your weapons and then launch into a
attack will come. charge.
Hold the Line Immediate Vengeance
Rank 1 Exploit • Offensive (Short) Rank 1 Exploit • Offensive (Short)
When you hit a creature with a melee attack using a As a reaction, when you are wielding a shield and an enemy
weapon, allies within 5 feet of you who can see or hear you within 5 feet of you hits you or an ally with a melee weapon
gain a +2 bonus to AC and cannot be subjected to forced attack, the target must make a Constitution saving throw. On a
movement, until the end of your next turn. failed save, the target takes 2d10 bludgeoning damage and
With a snap series of commands, you keep your allies in deals half damage on and with all melee weapon attacks until
formation and well defended as you assault your adversary. the end of your next turn, including the triggering attack.
An attack gets through, but before the attacker can
Hunter’ss Privilege
Hunter withdraw, you smash your shield down upon it with crippling
Rank 1 Exploit • Stance (Long) force.
When you make an initiative check at the beginning of an
encounter and your check result is higher than any other Inspire Resilience
combatant’s, you enter the Hunter’s Privilege stance. Until the Rank 1 Exploit • Offensive (Short)
stance ends, you gain a +1d4 bonus to damage rolls. When you hit a creature with a melee attack using a
Your keen senses and uncanny instincts give you an edge weapon, each ally within 5 feet of you who can see or hear you
over your enemies. chooses to gain one of the following:
Hunter’ss Trapping Shot
Hunter +1d4 bonus to damage rolls until the end of your next turn.
Rank 1 Exploit • Offensive (Long) Gain 2d6 temporary hit points.
When you hit a creature with an attack using a weapon, the If only one ally benefits from this, the damage bonus is
target bleeds for 1d4 necrotic damage, and must succeed on a 1d10 instead of 1d4, and the temporary hit points gained are
Constitution saving throw or have its speed halved for 1 2d10 instead of 2d6.
minute. The target can repeat the saving throw at the end of You deliver a powerful hit that bolsters your ally or
each of its turns, ending the speed reduction on a success. encourages your comrade to unleash an equally devastating
A well-placed shot to the leg leaves your enemy hobbled and blow.
bleeding.
Inspired Belligerence
Hunting-Partner Strike Rank 1 Exploit • Utility (Short)
Rank 1 Exploit • Offensive (Short) As a bonus action, choose one enemy within 25 feet of you
When you hit a creature with a melee attack using a that you or an ally has advantage on attack rolls against. Until
weapon, your attack deals an extra 1d10 damage if one of the start of your next turn, all your allies who can see or hear
your allies is within 5 feet of the target and able to take you gain advantage on attack rolls and a +1d4 bonus to
reactions. damage rolls against the target.
Working with an ally allows you that extra edge. You lead your allies to use your enemies’ defensive openings
to deliver more punishment.

12
Inspiring Shot Knee Breaker
Rank 1 Exploit • Offensive (Long) Rank 1 Exploit • Offensive (Long)
When you hit a creature with a ranged attack using a When you hit a creature with a melee attack using a
weapon, for the next minute, whenever you allow an ally to weapon, the target must succeed on a Constitution saving
regain hit points, that ally regains an extra 1d4. throw or have its speed halved for 1 minute. If the target’s
Your shot strikes an enemy hard, proving that victory is near. speed was already reduced by any effect, its speed instead
becomes 0 for 1 minute. The target can repeat the saving
Inspiring War Cry throw at the end of each of its turns, ending the effect on a
Rank 1 Exploit • Offensive (Short) success.
When you hit a creature with a melee attack using a If you are wielding an axe, hammer, or mace, your attack
weapon, one ally within 25 feet who can see or hear you can deals an extra 1d10 damage.
make a saving throw against an effect that a save can end. By smashing into your opponent’s legs, you make even the
As you strike, you shout a fierce war cry that heartens a thought of moving painful for them.
nearby ally, jolting your friend out of succumbing to their
troubles. Knight’ss Move
Knight
Rank 1 Exploit • Utility (Short)
Inspiring Word As a bonus action, one ally within 50 feet who can see or
Rank 1 Exploit • Utility (Short) hear you can immediately move up to their speed (no action
As a bonus action, you or one ally within 25 feet who can required).
see or hear you can expend a hit die to regain hit points, plus With a sharp wave of your arm, you direct one of your allies
an extra 1d10. to a more tactically advantageous position.
The extra healing from this exploit increases at certain
levels; level 5 (2d10), level 9 (4d10), level 13 (5d10), and level Lamb to the Slaughter
17 (7d10). Rank 1 Exploit • Offensive (Long)
You call out to a wounded ally and offer inspiring words of As an action, one creature that can see or hear you within
courage and determination that helps that ally rally. 25 feet must succeed on a Wisdom saving throw or be pulled
up to 25 feet toward you. Also on a failed save, up to 3 of your
Invigorating Stride allies within 25 feet of you who have line of sight to you and
Rank 1 Exploit • Utility (Short) can hear you can use their reactions to move up to their speed
As a bonus action, you can move up to 10 feet without and make a melee weapon attack against the target.
provoking opportunity attacks. If there are no enemies within The enemy succumbs to your challenge and engage you –
5 feet of you after this movement, you can also expend a hit only to find more opponents than it expected.
die to regain hit points.
You back away from danger and catch your breath. Lead the Attack
Rank 1 Exploit • Offensive (Long)
Jaws of the Wolf When you hit a creature with a melee attack using a
Rank 1 Exploit • Offensive (Long) weapon, you and each ally within 25 feet of you gain a +2
When you are wielding a separate melee weapon in each bonus to attack rolls until the end of your next turn.
hand and hit a creature with a melee attack using a weapon, Under your direction, arrows hit their marks and blades
your attack deals an extra 1d4 damage, and until the end of drive home.
your turn, all of your attacks deal an extra 1d4 damage on a
hit. Leader’ss Instincts
Leader
You use your weapons to hedge in your foe and trick them Rank 1 Exploit • Offensive (Long)
into exposing a weak spot, at which point you strike. When you hit a creature with a melee attack using a
weapon, one ally who can see you can make a melee weapon
Jumping Blade Assault attack against the target with a +1d10 bonus to the damage
Rank 1 Exploit • Offensive (Short) roll (no action required).
As an action, you can move up to 10 feet and one creature You strike at your foe with a skillful thrust. As your
within 5 feet of you must succeed on a Strength saving throw opponent is about to dodge, you call for an ally to attack.
or fall prone. You can then make a melee attack using a
finesse weapon against the target. Low Slash
If you took the dash action this turn, you can activate this Rank 1 Exploit • Offensive (Short)
exploit as a bonus action and the Strength saving throw is When you hit a creature with a melee attack using a finesse
made with disadvantage. weapon, the target must succeed on a Constitution saving
You deliver a flying kick to the face of your foe, knocking it throw or have its speed halved until the end of your next turn.
to the ground. You then plunge your blade into its vitals. Your blade bites your enemy’s legs, momentarily hobbling
them.

13
Lurker’ss Cloak
Lurker One-Two Punch
Rank 1 Exploit • Utility (Short) Rank 1 Exploit • Offensive (Short)
As a bonus action, you gain a +2 bonus to AC and Dexterity When you hit a creature with a melee attack using a
saving throws while you are obscured or have cover, until the weapon, you apply your attack roll against a different creature
end of your next turn. within 5 feet of you. If you hit both targets and your weapon
You maximize the benefit of the obstacle or shadows hiding has the finesse property, you can deal your Sneak Attack
you. damage to both targets instead of just one.
You must still meet the normal prerequisites for Sneak
Maneuvering Strike Attack to deal its damage to a target.
Rank 1 Exploit • Offensive (Short) You stab your blade into the back of a foe and then plunge it
When you hit a creature with a melee attack using a finesse into the chest of another.
weapon, the target must make a Dexterity saving throw. On a
failed save, you can move the target up to 5 feet. Opening Move
If you move the target, one ally you can see gains advantage Rank 1 Exploit • Offensive (Short)
on attack rolls against the target until the end of your next When you hit a creature with a melee attack using a
turn. If you don’t move the target, you gain advantage on weapon, you gain a +2 bonus to your AC and Dexterity saving
attack rolls against it until the end of your next turn. throws until the end of your next turn.
Ducking to the side, you drive your weapon upward. You While your enemies fumble for weapons or stand and gape,
force your opponent to step away or face a devastating follow- you leap into the fray to score a deadly hit.
up attack.
Orchestrated Offensive
Master’ss Edge
Master Rank 1 Exploit • Offensive (Long)
Rank 1 Exploit • Offensive (Long) When you hit a creature with a melee attack using a
When you hit a creature with a melee attack using a weapon, choose up to 2 allies within 25 feet of you that can
weapon, for 1 minute, whenever the target willingly moves to see you. Each ally can use their reaction to either move up to
a space within 5 feet of one of your allies, you can use your their speed and make a melee weapon attack against a
reaction to either make a melee weapon attack against the creature, or disengage and move up to their speed.
target if they are within your reach, or make a charging attack Your strike is the only signal your allies need to put your
against the target. careful plan into motion.
Your extensive experience helps you pick out the flaws in
your opponent’s technique, letting you move to meet the Pack Alertness
enemy’s attacks. Rank 1 Exploit • Pet, Utility (Turn)
As a bonus action, if your companion pet is within 50 feet of
Myrmidon Formation you and you can see each other, you can each make a Wisdom
Rank 1 Exploit • Offensive (Short) (Perception) check and share the better result. Also, if your
When you are wielding a shield and hit a creature with a companion pet becomes aware of something, you do as well,
melee attack using a weapon, each ally within 5 feet of you at and vice versa.
the start of your next turn gains 2d6 temporary hit points. If your companion is a cat, raptor, or wolf, you both gain a
Knowing that regrouping increases morale, you attack +2 bonus to the check.
while calling for your allies to fall into line. Through subtle communications, you and your companion
pet act almost as if you share senses.
Nasty Backswing
Rank 1 Exploit • Offensive (Short) Parry and Riposte
As a reaction, when an enemy misses you with a melee Rank 1 Exploit • Offensive (Short)
attack, you can make a melee attack with advantage using a As a reaction, when an enemy within reach misses you or
finesse weapon against the target. On a hit, the target suffers an ally with a melee attack, you can make a melee attack with
the attack’s normal effects, and you can disengage and move a weapon against the triggering enemy. On a hit, the target
up to 10 feet. suffers the attack’s normal effects and must make a Wisdom
You follow a missed attack with a surprising strike and a saving throw. On a failed save, you and your allies gain
hasty sidestep. advantage on attack rolls against the target until the end of
your next turn.
Off-Hand Strike You parry an attack and quickly counter with your own,
Rank 1 Exploit • Offensive (Short) throwing your foe off balance.
When you are wielding a separate melee weapon in each
hand and hit a creature with a melee attack using a weapon,
you can make one additional attack using your other weapon.
A weapon in your off-hand allows for a quick attack.

14
Partnered Savaging Punishing Charge
Rank 1 Exploit • Offensive, Pet (Long) Rank 1 Exploit • Offensive (Short)
When you take the attack action on your turn, you can forgo As an action, while wielding a melee weapon with two
one of your attacks to command your companion pet to use its hands, you can move up to 10 feet and any enemy that attacks
reaction to make a melee weapon attack against one creature you with an opportunity attack triggered by this movement
within its reach. On a hit, the target suffers the attack’s normal takes 1d6 damage of the same type as the weapon you are
effects, and you can move up to 10 feet and make an wielding.
additional melee weapon attack against the target. After your movement, if you moved at least 10 feet, you can
Your beast companion brutalizes the enemy as you slip in use a bonus action to make a melee weapon attack against
for a quick strike. one creature within reach. On a hit, the target suffers the
attack’s normal effects plus an extra 1d6 damage.
Pin Cushion As you charge into battle, your weapon opens a path to your
Rank 1 Exploit • Offensive (Short) chosen foe.
When you hit a creature with a ranged attack using a
weapon, you and your allies gain advantage on ranged attack Race the Arrow
rolls against the target until the end of your next turn. Rank 1 Exploit • Offensive (Short)
If your allies fire enough arrows at your foe, a few are bound When you hit a creature with a ranged attack using a
to hit. weapon, one ally who can see or hear you can move up to 10
feet and make a melee weapon attack against the target (no
Pommel Smash action required).
Rank 1 Exploit • Offensive (Long) You catch your comrade’s eye and designate a target. You
When you hit a creature with a melee attack using a fire a shot that diverts your foe’s attention, giving your ally the
weapon, the target must succeed on a Constitution saving chance to attack.
throw or have disadvantage on attack rolls for 1 minute. The
target can repeat saving throw at the end of each of its turns, Rain of Blows
ending the effect on a success. Rank 1 Exploit • Offensive (Short)
You pound the pommel of your weapon into your enemy’s When you hit a creature with a melee attack using a
face. weapon, you can make 1 additional melee attack with the
same weapon against the target.
Powerful Warning If you made the initial attack with a flail, a light blade, or a
Rank 1 Exploit • Utility (Short) spear, you can make 2 additional melee attacks with the same
As a reaction, when an ally that can hear you within 25 feet weapon against the target instead of 1.
is targeted by an enemy, your ally gains a +2 bonus to AC and You become a blur of motion, raining a series of blows upon
saving throws against the enemy’s effect. After the attack is your opponent.
resolved, your ally can then make a melee weapon attack
against the enemy (no action required). Rapid Volley
You shout a warning that alerts your ally to an enemy attack, Rank 1 Exploit • Offensive (Short)
allowing your comrade to dodge and riposte. When you make ranged attack using a weapon against a
creature, you can make one additional attack against a
Precise Incision creature within range. If you target the same creature for both
Rank 1 Exploit • Offensive (Long) attacks, you gain a +1d4 bonus to each damage roll. If you
As an action, while wielding a finesse weapon, one creature target two different creatures, you take a -2 penalty to both
within reach must succeed on a Dexterity saving throw or take attack rolls.
2d10 damage of the same type as your weapon. With amazing speed, you unleash a pair of arrows at your
You target an opening in your foe’s armor and make a enemies.
vicious cut.
Reaver’ss Hook
Reaver
Press the Advantage Rank 1 Exploit • Offensive (Short)
Rank 1 Exploit • Offensive (Long) When you hit a creature with a melee attack using an axe or
As a reaction, when you reduce a creature to below half hit a pick, the target suffers your attack’s normal effects, and the
points with a melee attack, you can immediately make another target takes 2d10 necrotic damage the next time it moves
melee attack with a finesse weapon against the target. On a before the end of your next turn.
hit, the target takes an extra 1d10 damage. Your mighty swing embeds your weapon in your foe.
Having just wounded your opponent, you follow up with a
finishing move. Relentless Wounding
Rank 1 Exploit • Offensive (Long)
Provocative Order When you hit a creature with a melee attack using a
Rank 1 Exploit • Offensive (Short) weapon, your allies gain a +1d4 bonus to damage rolls against
As an action, one ally within 25 feet who can see or hear the target for 1 minute.
you can use their reaction to move up to their speed and make Your attack wounds a foe, making it susceptible to your
a melee weapon attack. allies’ assaults.
You prompt an ally to take the fight to the enemy.

15
Repositioning Command Serpent’ss Coil
Serpent
Rank 1 Exploit • Utility (Short) Rank 1 Exploit • Offensive (Short)
As a bonus action, you and each ally within 50 feet who can When you hit a creature with a melee attack using a
see or hear you can disengage and move up to 5 feet. weapon, the target must succeed on a Strength saving throw
With a single word from you, your allies shift to a more or suffer disadvantage on all attack rolls until the end of your
advantageous positions. next turn.
If you are wielding a flail, on a failed save, you can also
Restoring Strike choose to grapple the target until the end of your next turn.
Rank 1 Exploit • Offensive (Short) While the target is grappled in this way, your weapon cannot
When you hit a creature with a melee attack using a be used to make attacks.
weapon you are wielding in two hands, once before the end of Like a striking snake, your weapon flashes and catches the
your next turn, you can use a bonus action to expend a hit die limbs of your foe.
to regain hit points.
Your weapon impacts with a satisfying crunch, filling you Set the Trap
with new confidence. Rank 1 Exploit • Offensive (Short)
When you hit a creature with a melee attack using a
Rhino Strike weapon, one ally you can see and who can see or hear you use
Rank 1 Exploit • Offensive (Short) their reaction to move up to 10 feet to a space that has total
As an action, you can dash up to your speed. If you moved at cover or obscurity and make a Dexterity (Stealth) check to
least 10 feet with this dash, you can use a bonus action to become hidden. Before the end of your next turn, that ally
make a melee weapon attack against one creature within gains a +2d10 bonus to their next damage roll made against a
reach. On a hit, your attack deals an extra 1d10 damage. creature from with they are hidden.
If you’re wielding a shield, the dash does not provoke You grab the enemy’s attention with an aggressive strike to
opportunity attacks. give your ally a chance to set up their own attack.
Rushing into the thick of battle, you smash your foes with
your eager attack. Shadow Strike
Rank 1 Exploit • Offensive (Short)
Rub Some Dirt On It When you hit a creature that you are hidden from with a
Rank 1 Exploit • Utility (Short) finesse or ranged weapon attack, you can choose to remain
As a bonus action, one creature within reach (including hidden after the attack.
yourself) who can see or hear you that is below half hit points, You emerge from the darkness, delivering a quick strike
gains 2d10 temporary hit points. before retreating back into the shadows.
With a wisecrack, you give your comrade a little courage
despite their wounds. Shake It Off
Rank 1 Exploit • Utility (Short)
Ruinous Assault As a bonus action, you or one ally within 50 feet who can
Rank 1 Exploit • Offensive (Long) see or hear you can make a saving throw against one effect
When you are wielding a separate melee weapon in each that a save can end with a +2 bonus.
hand and hit a creature with a melee attack using a weapon, You offer strong words of encouragement to offset a
the target bleeds for 1d6 necrotic damage, and you can make debilitating effect.
an additional melee attack using your other weapon against
the target or a different creature within reach. On a hit, the Shield Bash
second target suffers the attack’s normal effects and bleeds Rank 1 Exploit • Offensive (Short)
for 1d6 necrotic damage. As an action, while wielding a shield, one creature you can
If you hit the same target with both attacks, the bleeding see within 5 feet must succeed on a Strength saving throw or
stacks. take 2d10 bludgeoning damage, and be pushed back 5 feet
Your weapons move with incredible speed and open deep and knocked prone.
gashes in your opponent. When you take the dash action on your turn, you can
activate this exploit as a bonus action.
Seize the Upper Hand You knock your adversary off balance with your shield and
Rank 1 Exploit • Offensive (Short) follow up with a strike.
When you hit a creature with a melee attack using a
weapon, you and your allies' attacks deal an extra 1d6 damage Shield Edge Block
to the target until the end of your next turn, provided you have Rank 1 Exploit • Offensive (Short)
advantage on attack roles against the target. As a reaction, while you are wielding a shield and an enemy
You bring down your rage upon an enemy, frightening within 5 feet of you makes a melee attack against you, the
nearby foes with your brutality. triggering attack suffers disadvantage and the target must
succeed on a Constitution saving throw or take 2d10
bludgeoning damage.
You block your foe’s attack with a quick slam of your shield’s
edge, striking a powerful blow in the process.

16
Shield Riposte Singular Shot
Rank 1 Exploit • Offensive (Short) Rank 1 Exploit • Offensive (Short)
As a reaction, while you are wielding a shield and an enemy When you hit a creature with a ranged attack using a
within 5 feet of you hits or misses you or an ally with a melee weapon, your attack deals an extra 1d10 damage if there are
attack, you can make a melee attack using a shield against the no creatures within 5 feet of your target.
triggering enemy. The target must succeed on a Strength You single out a foe for a deadly attack.
saving throw or take 2d10 bludgeoning damage, and be
pushed up to 5 feet. You can then move up to 10 feet to a Skip the Rock
space within 5 feet of the target without provoking Rank 1 Exploit • Offensive (Short)
opportunity attacks. When you make a ranged attack against a creature using a
Sweeping an attack aside, you strike with your shield while weapon, you can choose to target a second creature within 10
your foe is out of position. feet of the target, applying your attack roll to both targets. On
a hit, a target suffers the attack’s normal effects, and must
Shielded Assault succeed on a Constitution saving throw or be dazed until the
Rank 1 Exploit • Offensive (Short) end of your next turn.
When you are wielding a shield and hit a creature with a If you make this attack with a sling, it deals an extra 1d6
melee attack using a weapon, until the end of your next turn, damage to both targets.
you gain a +2 bonus to AC, and your allies gain a +2 bonus to Your attack skips off the first target and smashes into
AC while within 5 feet of you, as long as you are able to take another one.
reactions.
You bring down your rage upon an enemy, frightening Skirmishing Stance
nearby foes with your brutality. Rank 1 Exploit • Stance (Long)
As a bonus action, you enter the Skirmishing stance. Until
Shielded Sides the stance ends, whenever you move at least 20 feet away
Rank 1 Exploit • Utility (Short) from where you started your turn, you gain a +1 bonus to AC
As a bonus action, while wielding a shield, until the end of and Dexterity saving throws until the start of your next turn,
your next turn, you gain a +2 bonus to AC and Dexterity saving and your next attack before the end of your next turn deals
throws and creatures cannot gain advantage on attack rolls 1d4 extra damage.
against you. You lose these bonuses if you are unable to take You adopt a defensive, highly mobile combat stance. Your
reactions. speed helps you catch opponents unprepared and inflict
You whirl with your shield, concentrating on closing any greater damage.
holes in your defenses.
Slamming Rush
Shielding Retaliation Rank 1 Exploit • Offensive (Short)
Rank 1 Exploit • Offensive (Short) As an action, a single creature grappled by you must make a
As a reaction, when an enemy within 5 feet of you hits one Strength saving throw. On a failed save, you can move up to
of your allies with an opportunity attack, make a melee attack 10 feet, pulling the creature along with you. At the end of your
with a weapon against the triggering enemy. On a hit, the movement, you can move the target to any unoccupied space
target suffers the attack’s normal effects, and the opportunity within 5 feet of you, and knock it prone. The target then must
attack hits you instead of your ally. The ally can then move up succeed on a Constitution saving throw or take 2d10
to 10 feet without provoking opportunity attacks. bludgeoning damage.
You step in front of an attack meant for your ally and give If the target is within 5 feet of blocking terrain when it falls
the attacker a staggering blow. Your friend can then move to a prone, it has disadvantage on the Constitution save.
better position. You yank your grabbed foe across the battlefield. Upon
reaching your destination, you slam it to the ground.
Shove and Slap
Rank 1 Exploit • Offensive (Long) Sneak in the Attack
As an action, while wielding a shield, one creature within 5 Rank 1 Exploit • Utility (Short)
feet of you must succeed on a Strength saving throw or take As a bonus action, choose a creature within 5 feet of you.
2d6 bludgeoning damage, and be pushed up to 5 feet. You can Until the start of your next turn, the next ally who can see or
then move into the space your target occupied without hear you that attacks the target does so with advantage, and
provoking opportunity attacks. Then one creature within 5 on a hit, deals extra damage equal to your Sneak Attack.
feet of you must succeed on a Constitution saving throw, or Your ally deals an extra 1d6 damage if you do not have
take 2d6 bludgeoning damage, and become dazed for 1 Sneak Attack.
minute. A dazed creature can repeat the saving throw at the You give your ally the advantage they need to inflict a
end of each of its turns, ending the effect on a success. devastating attack.
As you push away the foe in front of you, you greet another
with the cold surface of your shield.

17
Spinning Blade Leap Sweeping Blow
Rank 1 Exploit • Offensive (Short) Rank 1 Exploit • Offensive (Short)
As an action, you can leap up to 10 feet and make a melee As an action, make a melee attack with a weapon against
attack using a finesse weapon against one creature within any number of creatures you can see within 5 feet of you, with
reach. On a hit, the target suffers your attack’s normal effects, a separate attack roll for each target. On a hit, a target takes
and you can leap up to your normal jump distance without half as much damage as normal.
provoking opportunity attacks. If you are wielding an axe, a flail, a heavy blade, or a pick, a
You leap into the air, landing atop your foe. You stab down target suffers the attack’s normal damage instead of half.
and then leap off. Seeing your enemies press in, you swing your weapon in a
wide arc, striking many of your foes at once.
Staggering Shot
Rank 1 Exploit • Offensive (Short) Sweeping Slash
When you hit a creature with a ranged attack using a Rank 1 Exploit • Offensive (Short)
weapon, the first time the target moves during its next turn, it As an action, while wielding a separate melee weapon in
falls prone after that movement. each hand, each enemy you can see within 5 feet must
The impact of your shot leaves a foe reeling. succeed on a Dexterity saving throw or take 1d6 bludgeoning
or slashing damage (your choice), and be pushed up to 5 feet.
Startling Offense You can then move up to 10 feet and make a melee attack with
Rank 1 Exploit • Offensive (Short) a weapon against one creature within reach that failed the
As a reaction, when an enemy enters a space within 15 feet Dexterity saving throw.
of you, you can move up to 10 feet without provoking You whirl your main weapon in an overhead cut that forces
opportunity attacks to a space within 5 feet of the triggering your foes to step back. You then follow up with your other
creature. You have advantage on attack rolls against the target weapon.
until the end of this turn. You can then make a melee attack
with a finesse weapon against the target. On a hit, the target Terrain Advantage
suffers the attack’s normal effects, and has disadvantage on Rank 1 Exploit • Stance (Short)
attack rolls until the end of your next turn. As a bonus action, you enter the Terrain Advantage stance.
You strike before your foe even realizes that you are a Until the stance ends, you gain a +2 bonus to AC and saving
threat. throws while you occupy a space of difficult terrain.
You use the terrain around you as your first line of defense.
Steel Serpent Strike
Rank 1 Exploit • Offensive (Short) Thwarting Shot
When you hit a creature with a melee attack using a Rank 1 Exploit • Offensive (Short)
weapon, the target must succeed on a Dexterity saving throw When you hit a creature with a ranged attack using a
or be unable to disengage and have its speed halved until the weapon, the target must succeed on a Constitution saving
end of your next turn. throw or suffer a -2 penalty on attack rolls until the end of
You lash out with the speed of a striking serpent, hitting your next turn.
your foe in a vulnerable area that hinders its movement. Your cutting projectile discombobulates your adversary for
a moment.
Sure Shot
Rank 1 Exploit • Offensive (Long) Trick Strike
When you hit a creature with a ranged attack using a Rank 1 Exploit • Offensive (Long)
weapon, your attack deals an extra 1d10 damage. When you hit a creature with an attack using a finesse or
You can roll your attack’s damage twice and use the higher ranged weapon, the target must make a Dexterity saving
of the two results. throw. On a failed save, you can move the target up to 5 feet,
You line up your shot with meticulous care to strike at your and knocked it off balance for 1 minute. While off balance,
foe’s vital organs. each time you hit the target you can move it up to 5 feet.
Through a series of feints and lures, you maneuver your foe
Surprising Stab right where you want it.
Rank 1 Exploit • Offensive (Short)
When you are wielding a separate melee weapon in each Trickster’ss Blade
Trickster
hand and hit a creature with a melee attack using a weapon, Rank 1 Exploit • Offensive (Short)
the target must make a Dexterity saving throw. On a failed When you hit a creature with an attack using a finesse or
save, you gain advantage on attack rolls against the target ranged weapon, you gain a +2 bonus to AC until the start of
until the end of your next turn, and you can make an your next turn.
additional melee attack against the target using your other You land an expert blow and follow up with a clever series
weapon. of feints that bewilder your enemies.
You slash at your enemy’s head and bring in your off-hand
weapon with a fast, deadly strike.

18
Twilight Menace
Rank 1 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a finesse
weapon, the target must succeed on a Wisdom saving throw
or treat you as being lightly obscured. The target can repeat
the saving throw at the end of each of its turns, ending the
effect on a success.
Your assault menaces your foe, causing it to flinch and look
away as you continue your relentless attack.
Unstoppable Advance
Rank 1 Exploit • Stance (Long)
As a bonus action, you enter the Unstoppable Advance
stance. Until the stance ends, whenever you hit a creature
with a melee weapon attack, you can push that creature up to
5 feet and can move into the space the creature vacated
without provoking opportunity attacks.
You swing with such fury that your foes are steadily driven
back with each blow.
Unstoppable Resolve
Rank 1 Exploit • Utility (Long)
As a bonus action, you gain 2d10 temporary hit points.
These temporary hit points fade after 1 minute and can stack
with other temporary hit points.
You let your adrenaline surge carry you through the battle.
Upending Throw
Rank 1 Exploit • Offensive (Short)
When you hit a creature with a ranged attack using a
thrown weapon, your attack deals an extra 1d10 damage, and
the target must succeed on a Strength saving throw or be
knocked prone.
Your muscles strain as you unleash a mighty ranged attack
that knocks your foe down.
Vengeance is Mine
Rank 1 Exploit • Offensive (Short)
As a reaction, when an enemy damages you with an attack,
you can make a melee weapon attack against the triggering
enemy, and one ally within 25 feet of you who can see or hear
you can use their reaction to move up to their speed and make
a melee weapon attack against the triggering enemy.
You respond to an enemy’s attack with a riposte, and you
call for an ally to joint you against the offender.
Villain’ss Menace
Villain
Rank 1 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a
weapon, for 1 minute, you gain a +1 bonus to attack rolls and
a +1d4 bonus to damage rolls against the target.
Choosing a worthy foe, you wound it with a strong initial
attack, and then continue to harry it for the rest of the battle.

19
Rank 2 Exploits Arrow of the Savior
Rank 2 Exploit • Utility (Short)
As a reaction, when you are wielding a bow or crossbow
Adaptive Assault and a creature within range falls as a result of a Dexterity
Rank 2 Exploit • Offensive (Long) saving throw and has a wall or floor within 5 feet of it, you can
When you hit a creature with a ranged attack using a fire a shot allowing the creature to reroll the saving throw. If
weapon, you can use your bonus action to make an additional successful, you can move the creature up to 5 feet to a
attack against the target. On a hit, the target suffers the horizontal surface, or to a vertical surface that the creature
attack’s normal effects, and you choose whether the target now climbs.
bleeds for 1d6 necrotic damage, or if must succeed on a Your arrow saves a falling friend by pinning them to a
Constitution saving throw or become dazed for 1 minute. The nearby wall, or presenting a sudden handhold.
target can repeat the saving throw against the daze at the end
of each of its turns, ending the effect on a success. Bare-Knuckled Rebuke
Your quick attacks might have different results. Rank 2 Exploit • Stance (Long)
As a bonus action, you enter the Bare-Knuckled Rebuke
A Rock and a Hard Place stance. Until the stance ends, whenever a creature within 5
Rank 2 Exploit • Stance (Long) feet of you misses you with an attack, you can use your
As a bonus action, you enter the Rock and a Hard Place reaction to make an unarmed strike against the target. On a
stance. Until the stance ends, whenever you are wielding a hit, the target suffers the attack’s normal effects, and you gain
melee weapon and an enemy within 5 feet of you attacks an advantage on attack rolls against the target until the end of
ally of yours and misses, you deal 1d6 damage of the same your next turn.
type as your weapon to that enemy (no action required). You Your enemies leave themselves open to your powerful
must be able to take reactions against the target to deal this punches when they miss with their attacks.
damage.
You focus to work in concert with your companion, harrying Bait the Hook
your opponent with relentless blows. Rank 2 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a
Agonizing Assault weapon, choose one ally within 25 feet of you who can see or
Rank 2 Exploit • Offensive (Long) hear you. For 1 minute, the ally gains advantage on attack
When you hit a creature with a melee attack using a rolls against the target and the target becomes susceptible to
weapon, the target must succeed on a Constitution saving the allies’ damage rolls. The target can make a Wisdom saving
throw or become dazed for 1 minute. While dazed by this throw at the end of each of its turns, ending the exploit on a
exploit, the target’s speed becomes 0. The target can repeat success.
the saving throw at the end of each of its turns, ending the You give your champion the encouragement and strength
daze on a success. needed to respond to the foe’s attacks.
If you are wielding a flail, your attack deals an extra 2d10
damage. Battle Awareness
Your attack hits your adversary in a sensitive area, causing Rank 2 Exploit • Utility (Long)
it to reel in pain. When you roll initiative, you gain a +10 bonus on your
initiative check.
Archery Commander You can sense danger before the threat is fully realized.
Rank 2 Exploit • Offensive (Long)
When you hit a creature with a ranged attack using a Beast Rush
weapon, you and any of your allies within 10 feet of you who Rank 2 Exploit • Offensive, Pet (Short)
can see or hear you do not have disadvantage on ranged When you take the attack action on your turn, you can forgo
attack rolls when in melee, for 1 minute. one of your attacks to command your companion pet to use its
As your allies unleash ranged attacks, you thwart your reaction to make a charging attack against one creature it can
enemies’ efforts to take advantage of your comrades’ see. On a hit, the target suffers the attack’s normal effects.
distraction. Additionally, you can make a melee attack using a weapon
against the target. On a hit, the target suffers the attack’s
Armored Assault normal effects.
Rank 2 Exploit • Offensive (Short) If your companion is a boar, cat, raptor, or wolf, their
As an action, you can dash up to your speed. At any point charging attack deals an extra 1d10 damage on a hit.
during this movement, you can make a melee attack using a You designate an enemy to your companion pet, and the pet
shield against one creature within 5 feet. On a hit, the target moves toward that enemy as you strike.
takes 3d10 bludgeoning damage, and must succeed on a
Strength saving throw or be pushed up to 10 feet and fall
prone.
Burying your shoulder into your shield, you plow forward
through any foe.

20
Beastly Protector Bloody the Field
Rank 2 Exploit • Offensive, Pet (Long) Rank 2 Exploit • Offensive (Short)
When you are below half hit points and take the attack When you hit a creature with a melee attack using a
action on your turn, you can forgo one of your attacks to weapon, the target is dazed until the end of your next turn if it
command your companion pet to use its reaction to make a is below half hit points after the attack.
melee weapon attack against one creature within its reach. If you are wielding an axe, a hammer, or a mace, your attack
On a hit, the target suffers the attack’s normal effects, and you deals an extra 2d10 damage.
gain 2d10 temporary hit points. You raise your weapon high, recognizing that the time has
Additionally, for 1 minute, each time an enemy of yours come to finish off your foe.
within your companion’s reach makes a melee attack against
you, your companion deals 1d6 damage of the same type as Bludgeoning Vice
one of its attacks (no action required), if your companion is Rank 2 Exploit • Offensive (Long)
able to take reactions. When you have a free hand and hit a creature with a melee
Your situation looks bleak, but your companion comes attack using a weapon, the target must succeed on a
quickly to your rescue. Constitution saving throw or be dazed until the end of your
next turn. On a failed save, the target must also succeed on a
Blind Spot Advantage Strength saving throw or take 1d10 bludgeoning damage and
Rank 2 Exploit • Utility (Short) fall prone.
As a bonus action, you become lightly obscured from one Your weapon crunches down on your enemy’s skull. You
enemy you can see until the end of your next turn. then drive your fist into your foe’s face.
You take advantage of your enemy’s blind spot to ensure
that you won’t be hit. Bodyguard’ss Stance
Bodyguard
Rank 2 Exploit • Stance (Short)
Bloodbath As a bonus action, you enter the Bodyguard’s stance. Until
Rank 2 Exploit • Offensive (Long) the stance ends, whenever an ally within 5 feet of you takes
When you hit a creature with an attack using a finesse or damage, you can reduce that damage by 1d10, as long as you
ranged weapon, the target bleeds for 1d10 necrotic damage. are able to take reactions (though no action is required). You
If you dealt Sneak Attack damage along with this exploit, must use this ability anytime you are able. When you do so,
the target bleeds for 2d10, instead of 1d10. you take damage equal to the amount you reduced; this
You slice your foes artery, inflicting a gushing wound. damage can’t be reduced or redirected in any way.
You can end this stance at any time (no action required).
Blinding Assault You stand poised, ready to block attacks made against your
Rank 2 Exploit • Offensive (Long) allies with your shield, or failing that, your body.
When you hit a creature with an attack using a weapon, the
target must succeed on a Constitution saving throw or Brutal Advance
become blind and unable to disengage for 1 minute. Until this Rank 2 Exploit • Offensive (Long)
effect ends, you can move up to 5 feet without provoking When you hit a creature with a melee attack using a
opportunity attacks (no action required) whenever the target weapon wielded in two hands, the target must succeed on a
misses with an attack. The target can repeat the saving throw Strength saving throw or be pushed back up to 10 feet.
at the end of each of its turns, ending the exploit on a success. After the attack, you can move up to 15 feet and make a
Delivering a wicked strike, you momentarily rob your melee weapon attack against the target. On a hit, your attack
opponent of sight and then take advantage of its fumbling. deals an extra 2d10 damage, and the target must succeed on
a Dexterity saving throw or fall prone.
Bloodied Frenzy After throwing your enemy back, you charge to deliver the
Rank 2 Exploit • Offensive, Pet (Long) killing blow.
As a reaction, when an enemy reduces you or your
companion pet below half hit points, your companion can use Chameleon
its reaction to make a charging attack against the attacking Rank 2 Exploit • Stealth, Utility (Turn)
enemy. On a hit, the target suffers the attack’s normal effects, As a reaction, when you are hidden and lose obscurement
and must succeed on a Constitution saving throw of have its against a creature, you can make a Dexterity (Stealth) check
speed become 0 for 1 minute. The target can repeat the to remain hidden from it, and until the end of your next turn
saving throw at the end of each of its turns, ending the effect you can remain hidden from that creature without needing to
on a success. be obscured.
Injury, whether yours or your companion’s provokes an You blend into your surroundings.
instant assault from the pet that leaves your adversary
momentarily hobbled.

21
Circling Predator Crack the Shell
Rank 2 Exploit • Offensive (Short) Rank 2 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a finesse When you hit a creature with a melee attack using a
weapon, you can move up to 15 feet without provoking weapon, the target must succeed on a Constitution saving
opportunity attacks to a different space adjacent to your throw or bleed for 1d6 necrotic damage. Until the bleeding
target, then make one additional melee attack against it. On a ends, the target suffers a -1 penalty to AC.
hit, the target suffers the attack’s normal effects, and you gain Seeing an opportunity, you strike your foe hard and fast,
advantage on attack rolls against the target until the end of delivering a painful bleeding wound that hampers its
your next turn. defenses.
You wheel around your foe, attacking mercilessly.
Create Opportunity
Clever Riposte Rank 2 Exploit • Offensive (Long)
Rank 2 Exploit • Offensive (Long) When you hit a creature with a ranged attack using a
When you hit a creature with a melee attack using a finesse weapon, for 1 minute, whenever you hit the target with a
weapon, for 1 minute, each time the target attacks you while ranged attack, one ally within 5 feet of it can use their reaction
you are wielding a finesse weapon, it takes 1d6 damage of the to either make a melee weapon attack against the target or
same type as your weapon. disengage and move up to 15 feet.
You must be able to take reactions to deal this damage. Your precisely timed shots disrupt your foe’s concentration,
You follow up a fierce attack with a series of quick, painful buying time for an ally to act.
strikes woven between your enemy’s attacks.
Dancing Defense
Close Combat Shot Rank 2 Exploit • Stance (Long)
Rank 2 Exploit • Offensive (Long) As a bonus action, you enter the Dancing Defense stance.
As a reaction, when an enemy enters a space within 5 feet Until the stance ends, once per round when you are wielding a
of you, you can make a ranged attack using a weapon against separate melee weapon in each hand and hit with a melee
the triggering creature. This attack does not have attack using a weapon, you can make one additional attack
disadvantage for being in melee. On a hit, the target suffers with a different melee weapon you are wielding, or disengage
the attack’s normal effects plus an extra 2d10 damage. and gain a +3 bonus to AC and Dexterity saving throws until
You punish your enemy for closing with you. the end of your next turn.
Each time your blade connects you strike gain – or feint,
Cloud of Steel allowing you to dance away.
Rank 2 Exploit • Offensive (Short)
As an action, make a ranged attack with a weapon against Daring Glare
any number of creatures within a 25-foot cone originating Rank 2 Exploit • Utility (Short)
from you. You must have ammunition for each target, as As a bonus action, each enemy within 5 feet of you is
normal, and you make a separate attack roll for each target. marked by you until the end of your next turn. You gain
You shower your enemies in sharp metal. temporary hit points equal to 1d10 + the number of targets
marked by this exploit.
Come and Get It You challenge nearby enemies to attack you, bolstering your
Rank 2 Exploit • Offensive (Short) own stamina.
As an action, if you are wielding a melee weapon, each
enemy you can see within 15 feet of you must succeed on a Deceptive Steel
Wisdom saving throw or be pulled up to 10 feet closer to you, Rank 2 Exploit • Offensive (Short)
but only if it can end the pull within 5 feet of you. If a target is When you are wielding a separate melee weapon in each
within 5 feet of you after the pull, it takes 3d6 damage of the hand and hit a creature with an opportunity attack using a
same type as your weapon. weapon, you can make an additional melee attack using your
You brandish your weapon and call out to your foes, luring other weapon. On a hit, the target suffers the attack’s normal
them close through their overconfidence, and then deliver a effects, and you are lightly obscured from the target and you
spinning strike against them all. gain advantage on attack rolls against the target until the end
of your next turn.
Compel the Craven An off-hand attack your foe never saw coming causes
Rank 2 Exploit • Fear, Offensive (Long) disorientation as well as pain.
When you hit a creature with an attack using a finesse or
ranged weapon, the target must succeed on a Wisdom saving Defensive Posture
throw or use its reaction, if available, to move as far as its Rank 2 Exploit • Pet, Utility (Short)
speed allows away from you. The target doesn’t move into As a reaction, when your companion pet is hit by an attack
obviously dangerous ground, such as a fire or a pit. and it can hear you, it gains a +3 bonus to AC against the
Creatures immune to fear, automatically succeed the saving attack.
throw. If your companion is a bear, spider, or snake, the bonus lasts
Your unnerving attack forces your foe to run away from you, until the start of your next turn.
heedless of its enemies. Puffing up defensively, your pet rolls with a blow.

22
Directed Combat Evade Ambush
Rank 2 Exploit • Offensive (Long) Rank 2 Exploit • Utility (Long)
When you hit a creature with a melee attack using a At the start of a combat in which any your allies are
weapon, one ally within 5 feet of the target who can see or surprised, you can choose up to 3 allies who can see or hear
hear you can use their reaction to disengage and move up to you to not be surprised.
15 feet. Then, choose a different ally within 25 feet of you that You are the eyes and ears of the group, always alert for the
can see and hear you. That ally can use their reaction to move telltale signs of an ambush.
up to their speed and make a melee weapon attack against the
target. Excruciating Shot
Your strike creates the opening an ally needs to slip away, Rank 2 Exploit • Offensive (Long)
while another ally rushes in to keep the foe pinned down. When you hit a creature with a ranged attack using a
weapon, the target must succeed on a Constitution saving
Dismaying Slash throw or become weakened for 1 minute. While weakened,
Rank 2 Exploit • Offensive (Short) the target deals only half damage with weapon attacks that
When you hit a creature with a melee attack using a finesse use Strength. The target can repeat the saving throw at the
weapon, the target must succeed on a Wisdom saving throw end of each of its turns, ending the effect on a success.
or suffer a -3 penalty to saving throws until the end of your One well-placed arrow leaves your enemy hunched over and
next turn. howling in pain.
Your ripping strike saps your foe’s determination.
Exemplar of Action
Downward Spiral Rank 2 Exploit • Offensive (Long)
Rank 2 Exploit • Offensive (Long) When you hit a creature with a melee attack using a
Each enemy within 5 feet must succeed on a Dexterity weapon, the target must succeed on a Constitution saving
saving throw or take 3d8 slashing damage, and be knocked throw or become weakened and grant advantage on attack
prone. rolls against it for 1 minute. On a successful save, the target is
You spin about with your weapon, toppling your enemies. weakened and grants advantage on attack rolls against it until
the end of your next turn.
Dragon’ss Roar
Dragon While weakened, the target has disadvantage on Strength
Rank 2 Exploit • Utility (Short) ability checks and Strength saving throws; and deals only half
As a bonus action, each enemy within 15 feet of you is damage with Strength damage rolls. The target can repeat the
marked by you until the end of your next turn. You gain saving throw at the end of each of its turns, ending the exploit
resistance to all damage until the end of your next turn. on a success.
You let out an explosive roar, diverting your enemies’ Your series of feints and slashes cows your foe, preparing it
attentions to you. The call steels you against the imminent for your allies.
assault.
Fierce Reply
Duelist’ss Demand
Duelist Rank 2 Exploit • Offensive (Short)
Rank 2 Exploit • Offensive (Long) As a reaction, when an enemy within 15 feet hits one of
When you hit a creature with a melee attack using a finesse your allies, you can disengage and move up to 15 feet and
weapon, the target must succeed on a Wisdom saving throw make a melee attack using a weapon against the triggering
or have its speed become 0 for 1 minute. While its speed is enemy.
reduced by this exploit, you have advantage on attack rolls You answer an attacker’s hit against an ally with a vicious
against it. riposte.
This effect ends if you end your turn and are not within 5
feet of the target, or you are unable to take reactions. Finishing Cut
You hem your foe in with a series of deadly strikes. It cannot Rank 2 Exploit • Offensive (Short)
move as long as your weapon is ready to strike. When you hit a creature that is below half hit points or
prone with a melee attack using a weapon, your attack deals
Encouraging Stance an extra 2d10 damage.
Rank 2 Exploit • Stance (Long) You execute a swift attack against a foe, attempting to finish
As a bonus action, you enter the Encouraging stance. Until off the creature.
the stance ends, when you hit with a melee weapon attack,
choose an ally below half hit points within 25 feet of you that Flashy Riposte
can see or hear you. That ally gains 3d6 temporary hit points. Rank 2 Exploit • Offensive (Long)
You can choose to grant the temporary hit points on a miss As a reaction, when a creature hits or misses you with a
as well, but the target of your attack gains advantage on attack melee attack, you can make a melee attack with a finesse
rolls against you until the end of your next turn. weapon against the triggering creature. On a hit, the target
With a daunting bearing, you unleash a litany of oaths as suffers the attack’s normal effects, and all attack rolls against
you attack, pushing your allies onward. it have advantage until the end of your next turn.
Under attack, you elegantly whirl and let your blade give a
sharp reply, leaving your foe off balance.

23
Flying Steel Griffon’ss Wrath
Griffon
Rank 2 Exploit • Offensive (Long) Rank 2 Exploit • Offensive (Short)
When you hit a creature with a ranged attack using a When you hit a creature with a melee attack using a
weapon, for 1 minute, if the target ends its turn without total weapon, the target must succeed on a Constitution saving
cover from you, you can use your reaction to make a ranged throw or suffer a -3 penalty to AC until the end of your next
attack using a weapon against the target. turn.
This effect ends early if the target has total cover from you You deliver a heavy blow to your foe, exposing a vulnerable
at the end of any of your turns. spot in its defenses.
Your arrows force your opponent to take cover.
Harrying Hunter Stance
Friendly Fire Rank 2 Exploit • Pet, Stance (Long)
Rank 2 Exploit • Offensive (Short) As a bonus action, you enter the Harrying Hunter stance.
As a reaction, when an enemy misses you or an ally you can Until the stance ends, you and your companion pet gain
see with a melee or ranged attack. The triggering creature advantage on attack rolls against any foe to whom you are
must repeat the attack (no action required) against a creature both within 5 feet of.
you choose within 10 feet of the target of its original attack. Through careful positioning and an instinctive connection,
The new target must still be legal for the attack. you and your companion mercilessly harry the foe.
Such is your presence that you panic an enemy into
accidentally hitting one of its allies. Hawk’ss Talon
Hawk
Rank 2 Exploit • Offensive (Short)
Form a Line When you make an attack roll against a creature using a
Rank 2 Exploit • Utility (Long) weapon, you gain +3 bonus to the attack roll and the target
As an action, you designate an area of defensive ground that gains no bonus from half cover or being lightly obscured. On a
lasts for 1 minute. The area is 5 feet high, 5 feet wide, and 40 hit, your attack deals an extra 1d10 damage.
feet long, and must include a space you occupy. You and any Like the hawk, you strike with calculated precision.
ally within the area who can see or hear you gains a +1 bonus
to AC, or a +2 bonus to AC while within 5 feet of any ally who Healing Herbs
is also within the area. Rank 2 Exploit • Utility (Long)
You raise your fist in the air, calling your allies to form a As a bonus action, make a Wisdom (Medicine) check
defensive front at your position. against a willing creature within 5 feet. The target regains hit
points equal to half the result of your check. The target can
Fortuitous Dodge also make a saving throw against one poison effect that a save
Rank 2 Exploit • Offensive (Long) can end.
As a reaction, when a creature misses you with a melee or You aid a wounded companion by quickly applying a
ranged attack, one creature within 5 feet of you other than the poultice of healing herbs.
attacker is also targeted by the triggering attack. You can then
disengage and move up to 15 feet. Hidden Blade
You duck out of the way of an incoming attack, and it strikes Rank 2 Exploit • Sleight of Hand, Utility (Short)
another target. As a bonus action, you gain advantage on the next attack
roll you make with a sheathed finesse weapon before the end
Forward Observer of your turn. You can draw the weapon as part of the attack
Rank 2 Exploit • Utility (Turn) (no action required).
As a bonus action, choose one enemy you can see. Until the You conceal a small weapon until it’s time to strike.
end of your next turn, the target gains no benefits from half
cover or being partially obscured. Hobble
Discerning the proper angle of fire, you point out concealed Rank 2 Exploit • Offensive (Long)
enemies to your allies. When you hit a creature with an attack using a finesse or
ranged weapon, the target must succeed on a Constitution
Get Down! saving throw or be knocked prone, and hobbled for the
Rank 2 Exploit • Utility (Short) duration. While hobbled, the target’s speed becomes 0, and at
As a bonus action, one ally within 25 feet who can see or the end of each of its turns, it can repeat the saving throw,
hear you can disengage and move up to 15 feet to a space ending the effect on a success.
where they are at least partially obscured and make a The target, or a creature within 5 feet, can use an action to
Dexterity (Stealth) check with advantage to become hidden. make a Wisdom (Medicine) check against your exploit save
Your barked order draws attention to you long enough for a DC, ending the effect on a success. The effect also ends if the
concealed ally to hide. target regains any amount of hit points.
You slash at your foe with a brutal attack that briefly
cripples it.

24
Imperiling Strike Lacerating Maul
Rank 2 Exploit • Offensive (Short) Rank 2 Exploit • Offensive, Pet (Long)
When you hit a creature with a melee attack using a finesse When you hit a creature with a melee attack using a
weapon, the target must succeed on a Constitution saving weapon and your companion pet is within 5 feet of the target,
throw or suffer a -3 penalty to AC and Dexterity saving throws the target bleeds for 1d6 necrotic damage. Until the target is
until the end of your next turn. no longer bleeding, your companion has advantage on attack
You deal a staggering blow, opening a hole in your enemy’s rolls against it.
defenses. If your companion pet is a bear, boar, or lizard, your attack
deals an extra 2d10 damage.
Inertia Strike Opening your quarry up with a decisive attack, you allow
Rank 2 Exploit • Offensive (Short) your companion pet to tear a wound. The scent of blood eggs
When you hit a creature with a melee attack using a the pet on.
weapon wielded in two hands, each enemy within 5 feet of you
other than the target takes 3d6 damage of the same type as Lashing Blade
your weapon. Rank 2 Exploit • Offensive (Short)
Your tremendous swing carries your weapon through one When you hit a creature with a melee attack using a finesse
enemy and into anyone else in your reach. weapon, until the end of your next turn, as a reaction when
the target starts its turn in or enters a space within 5 feet of
Inspiring Reaction you, you can make a melee weapon attack against it. On a hit,
Rank 2 Exploit • Utility (Short) the target suffers the attack’s normal effects, and has
As a reaction, when you or an ally within 5 feet of you who disadvantage on attack rolls against you until the end of your
can see or hear you takes damage. The triggering creature next turn.
can expend a hit die to regain hit points and regain an A foe near you feels the sting of your blade as you lash out,
additional 2d10 hit points. but you attack with such agility that this enemy has a problem
As soon as an ally is wounded, you spring forward to keep returning the favor.
your friend standing.
Lashing Leaves
Invigorate the Beast Rank 2 Exploit • Offensive (Short)
Rank 2 Exploit • Pet, Utility (Long) When you are wielding a separate melee weapon in each
As a bonus action, choose one companion pet within 5 feet. hand and hit a creature with a melee attack using a weapon,
The target regains hit points as if it had expended a hit die to until the end of your next turn, the target takes 1d6 extra
regain hit points. damage whenever it is hit, and you can make an additional
If the target is a boar or lizard, it regains 2d10 additional hit attack against the target using your other weapon. On a hit by
points. an attack, the target suffers the attack’s normal effects, and
Your urging pushes your beast companion onward, despite the extra damage it takes is 1d8 instead of 1d6.
fatigue and injury. Your dancing blades cut your foe deep, leaving wounds that
are exacerbated by further attacks.
Invigorating Shout
Rank 2 Exploit • Utility (Long) Leader’ss Intercession
Leader
As a bonus action, one ally within 25 feet who can see or Rank 2 Exploit • Utility (Short)
hear you regains an expended hit die and regains hit points as As a reaction, when an attack hits an ally within 5 feet, you
if they had expended a hit die to regain hit points. and the target switch places. The attack hits you instead, and
You call to an ally with words of inspiration, pushing your you or the target can expend a hit die to regain hit points.
comrade to fight on. Brash impulse places you in the attack’s path to spare an
ally from harm.
Iron Bulwark
Rank 2 Exploit • Offensive (Short) Leg-Breaker
When you hit a creature with a melee attack using a Rank 2 Exploit • Offensive (Short)
weapon, you gain a +3 bonus to AC, or a +6 bonus while you When you hit a creature with a melee attack using a finesse
are wielding a shield, until the end of your next turn. weapon, the target must succeed on a Constitution saving
You parry one blow after another, denying your foes the throw or take 2d10 necrotic damage if it moves more than 10
satisfaction of getting in a solid hit. feet on its next turn.
You deliver a crushing strike to your enemy’s limb that
I’ve
ve Got Your Back causes it to crumple in pain.
Rank 2 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a
weapon, for 1 minute, while your allies are within 5 feet of you
and can see or hear you, they gains a +1 bonus to AC and
Dexterity saving throws.
Standing together, you and your comrades form a bastion
that can withstand the enemy assault.

25
Lurker’ss Assault
Lurker Pinning Blade
Rank 2 Exploit • Offensive (Long) Rank 2 Exploit • Offensive (Short)
When you hit a creature with a melee attack using a finesse When you hit a creature with a melee attack using a finesse
weapon, you can move up to 15 feet without provoking weapon, the target must succeed on a Dexterity saving throw
opportunity attacks. If you are obscured at the end of this or become restrained until the end of your next turn.
movement, you can make a Dexterity (Stealth) check to The weapon used in this exploit becomes unavailable until
become hidden. the effect ends.
Shadows mask your movement, helping you shuffle into You jam your weapon into your foe’s foot, pinning it to the
position and deliver a wicked attack. ground.
Makeshift Shield Pinning Shot
Rank 2 Exploit • Utility (Short) Rank 2 Exploit • Offensive (Short)
As a reaction, when an enemy hits you with a melee attack When you hit a creature with a ranged attack using a
and you have a hand free, you gain a +3 bonus to AC until the weapon, the target and one of your enemies within 5 feet of it
start of your next turn. must succeed on a Dexterity saving throw or become
You snatch a piece of furniture, a body, or a discarded item restrained until the end of your next turn.
to block an enemy’s attack. Your arrow passes through one enemy to pin another.
Mocking Strike Pinning Smash
Rank 2 Exploit • Offensive (Long) Rank 2 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a When you hit a creature with a melee attack using a
weapon, the target must succeed on a Wisdom saving throw weapon, the target must succeed on a Strength saving throw
or suffer a -1 penalty to AC and saving throws against your or become restrained until you are no longer within 5 feet of
attacks and abilities, for 1 minute. it.
You mimic your foe’s movements, causing the creature to If you are wielding an axe, hammer, or mace, the attack
second-guess itself. deals an extra 2d10 damage of your weapons type.
You pummel your opponent, knocking them to their knees.
Not So Fast You then hold them down.
Rank 2 Exploit • Offensive (Short)
As a reaction, when an enemy within 5 feet moves out of Pike Hedge
your reach, make a melee attack with a weapon against the Rank 2 Exploit • Offensive (Long)
triggering creature. On a hit, the target suffers the attack’s As a reaction, while wielding a reach weapon, when an
normal effects, and its speed is halved until the end of its next enemy enters a space within your reach, you can make a
turn. melee attack with a reach weapon against the triggering
If you are wielding a flail or pick, the target’s speed becomes creature. On a hit, the target suffers the attack’s normal
0 until the end of its next turn. effects, and for 1 minute, whenever an enemy enters a space
Your adversary tries to slip away, but you sneak your within reach, you deal 1d6 damage of the same type as your
weapon inside and keep them right where you want them. reach weapon, to that enemy.
A creature can take this damage only once per turn, and you
Off-Hand Defense must be able to take reactions to deal this damage.
Rank 2 Exploit • Stance (Long) Setting yourself up to foil enemy movement, you’re ready to
As a bonus action, you enter the Off-Hand Defense stance. strike anyone who comes near.
Until the stand ends, you gain a +1 bonus to AC while you are
conscious and wielding a separate melee weapon in each Provoke Overextension
hand. If you attack with only one of your two weapons on your Rank 2 Exploit • Offensive (Short)
turn, the bonus is +2 instead of +1 until the start of your next When you hit a creature with a melee attack using a
turn. weapon, the target must succeed on a Wisdom saving throw
You keep your off-hand weapon ready to block enemy or be forced to use its reaction, if available to make a melee
attacks. weapon attack against you. Then, an ally of yours who can see
or hear you can make an opportunity attack against the target.
Phalanx Formation You gain a +3 bonus to AC against the target’s melee
Rank 2 Exploit • Stance (Long) weapon attack, and your ally gains a +2d10 bonus to the
As a bonus action, while you are wielding a shield, you enter damage roll of their opportunity attack.
the Phalanx Formation stance. Until the stance ends, while You goad the enemy into pressing too far, setting up your
you are wielding a shield and within 5 feet of any ally who is ally’s counterstrike.
using a shield, you and the ally gain a +1 bonus to AC and
Dexterity saving throws.
You and your allies link shields for better defense.

26
Polearm Vault Rousing Call
Rank 2 Exploit • Utility (Short) Rank 2 Exploit • Offensive (Long)
As a bonus action, while you are wielding a polearm, you When you hit a creature with a melee attack using a
can move up to 15 feet, ignoring difficult terrain, and moving weapon, each unconscious or dying ally within 25 feet of you
through other creature’s spaces. You provoke opportunity who can hear you can immediately make a Constitution
attacks as normal. saving throw. On a success, an ally wakes up if they are above
You fly over the heads of friend or foe with a vault leveraged 0 hit points, or stabilizes if they are dying. Additionally, each
by your polearm. prone ally who is conscious within 25 feet of you who can see
or hear you can immediately stand up (no action or movement
Quick Step required).
Rank 2 Exploit • Utility (Long) Fallen comrades cannot help but answer your call because
As a bonus action, one ally within 50 feet who can see or your battle cry stirs the most melancholy hearts.
hear you gains a +5 bonus to speed for 1 minute.
You spur an ally to move faster. Rousing Words
Rank 2 Exploit • Utility (Short)
Rain of Steel As a bonus action, you or one ally within 25 feet who can
Rank 2 Exploit • Stance (Long) see or hear you can expend up to two hit dice to regain hit
As a bonus action while you are wielding a melee weapon, points, and regains an additional 1d10 hit points.
you enter the Rain of Steel stance. Until the stance ends, any As soon as an ally is wounded, you spring forward to keep
enemy that starts its turn within 5 feet of you takes 1d6 your friend standing.
damage of the same type as the weapon you are wielding, but
only if you are able to take reactions. Sacrificial Lure
This stance ends early if you are not wielding a weapon at Rank 2 Exploit • Offensive (Short)
the end of a turn. When you hit a creature with a melee attack using a
You constantly swing your weapon about, slashing and weapon, your attack deals an extra 2d10 damage, and one ally
cutting into nearby enemies. within 25 feet of you who can see or hear you gains a +2d10
bonus to their next damage roll against the target made before
Ready to Retaliate the end of your next turn.
Rank 2 Exploit • Stance (Long) Additionally, you suffer a -3 penalty to your AC until the start
As a bonus action while you are wielding a melee weapon, of your next turn.
you enter the Ready to Retaliate stance. Until the stance ends, Your wild strike lands solidly and inspires a comrade, but it
you can mark any creature that makes a melee attack against leaves you vulnerable.
you. The mark lasts until the end of the enemy’s next turn.
You hold your weapon high overhead, ready to swing at any Sand in the Eyes
foe that attacks you. Rank 2 Exploit • Offensive (Short)
When you have a free hand and hit a creature with a melee
Reckless Strike attack using a finesse weapon, the target must succeed on a
Rank 2 Exploit • Offensive (Short) Dexterity saving throw or become blinded until the end of
When you attack a creature with a melee attack using a your next turn.
weapon, you make the attack with a -3 penalty. On a hit, your You scoop up a handful of sand or dirt or pebbles, strike
attack deals an extra 3d10 damage. your foe, and then throw the grit in its face to blind it.
You trade precision for power.
Scent of Victory
Rock Steady Rank 2 Exploit • Offensive (Long)
Rank 2 Exploit • Stance (Long) As an action, each ally within 25 feet who can see or hear
As a bonus action, you enter the rock steady stance. Until you can use their reaction to make a melee weapon attack
the stance ends, you cannot be knocked prone, and if you are against a creature within 5 feet of them who is below half hit
subject to forced movement, you can reduce the distance by points. Your allies gain a +2d6 bonus to their damage roll if
10 feet. they hit.
You sink your center of gravity into the ground below you As your enemies stagger from their wounds, you can smell
and grit your teeth. You are going nowhere. victory. Your allies respond with a furious assault.
Slip Aside
Rank 2 Exploit • Stealth, Utility (Short)
As a reaction, when you are hit by an attack, you gain
resistance to the damage of the triggering attack.
You distract a foe to diminish the effect of an attack.

27
Shadow Boxer Staggering Spin
Rank 2 Exploit • Offensive (Short) Rank 2 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a finesse As an action, make a melee attack with a weapon against
weapon, until the end of your next turn, the target grants any number of creatures you can see within 5 feet of you, with
three-quarters cover to you while you are within 5 feet of it. a separate attack roll for each target. On a hit, a target suffers
You attack from your foe’s shadow, confounding the creature the attack’s normal effects, and must succeed on a Strength
as you slip in and out of sight. saving throw or be pushed up to 5 feet.
Additionally, each ally can use their reaction to make a
Situational Advantage melee weapon attack against a target pushed by this exploit.
Rank 2 Exploit • Offensive (Long) With a wild, wheeling attack, you send your foes careening
When you hit a creature with a strength based ranged into your allies’ waiting weapons.
attack using a thrown weapon, until the end of your next turn,
you and each ally within 50 feet of you who can see or hear Stand the Fallen
you gain a +2d6 bonus to damage rolls on attacks that have Rank 2 Exploit • Offensive (Long)
advantage. When you hit a creature with a melee attack using a
Your attack against an unprepared enemy gives you and weapon, each ally within 50 feet of you who can see or hear
your allies a decided advantage. you can expend a hit die to regain hit points and regains an
additional 2d6 hit points.
Snap Shot You make a powerful strike against your enemy and call to
Rank 2 Exploit • Offensive (Short) your comrades, lifting their spirits and restoring their battle
As a bonus action, make a ranged attack with a weapon lust.
against one creature you can see.
You strike as quickly as a coiled viper. Stand Tough
Rank 2 Exploit • Utility (Long)
Snarling Wolf Stance As a bonus action, you and each ally within 25 feet of you
Rank 2 Exploit • Stance (Long) who can see or hear you regains 3d10 hit points.
As a bonus action, you enter the Snarling Wolf stance. Until You fortify your allies with a few words of encouragement.
the stance ends, whenever an enemy hits or misses you with a
melee attack, you can make a melee weapon attack against it Stay Down
as a reaction. You can then disengage and move up to 10 feet Rank 2 Exploit • Offensive (Short)
but cannot end this movement within 5 feet of any enemy. When you hit a prone creature with a melee attack using a
Like an animal backed into a corner, you become deadlier in weapon, the attack deals an extra 2d10 damage, and the
your desperation. target must succeed on a Constitution saving throw or it can’t
stand up until the end of your next turn.
Spitting Cobra Stance You’re not above hitting someone who’s down.
Rank 2 Exploit • Stance (Long)
As a bonus action, you enter the Spitting Cobra stance. Subtle Cut
Until the stance ends, you can use your reaction to make a Rank 2 Exploit • Offensive (Long)
ranged weapon attack against any enemy within 25 feet that When you hit a creature with a melee attack using a light
you can see that moves closer to you. blade, the target must succeed on a Constitution saving throw
You stand ready to launch a quick attack against any foe or bleed for 2d6 necrotic damage. Until the bleeding ends, the
that menaces you. target’s speed is halved.
You deftly maneuver to precisely slash your foe, drawing its
Spring the Trap blood and slowing it with suffering.
Rank 2 Exploit • Offensive (Short)
As an action, make a melee attack with a finesse weapon Sunder Armor
against any number of creatures you can see within 5 feet of Rank 2 Exploit • Offensive (Short)
you, with a separate attack roll for each target. When you hit a creature with a melee attack using a
You’re surrounded – just as you planned. weapon, until the end of your next turn, you and your allies
can score a critical hit against the target on a natural roll of
Splintering Shot 18–20.
Rank 2 Exploit • Offensive (Long) You probe the defenses of your foe until you land a blow
When you hit a creature with a ranged attack using a that momentarily leaves it susceptible to other attacks.
weapon, the target must succeed on a Constitution saving
throw or take a -1 penalty to attack rolls for 1 minute.
Your arrow burrows into flesh and shatters, sending
splinters of wood deep into the wound.

28
Surprise Attack Together We Survive
Rank 2 Exploit • Offensive (Short) Rank 2 Exploit • Offensive (Short)
When you hit a creature with a melee attack using a When you hit a creature with a melee attack using a
weapon, one ally within 25 feet of you who can see or hear weapon, until the end of your next turn, whenever an ally who
you can use their reaction to make a weapon attack with can see or hear you hits the target, that ally gains 3d6
advantage against a creature of their choice with a +3 bonus temporary hit points.
to the attack roll. You yell in defiance as you land a solid blow. When your
As you attack amid the chaos of battle, you take an allies follow your example, you can see their confidence grow.
opportunity to direct an ally to attack a distracted foe.
Tracing Shot
Swift Parry Rank 2 Exploit • Offensive (Long)
Rank 2 Exploit • Utility (Short) When you hit a creature with a ranged attack using a
As a reaction, when you wielding a finesse weapon and are weapon, for 1 minute, you gain a +1d6 bonus to melee
hit by an attack, you gain a +3 bonus to AC, including against weapon damage rolls against the target.
the triggering attack, and have advantage on attack rolls You hit your foe in a weak spot and use that wound to guide
against the attacker, until the start of your next turn. your subsequent attacks.
You deflect your enemy’s attack, causing the force behind its
blow to send it off balance and leaving it open to your next Trip Up
attack. Rank 2 Exploit • Offensive (Short)
When you hit a creature with a melee attack using a
Tactician’ss Favor
Tactician weapon, the target must succeed on a Dexterity saving throw
Rank 2 Exploit • Offensive (Short) or take 1d10 extra damage, and have its speed halved until the
When you hit a creature with an attack using a weapon, the end of your next turn.
next time an ally hits the target before the end of your next If you’re wielding a glaive, halberd, quarterstaff, or spear you
turn, they gain one of the following benefits until the end of can knock the target prone instead of halving its speed.
their next turn: You tangle your enemy’s feet with your weapon.
+3 bonus to AC and saving throws Twofold Flinch
+3 bonus to attack rolls Rank 2 Exploit • Offensive (Short)
+1d6 bonus to damage rolls As a bonus action, while you are wielding a separate melee
Your blow causes an ally’s follow-up strike to cement their weapon in each hand, one creature you can see within reach
tactical advantage. must make two Dexterity saving throws. On one failed save,
the target suffers a -3 penalty to attack rolls against you until
Tempting Target the start of your next turn. On two failed saves, the target
Rank 2 Exploit • Stance (Long) suffers a -3 penalty on all attack rolls until the start of your
As a bonus action, you enter the Tempting Target stance. next turn.
Until the stance ends, all enemies have advantage on attack You feint with both weapons, taking your adversary aback.
rolls against you, but your allies gain advantage on attack rolls
against any enemy within 5 feet of you. Unbreakable
Additionally, until the stance ends, when an enemy within 5 Rank 2 Exploit • Utility (Short)
feet of you is reduced to 0 hit points, you regain 1d6 hit points. As a reaction, when you are hit and damaged by an attack,
As soon as an ally is wounded, you spring forward to keep the damage against you is reduced by 3d10.
your friend standing. You steel yourself against a brutal attack.
Terrain Dominance Unexpected Shield Bash
Rank 2 Exploit • Offensive (Long) Rank 2 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a As an action, make a melee attack using a shield against
weapon, the target must succeed on a Strength saving throw one creature within reach. On a hit, the target takes 3d10
or be pushed up to 10 feet. If the target ends this movement in bludgeoning damage, or half damage on a miss.
difficult terrain, it falls prone. After the attack, you mark each enemy within 25 feet of you
Additionally, for 1 minute, you and your allies gain a +1 who can see you. This mark lasts until the end of your next
bonus to attack rolls against targets in difficult terrain. turn.
You drive your foe into hindering terrain, showing your As your opponents guard against the relentless fury of your
allies how to utilize the battlefield to their advantage. weapon, you surprise them with a shield attack that shows
them you mean business.

29
Vigilant Protector
Rank 2 Exploit • Stance (Long)
As a bonus action, while you are wielding a shield, you enter
the Vigilant Protector stance. Until the stance ends, you suffer
a -2 penalty to AC and Dexterity saving throws, but each ally
gains a +3 bonus to AC and Dexterity saving throws while
within 5 feet of you.
You must be able to take reactions for your allies to gain the
benefits of this stance.
You sweep your shield out to give your allies protection.
Walking Wounded
Rank 2 Exploit • Offensive (Long)
When you hit a creature with an attack using a finesse or
ranged weapon, target must succeed on a Constitution saving
throw or be knocked prone, and for 1 minute, if the target
moves more than half its speed on a single turn, it falls prone
at the end of that turn.
This effect ends if the target regains any hit points, or if the
target or a creature within 5 feet of it uses an action to make a
successful Wisdom (Medicine) check against your exploit save
DC.
You topple your enemy with a crippling blow and force it to
stumble around the battlefield.
Weapon Master’s
Master s Gambit
Rank 2 Exploit • Offensive (Short)
When you make a melee attack using a weapon, before you
roll the attack, you can sheathe a weapon and draw a different
one. On a hit, the target suffers the attack’s normal effects,
and you can choose an additional effect based on the weapon
you wield.
Axe: Up to two creature within 5 feet of the target must
succeed on a Dexterity saving throw or take 3d6 damage of
your weapon’s type.
Mace: The target must succeed on a Constitution saving
throw or be knocked prone.
Heavy Blade: You gain advantage on attack rolls against
the target until the end of your next turn.
Polearm or Spear: The target must make a Strength
saving throw. On a failed save, you can move the target up
to 10 feet and you can move up to 15 feet to a space within
5 feet of the target. This movement does not provoke
opportunity attacks.
As a master of many weapons, you use this simple attack
form as the starting point for expressing your weapon’s
nature.
Wounded Beast
Rank 2 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a
weapon, your attack deals an extra 1d10 damage, and you can
expend a hit die to regain hit points.
You answer an enemy’s strike with a snarl and an attack.
The rage inside you provides new vigor.

30
Rank 3 Exploits Blood Designation
Rank 3 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a
Aerial Assault weapon, the target also bleeds for 1d8 necrotic damage, and
Rank 3 Exploit • Offensive (Long) the target must make a Constitution saving throw. On a failed
As an action, you can leap up to 15 feet and make a melee save, as long as the target is bleeding from this exploit, your
attack using a finesse weapon against one creature within allies gain advantage on attack rolls against it. On a successful
reach. On a hit, your attack deals an extra 4d10 damage. save, the target is still bleeding, but it does not grant
You launch yourself as your foe in a display of aerial finesse. advantage.
The creature stands awestruck until you sink your weapon The blood you’ve drawn acts as a target for your comrades.
into it.
Blood of the Fallen
Agonizing Shot Rank 3 Exploit • Utility (Long)
Rank 3 Exploit • Offensive (Long) When you reduce a creature to 0 hit points, you regain hit
When you hit a creature with a ranged attack using a points as if you had expended a hit die to regain hit points
weapon, the target to bleeds for 2d8 necrotic damage. While plus an extra 2d10.
bleeding from this exploit, the target’s speed is halved. Your triumph is like a balm to you.
Your precise aim finds a weak spot.
Bloodspike Sweep
Agile Escape Rank 3 Exploit • Offensive (Long)
Rank 3 Exploit • Utility (Short) As an action, make a melee attack with a weapon against
As a reaction, when you are targeted by an effect that any number of creatures within 5 feet of you, with a separate
reduces your speed, grapples you, restraints you, or dazes you, attack roll for each target. On a hit, a target suffers the attack’s
you gain a +4 bonus to AC and saving throws against the normal effects, and bleeds for 1d8 necrotic damage.
triggering effect. If you are wielding a flail, hammer, or mace, targets you hit
Nothing can slow you down. are also knocked prone.
You whip your weapon around in an arc as deadly as the
Another Day sweep of a bloodspike behemoth’s tail.
Rank 3 Exploit • Utility (Short)
As a reaction, when you are hit by an attack, you disengage Body Shield
and move up to 20 feet. Rank 3 Exploit • Offensive (Short)
After suffering a hit, you leap out of your opponent’s reach As a reaction, when you have a free hand and a creature
to escape any subsequent attacks. hits you with a weapon attack, one creature within 5 feet of
you other than the triggering creature must succeed on a
Awakened Wrath Strength saving throw. On a failed save, the triggering enemy’s
Rank 3 Exploit • Offensive (Long) attack deals half damage to you and half damage to the target.
As a reaction, when you are reduced below half hit points, You yank a foe into the path of an enemy’s attack.
one ally within 25 feet you can see and who can see or hear
you can use their reaction to make a melee attack with a Bolstering Shout
weapon against any number of creatures within 5 feet of Rank 3 Exploit • Utility (Short)
them, with a separate attack roll for each target. On a hit, a As a bonus action, until the end of your next turn, you and
target suffers the attack’s normal effects. each ally within 50 feet who can see or hear you can use a
Additionally, the ally can disengage and move up to 5 feet bonus action to expend a hit die to regain hit points and
for each target they hit with their reaction. regain an additional 5d6 hit points.
Seeing your hurts, an ally explodes with unexpected Your war cry quickly rallies your allies.
violence.
Bone Crusher
Bewildering Assault Rank 3 Exploit • Offensive (Long)
Rank 3 Exploit • Offensive (Long) When you hit a creature with a melee attack using a
When you are hidden from a creature and hit it with a weapon, the target must succeed on a Constitution saving
finesse or ranged weapon, the target becomes susceptible to throw or gain susceptibility to bludgeoning, piercing, and
all damage for 1 minute. While susceptible, the target can slashing damage for 1 minute.
make a Constitution saving throw at the end of each of its The target can repeat the saving throw at the end of each of
turns, ending the effect on a success. its turns, ending the effect on a success.
If you are heavily obscured when you make the attack, you Your crushing blow leaves your enemy susceptible to other
remain hidden after the attack. attacks.
You attack from the darkness and deliver a blow that
unbalances your foe. You then retreat to the shadows.

31
Bounding Beast Coordinated Assault
Rank 3 Exploit • Offensive, Pet (Long) Rank 3 Exploit • Offensive (Long)
When you take the attack action on your turn, you can forgo As an action, choose up to two allies within 50 feet who can
one of your attacks to command your companion pet to use its see or hear you. Each target can use their reaction to
reaction to make a melee weapon attack against one creature disengage and move up to 20 feet, then make an attack using
within its reach. On a hit, the target suffers the attack’s normal a weapon against any creature of their choice. On a hit, the
effects, and must succeed on a Strength saving throw or be target suffers the attack’s normal effects plus an extra 5d6
pushed up to 5 feet. Then, your companion can make a damage, and must succeed on a Strength saving throw or fall
charging attack against a different creature it can see. prone.
Your pet pushes back one foe then charges forth. By coordinating your efforts, your allies deliver two
devastating attacks.
Burst Fire
Rank 3 Exploit • Offensive (Long) Crimson Edge
As an action, while you are wielding a ranged or thrown Rank 3 Exploit • Offensive (Long)
weapon, each enemy within 5 feet of a point you can see When you hit a creature with a melee attack using a finesse
within your weapon’s normal range must succeed on a weapon, the target bleeds for 2d8 necrotic damage. While
Dexterity saving throw or take 6d6 damage of the same type bleeding from this exploit, you have advantage on attack rolls
as your weapon. against the target.
You must have ammunition for each target, as normal. You deal your enemy a vicious wound that continues to
You loose missiles in an unpredictable pattern. bleed, and like a shark, you circle in for the kill.
Caging Glaive Dangerous Theft
Rank 3 Exploit • Offensive (Long) Rank 3 Exploit • Sleight of Hand, Utility (Short)
As an action, while you are wielding a polearm, one When you make a Dexterity (Sleight of Hand) check in
creature within your reach must make a Strength saving combat, you gain advantage on the ability check.
throw. On a failed save, you can move the target up to 15 feet You use the chaos of battle to cover your theft.
to a space within 5 feet of you.
You can then make a melee attack using your reach weapon Deadly Positioning
against the target. On a hit, the target suffers the attack’s Rank 3 Exploit • Offensive (Long)
normal effects, and it must make a Constitution saving throw. When you hit a creature with a melee attack using a finesse
On a failed save, the target’s speed is halved and all creatures weapon, you can move them up to 5 feet to a different space
have advantage on attack rolls against it, until it starts its turn within 5 feet of you.
outside of your melee reach. Additionally, for 1 minute, whenever you make a melee
You use the advantage of your reach to position your foe and weapon attack against the target, you can move them up to 5
then cage them with a myriad of minor swings. feet to a different space within 5 feet of you before making the
attack.
Caging Strike You adroitly outmaneuver your enemy, pushing and baiting
Rank 3 Exploit • Offensive (Long) him with every stride and strike.
When you are wielding a separate melee weapon in each
hand and hit a creature with a melee attack using a weapon, Deadly Sacrifice
the target bleeds for 1d8 necrotic damage. Rank 3 Exploit • Offensive (Long)
If you have dealt damage to the target using a separate As a reaction, when a creature within 5 feet of you is hit by
melee weapon in each hand this turn, the target bleeds for a melee attack, you and the attacked creature switch places,
2d8 necrotic damage instead of 1d8. and the attack hits you instead.
You box your foe in with one weapon and then open a Additionally, for 1 minute, you gain advantage on attack
wound with the other. rolls against the attacker, and when you deal Sneak Attack
damage to the attacker, they take an extra 1d8.
Close Quarters Shot Your threat draws your enemy’s attack. If you survive, you
Rank 3 Exploit • Offensive (Long) can be certain the foe will pay.
When you make a ranged attack using a weapon against a
creature within 5 feet, your attack does not have disadvantage Defensive Rally
for being in melee, and on a hit, your attack deals an extra Rank 3 Exploit • Utility (Long)
4d10 damage. As an action, choose any number of allies within 25 feet
Though menaced by fangs and claws, you calmly unload an who can see or hear you. Each target can expend a hit die to
arrow into the creature’s gaping maw–mere inches from your regain hit points and make a saving throw against one effect
outstretched arm. that a save can end. Additionally, each target gains a +3 bonus
to AC and saving throws until the end of your next turn.
You address your comrades with instructions to help them
prevail.

32
Defensive Resurgence Grappler’ss Stance
Grappler
Rank 3 Exploit • Utility (Long) Rank 3 Exploit • Stance (Long)
As a bonus action, you can expend a hit die to regain hit As a bonus action, you enter the Grappler’s stance. Until the
points, and until the start of your next turn, you gain a +4 stance ends, any creature grappled by you is restrained until
bonus to AC. the grapple ends.
You buck up under the pressure and redouble your You wrench the limbs of your enemy, weakening its resolve.
defensive efforts.
Hunker Down
Denying Mark Rank 3 Exploit • Stance (Long)
Rank 3 Exploit • Offensive (Long) As a bonus action, you enter the Hunker Down stance. Until
When you hit a creature with a melee attack using a the stance ends, while you are wielding a shield, your speed is
weapon, the target must succeed on a Wisdom saving throw halved, but you gain half cover against all attacks.
or become marked by you for 1 minute. While marked by this You can end this stance at any time (no action required).
exploit, the target cannot recharge any of its special abilities, You drop into a defensive posture, raising your shield to
such as a dragon’s breath weapon. The target can repeat the protect yourself.
saving throw at the end of each of its turns, ending the mark
on a success. Hunting Party
Your strike incites your enemy to focus on you, but only with Rank 3 Exploit • Stance (Long)
weaker attacks. As a bonus action, you enter the Hunting Party stance. Until
the stance ends, each time you miss with an attack, you can
Disheartening Flurry choose an ally within 25 feet of your target who can see or
Rank 3 Exploit • Offensive (Long) hear you. If that ally hits your target before the start of your
As an action, make a melee attack with a weapon against next turn, their attack deals an extra 1d8 damage. This effect
any number of creatures within 5 feet of you, with a separate stacks with itself.
attack roll for each target. On a hit, a target suffers the attack’s You’re not about to give up with a simple miss.
normal effects, and must succeed on a Charisma saving throw
or suffer a -1 penalty to saving throws for 1 minute. Instant Planning
The skill you show with your series of attacks dismays your Rank 3 Exploit • Utility (Long)
enemies. As a bonus action, you and each ally within 25 feet who can
see or hear you gains your choice of the following:
Eviscerating Shot
Rank 3 Exploit • Offensive (Long) +3 bonus to attack rolls
When you hit a creature with a ranged attack using a +20 foot bonus to speed
weapon, the target must succeed on a Constitution saving +3 bonus to AC and saving throws
throw or grant advantage on all attack rolls against it for 1 The bonus lasts until the end of your next turn, and you can
minute. The target can repeat the saving throw at the end of grant a different bonus to each target.
each of its turns, ending the effect on a success. Your instinctive reactions to the situation turn the tide in
You aim for a vulnerable spot that will leave your foe too your favor.
absorbed with its own suffering to withdraw.
Into Harm’s
Harm s Way
Expeditious Stride Rank 3 Exploit • Offensive (Long)
Rank 3 Exploit • Utility (Short) When you hit a creature with a melee attack using a finesse
As a bonus action, your speed increases by 20 feet until the weapon, the target must make a Wisdom saving throw. On a
end of your next turn. failed save, you can move the target up to 15 feet to a space
Like a gazelle, you startle allies and enemies alike with your within 5 feet of one of your allies. That ally can then use their
sudden swiftness. reaction to make a melee weapon attack against the target
Fist of Lightning with a + 1d8 bonus to the damage roll.
Rank 3 Exploit • Stance (Long) You deliver a slashing feint, causing your enemy to stumble
into more danger.
As a bonus action, you enter the Fist of Lightning stance.
Until the stance ends, your unarmed strikes deal an extra 1d8 Into the Fray
damage. Rank 3 Exploit • Utility (Short)
You clench your fist and prepare a rapid assault. As a bonus action, you can dash up to 20 feet, but only if
Furious Fling you can end this movement within reach of an enemy.
Rank 3 Exploit • Offensive (Long) You scream a fierce battle cry as you leap boldly into the
When you hit a creature with a ranged attack using a fray.
thrown weapon, your attack deals an extra 2d10 damage, and
the target bleeds for 1d8 necrotic damage.
You lob your weapon at your foe, grievously injuring it.

33
Invigorating Confrontation Nimble Fingers
Rank 3 Exploit • Offensive (Long) Rank 3 Exploit • Sleight of Hand, Utility (Short)
When you hit a creature with a ranged attack using a As a bonus action, you draw one weapon that is sheathed or
weapon, for 1 minute, whenever you hit the target with a worn (but not held) by one creature within range, stow a
melee attack, you gain 1d8 + 4 temporary hit points. single item on the target, or retrieve a single item the target
Each strike you deliver against your quarry bolsters you. has stowed.
If you are hidden from the target, it is not aware that you
Knockout have used this exploit.
Rank 3 Exploit • Offensive (Long) You can snatch or stow an enemy’s possessions even in the
When you hit a creature with a melee attack using a finesse heat of combat.
weapon, the target must succeed on a Constitution saving
throw or fall unconscious for 1 minute. While unconscious, Not Worth My Time
the target can make a Constitution saving throw at the end of Rank 3 Exploit • Offensive (Long)
each of its turns, ending the effect on a success. When you hit a creature with a melee attack using a finesse
If the unconscious target takes any damage, the effect ends. weapon, the target must succeed on a Wisdom saving throw
A well-placed blow takes your foe out of the fight. or be pushed up to 15 feet, and its speed becomes 0 for 1
minute. The target can repeat the saving throw at the end of
Last Ditch Evasion each of its turns, ending the effect on a success.
Rank 3 Exploit • Utility (Long) With a vicious blow and a callous shove, you judge your foe
As a reaction, when you are hit by an attack, you take no unworthy of further attention.
damage from the attack, but are stunned and take a -3 penalty
to AC and saving throws until the end of your next turn. One Against Many
Through skill and luck, you narrowly avoid an attack but Rank 3 Exploit • Offensive (Long)
leave yourself perilously explosed. As an action, make a melee attack with a weapon against
any number of creatures within 5 feet of you, with a separate
Menacing Cry attack roll for each target.
Rank 3 Exploit • Fear, Offensive, Pet (Long) Additionally, for 1 minute, you gain a +2 bonus to AC and
When you take the attack action on your turn, you can forgo saving throws while two or more enemies are within 5 feet of
one of your attacks to command your companion pet to use its you. You also gain a +2 bonus to weapon attack rolls while no
reaction to unleash a terrifying roar. Each enemy within 10 allies are within 5 feet of you.
feet of your companion must succeed on a Charisma saving When your enemies gang up on you, you have the
throw or take 6d6 psychic damage, and have its speed become advantage, for it means you have no shortage of targets.
0 for 1 minute. A target can repeat the saving throw at the end
of each of its turns, ending the effect on a success. One Hundred Knives
If your companion is a bear, cat, raptor, or wolf, a creature Rank 3 Exploit • Offensive (Long)
takes 8d6 psychic damage on a failed save instead of 6d6. When you hit a creature with a melee attack using a finesse
Your companion pet issues a piercing cry, chilling the blood weapon, you can make up to two additional attacks with a
of nearby enemies. finesse weapon against the target (no action required).
Your blade blurs as you plunge it into your foe over and over.
Menacing Stance
Rank 3 Exploit • Stance (Long) Pestering Wound
As a bonus action, you enter the Menacing stance. Until the Rank 3 Exploit • Offensive (Long)
stance ends, whenever an enemy marked by you makes an When you hit a creature with a melee attack using a
attack against anyone but you, your allies gain advantage on weapon, the first time the target moves before the end of your
attack rolls against that target until the start of its next turn. next turn, it takes 4d10 necrotic damage.
You seem ready to spring at any moment, forcing marked If you are wielding a pick, the damage is 6d10 necrotic
foes to devote more attention to you. instead of 4d10.
The injury caused by your attack tears open when your foe
Murderous Assault tries to maneuver.
Rank 3 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a
weapon wielded in two hands, after the attack is resolved, you
can move up to 20 feet to a space within 5 feet of a different
creature and make a melee attack with a weapon against that
creature.
If you have advantage on attack rolls against a target of this
exploit, that target takes an extra 5d6 damage.
You slam your weapon into your foe and surge in one
smooth motion to swing again at another foe.

34
Piquing Dare Resume the Hunt
Rank 3 Exploit • Offensive (Long) Rank 3 Exploit • Offensive (Short)
When you hit a creature with a melee attack using a When you reduce an enemy to 0 hit points, you can move up
weapon, the target must succeed on a Wisdom saving throw to 20 feet, and until the end of your next turn, you gain a +4
or become marked by you for 1 minute. While marked by this bonus to AC and saving throws.
exploit, if the target ends its turn and did not attack you at You drop a foe and then spring away in search of the next
least once, you can either make a melee weapon attack fight.
against it or disengage and move up to 10 feet closer to it (no
action required). The target can repeat the saving throw at the Shadow Stride
end of each of its turns, ending the effect on a success. Rank 3 Exploit • Stealth, Utility (Turn)
With a precise and provoking blow, you mark your foe and As a bonus action, while you are hidden, make a Dexterity
defy them to ignore you on pain of further attack. (Stealth) check and move up to 20 feet to a space where you
are obscured. Unless the check fails to beat an enemy’s
Pitiless Grapple passive Perception, you remain hidden during the move, even
Rank 3 Exploit • Offensive (Long) if you are not obscured.
When you have at least one hand free and hit a creature You silently step from shadow to shadow, slipping past your
with a melee attack using a weapon, the target must succeed foes unseen and unheard.
on a Strength saving throw or become grappled by you. Until
this grapple ends, your melee weapon attacks against the Shield Deflection
target can score a critical hit on a natural roll of 19–20. Rank 3 Exploit • Offensive (Long)
You grip your foe mercilessly, striking terrifying blows as it As a reaction, when you are wielding a shield and an attack
struggles to escape. misses you, choose a creature within 15 feet of you and within
range of the triggering attack, including the triggering
Profit from Weakness attacker. The attacker repeats the attack against that creature.
Rank 3 Exploit • Offensive (Long) Attacks rebound from your shield to find new targets.
As a reaction, while you are wielding a finesse weapon and
a creature within 5 feet of you hits you with a melee attack, Shield Ripper
you gain a +4 bonus to AC against the triggering attack. Rank 3 Exploit • Offensive (Long)
Additionally, the target must succeed on a Dexterity saving As an action, while you are wielding a melee weapon, one
throw or take 5d10 damage of your weapon’s type. creature within reach must succeed on a Dexterity saving
You step aside as the enemy’s attack sweeps toward you. throw or take 3d10 damage of the same type as your weapon,
You then slide your blade into a place where the foe is open. and the target suffers a -1 penalty to AC and Dexterity saving
throws for 1 minute. The target can repeat the saving throw at
Quick Recovery the end of each of its turns, ending the effect on a success.
Rank 3 Exploit • Pet, Utility (Turn) You strike past your enemy’s guard and hew through the
As a reaction, if your companion pet is within 100 feet of foe’s defenses.
you when it receives an effect that a save can end, you can
command your companion to shake it off, allowing it to make Spray of Arrows
an additional saving throw with a +4 bonus. Ending the effect Rank 3 Exploit • Offensive (Long)
on a success. As an action, make a ranged attack with a weapon against
Your quick command allows your companion pet to recover any number of creatures you can see within a 15-foot cone
from an ill effect. originating from you, with a separate attack roll for each
target.
Raining Death You fire repeatedly with a short draw, showering arrows at
Rank 3 Exploit • Offensive (Long) each enemy in front of you.
As an action, make a ranged attack with a weapon against
any number of creatures within 25 feet of you that you are Springback Shot
hidden from. You must have ammunition for each target, as Rank 3 Exploit • Offensive (Long)
normal, and you make a separate attack roll for each target. As a reaction, when an enemy moves to a space within 5
From the shadows, you send out a barrage of attacks, feet of you during its turn, you can disengage and move up to
raining death upon your foes. 20 feet, but cannot end this movement within 5 feet of the
triggering enemy. Then make a ranged attack using a weapon
Rallying Deflection against the triggering enemy. On a hit, the target suffers the
Rank 3 Exploit • Utility (Short) attack’s normal effects, and the target must succeed on a
As a reaction, while you are wielding a shield and an enemy Wisdom saving throw or have its speed reduced to 0 for 1
hits you with a ranged weapon attack, you reduce the damage minute. The target can repeat the saving throw at the end of
by 4d10. Then one ally within 25 feet of the attacker who can each of its turns.
see or hear you can use their reaction to move up to 20 feet As an enemy rushes your position, you spring back
and make a melee weapon attack against the attacker. suddenly and fire an arrow at it, discouraging it from
You catch the arrow on your shield and send your ally approaching.
forward to meet the shooter.

35
Staggering Blow Strider Stance
Rank 3 Exploit • Offensive (Long) Rank 3 Exploit • Stance (Long)
When you have a free hand and hit a creature with a melee As a bonus action, you enter the Strider stance. Until the
attack using a weapon, the target must succeed on a stance ends, you can use a bonus action to move up to 10 feet
Constitution saving throw or be pushed up to 15 feet away without provoking opportunity attacks and gain a +1d8 bonus
from you and become dazed for 1 minute. The target can to damage rolls until the start of your next turn, or you can use
repeat the saving throw at the end of each of its turns, ending a bonus action to allow an ally within 25 feet who can see or
the effect on a success. hear you to use their reaction to do the same.
You batter your enemy with a powerful blow and send it You stand ready to change position quickly or to point out
stumbling away from you. opportunities for your allies to do so.
Stay on Target Swift Strike
Rank 3 Exploit • Offensive (Long) Rank 3 Exploit • Offensive (Long)
As a reaction, while you are wielding a thrown weapon and When you hit a creature with an attack using a finesse or
when an enemy enters a space within 15 feet of you, you can ranged weapon, your attack deals an extra 3d10 damage. If
make a strength based ranged attack with your thrown the target has not yet taken an action during this encounter,
weapon against the triggering enemy. On a hit, the target the extra damage dealt by this exploit increases from 3d10 to
suffers the attack’s normal effects, and each ally within 10 feet 5d10.
of you who can see or hear you can use their reaction to make Your brutal efficiency makes your enemy pay for its lack of
a ranged weapon attack against the target, with a +1d8 bonus initiative.
to the damage roll.
You and your comrades train your fire on an enemy drawing Tactical Orders
near. Rank 3 Exploit • Utility (Short)
As a bonus action, each ally within 15 feet who can see or
Steely Persuasion hear you can use their reaction to disengage and move up to
Rank 3 Exploit • Utility (Short) 20 feet, and you can move up to 20 feet without provoking
As a reaction, when you are wielding a melee weapon and opportunity attacks.
make a Charisma (Intimidation) check, you gain a bonus on You bark orders at your allies, commanding them to move
the ability check equal to your weapon’s total attack bonus. into formation.
Your skill with the blade is enough to daunt even stalwart
foes. Tactical Withdrawal
Rank 3 Exploit • Offensive (Long)
Strength of Conviction When you hit a creature with an attack using a melee or
Rank 3 Exploit • Utility (Long) ranged weapon, the target must succeed on a Constitution
As a bonus action, choose any number of allies within 25 saving throw or be unable to take reactions for 1 minute. The
feet who can see or hear you. Each target can expend a hit die target can repeat this save at the end of each of their turns,
to regain hit points. Additionally, for 1 minute, any time you ending the effect on a success.
cause a creature to regain hit points, the target regains the Additionally, each ally within 5 feet of the target can move
maximum number possible. up to 20 feet, but must end this movement in a space that is
You create an area of calm even as violence rages around not within 5 feet of the target.
you. You land a final blow on the enemy and then command a
temporary retreat.
Stop Thrust
Rank 3 Exploit • Offensive (Long) Thicket of Blades
As a reaction, when an enemy enters a space within 10 feet Rank 3 Exploit • Offensive (Long)
of you, you can move up to 20 feet to a space within reach of As an action, make a melee attack with a weapon against
the target without provoking opportunity attacks. Then make any number of creatures within 5 feet of you, with a separate
a melee weapon attack against the target. On a hit, the target attack roll for each target. On a hit, a target suffers the attack’s
suffers the attack’s normal effects, and its speed becomes 0 normal effects, and its speed is halved for 1 minute. A target
until the start of your next turn. you hit can make a Constitution saving throw at the end of
As the enemy moves to attack, you respond by rapidly each of its turns, ending the effect on a success.
advancing and striking. You sting and hinder nearby foes with a savage flurry of
strikes aimed at their vulnerable areas.
Strength from Pain
Rank 3 Exploit • Utility (Long)
As a bonus action, if you are below half hit points, you gain
a +1d8 bonus to melee damage rolls, Strength ability checks,
and Constitution ability checks for 1 minute, or until you are
above half hit points.
The pain of your wounds opens the floodgates to your inner
strength.

36
Thousand Arrow Awareness
Rank 3 Exploit • Offensive (Long)
As an action, choose a point you can see within 100 feet.
Make a ranged attack with a weapon against any number of
creatures within a 10-foot radius of that point, with a separate
attack roll for each target.
For 1 minute, when a creature enters the area you
designated, you can make a ranged weapon attack against it
as an opportunity attack. You can move the designated area
up to 15 feet on your turn as a bonus action.
You mark an area in your mind and feed arrows into it every
time you have a spare moment.
Vexing Escape
Rank 3 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a finesse
weapon, you can move up to 10 feet without provoking
opportunity attacks.
Additionally, for 1 minute, each time the target enters a
space within 5 feet of you, you can use your reaction to
disengage and move up to 10 feet.
Your timely attack allows you to break away from combat,
and you remain one step ahead of your foe thereafter.
Victorious Surge
Rank 3 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a
weapon, you regain 4d10 hit points.
You strike true, and your enemy’s howl of pain is like music
to your ears, making you forget about your own wounds.
Weathered Resilience
Rank 3 Exploit • Stance (Long)
As a bonus action, you enter the Weathered Resilience
stance. Until the stance ends, you gain resistance to all
damage while you are below half hit points.
Each setback, stumble, or wound bolsters your
determination to succeed.
White Raven Strike
Rank 3 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a
weapon, up to two allies within 50 feet of you who can see or
hear you gain 4d6 temporary hit points.
If you reduced the target to 0 hit points with your attack,
your allies gain 6d6 temporary hit points instead of 4d6.
You land a punishing blow that ignites the fire within your
allies and keeps them alive on the battlefield.

37
Rank 4 Exploits Armor Splinter
Rank 4 Exploit • Offensive (Short)
When you are wielding a separate melee weapon in each
Answer with Steel hand and hit a creature with a melee attack using a weapon,
Rank 4 Exploit • Offensive (Short) the target must succeed on a Dexterity saving throw or suffer
As a reaction, when an enemy moves into a space within 5 a -5 penalty to AC until the end of your next turn. If you dealt
feet of you during its turn, you can make a melee attack using damage to this target using a separate melee weapon in each
a weapon against it. On a hit, the target suffers the attack’s hand this turn, the target also grants advantage on attack rolls
normal effects plus an extra 3d10 damage, and you can against it while it suffers the penalty to AC.
disengage and move up to 25 feet. You attack the weak spots in your opponent’s armor, not
You instantly attack when an enemy comes too close. You only dealing damage but also leaving your prey open to later
then quickly step away. attacks.
Anticipate Attack Arterial Slice
Rank 4 Exploit • Offensive (Long) Rank 4 Exploit • Offensive (Long)
As a reaction, when you are wielding a melee weapon and When you hit a creature with an attack using a finesse or
an enemy targets you with a melee attack, the attacker must ranged weapon, the target bleeds for 1d10 necrotic damage.
succeed on a Dexterity saving throw or take 7d6 damage of If you dealt Sneak Attack damage along with this exploit,
the same type as your weapon, and you can move up to 20 feet the target bleeds for 3d10 instead of 1d10.
without provoking opportunity attacks. You nick one of your enemy’s major arteries, creating a
Additionally, each ally within 5 feet of the target who can wound that spurts blood.
see or hear you can use their reaction to make an opportunity
attack against it with advantage. On a hit, the ally’s attack Back on Target
deals an extra 3d6 damage. Rank 4 Exploit • Utility (Long)
Maneuvering to make your enemy open itself up to attack, As a reaction, when you are wielding a ranged weapon and
you deliver a passing blow. Your comrades follow up with an ally misses an enemy with your range with a ranged attack,
strikes of their own. the ally can reroll the attack roll with a +5 bonus.
Your arrow deflects an ally’s attack back onto its true
Anvil of Doom course.
Rank 4 Exploit • Offensive (Short)
When you hit a creature with a melee attack using a Battle Acumen
weapon, the target must succeed on a Constitution saving Rank 4 Exploit • Stance (Long)
throw or become dazed until the end of your next turn. As a bonus action, you enter the Battle Acumen stance.
If you are wielding a hammer or mace, the target is stunned Until the stance ends, enemies cannot gain advantage on
on a failed save, instead of dazed. attack rolls against you while you are capable of taking
Like a smith’s hammer striking the anvil, you strike your reactions.
enemy with a ringing blow that leaves it disoriented. You absorb everything going on around you, and your
enemies find it hard to catch you unaware.
Appalling Crunch
Rank 4 Exploit • Offensive (Short) Befuddling Cry
When you hit a creature with a melee attack using a Rank 4 Exploit • Offensive (Short)
weapon, each of your enemies within 5 feet of the target is As a reaction, when an enemy within 25 feet of you hits an
marked until the end of your next turn. ally who can see or hear you with an opportunity attack, the
If you are wielding an axe, hammer, or mace, each of your ally can use their reaction to make a melee weapon attack
enemies within 25 feet of the target are marked until the end against the attacking enemy. On a hit, the enemy suffers the
of your next turn. attack’s normal effects, and rerolls the opportunity attack
Nearby enemies are so aghast at your remorseless attack against a different creature of your choice within its reach.
that they see you as the most dangerous foe on the field. This rerolled attack gains a +5 bonus to the attack roll and a
+4d10 bonus to the damage roll.
Archery Duel Your warning shout allows your ally to turn an opening into
Rank 4 Exploit • Offensive (Long) an advantage.
When you hit a creature with a ranged attack using a
weapon, for 1 minute, whenever a ranged attack hits an ally
you can see and who can see or hear you, that ally can use
their reaction to make a ranged weapon attack against the
attacker.
You shout words of inspiration to your allies, encouraging
them to respond to your enemies’ artillery with shots of their
own.

38
Blade and Bow Bolstering Blow
Rank 4 Exploit • Stance (Long) Rank 4 Exploit • Offensive (Short)
As a bonus action, you enter the Blade and Bow stance. When you hit a creature with a melee attack using a
Until the stance ends, whenever you hit an enemy with a weapon, one ally within 25 feet of you who can see or hear
melee attack using a weapon, your next ranged attack using a you gains 5d10 temporary hit points.
weapon against the same target within 1 minute gains a Your overwhelming attack against your enemy inspires a
+1d10 bonus to damage. Additionally, whenever you hit an nearby ally to continue the fight.
enemy with a ranged attack using a weapon, your next melee
attack using a weapon against the same target within 1 Bolstering Stride
minute gains a +1d10 bonus to damage. Rank 4 Exploit • (Short)
You switch between fighting in melee and at range, As a bonus action, you can move up to 25 feet, ending in a
confusing your foe and leaving it open to both techniques. space within 5 feet of an ally. You then gain 6d10 temporary
hit points.
Blade Burst Trap These temporary hit points fade after 1 minute, but stack
Rank 4 Exploit • Offensive (Short) with other temporary hit points.
As a reaction, when an enemy within 25 feet hits you or an You rush to your friend’s side, ready to stand in their
ally with an attack, one ally within 5 feet of the triggering defense.
enemy who can see or hear you can use their reaction to make
a melee attack with a weapon against any number of creatures Bravura Charge
within 5 feet of them, with a separate attack roll for each Rank 4 Exploit • Offensive (Long)
target. On a hit, a target suffers the attack’s normal effects, As an action, make a melee attack using a weapon against
and must succeed on a Constitution saving throw or become one creature within reach. On a hit, the target suffers the
dazed until the end of their next turn. attack’s normal damage, and each ally within 50 feet of you
Your careful preparations unleash a devastating trap, but who can see or hear you can expend a hit die to regain hit
you are experienced enough to let them go should your points.
situation change. Of you took the dash action this turn, you can activate this
exploit as a bonus action instead of an action.
Bleeding Wounds Your powerful charge inspires your allies, filling them with
Rank 4 Exploit • Offensive (Long) vigor and courage.
When you hit a creature with a ranged attack using a
weapon, the target bleeds for 3d10 necrotic damage. Brutal Rebuke
Your arrows puncture flesh, and from these wounds blood Rank 4 Exploit • Offensive (Short)
flows in crimson streams. When you make a melee attack using a weapon against a
creature that attacked one of your allies since the end of your
Blood Frenzy last turn, you gain a +5 bonus to the attack roll, and on a hit,
Rank 4 Exploit • Offensive, Pet (Long) the target suffers the attack’s normal effects plus an extra
When you hit a creature with a melee attack using a 5d10 damage.
weapon, for 1 minute, your companion pet gains a +2 bonus to By attacking your comrade, your adversary has called down
attack rolls and a +1d10 bonus to damage rolls. Additionally, your righteous ire.
your pet gains 3d10 temporary hit points.
If your companion is a bear, boar, lizard, or spider, it gains Call to Action
6d10 temporary hit points instead of 3d10. Rank 4 Exploit • Offensive (Long)
Your attack unleashes a torrent of blood, and your As an action, choose up to 3 allies within 50 feet who can
companion pet goes into a frenzy. see or hear you. Each target can choose to expend a hit die to
regain hit points, make a melee weapon attack, or make a
Bloodlust Strike charging attack. Each ally that makes an attack as a result of
Rank 4 Exploit • Offensive (Short) this exploit must choose a different target and deals an extra
When you hit a creature that is below half hit points with an 6d6 damage on a hit.
attack using a weapon, your attack deals an extra 5d10 Your shouted command calls your allies to act, helping
damage. them to find new reserves or driving them to strike your
You aim for where the blood already flows. enemies.
Bloody Path Carve Initials
Rank 4 Exploit • Offensive (Long) Rank 4 Exploit • Offensive (Long)
You can move up to 25 feet. Any enemy that can make an When you hit a creature with a melee attack using a light
opportunity attack against you during this movement must blade, the target becomes marked by you for 1 minute or until
succeed on a Wisdom saving throw or attack itself with its you are knocked unconscious. No mark can supersede this
opportunity attack, rather than you. An enemy cannot refrain one.
from making the opportunity attack to avoid harming itself. You cut deep and leave a meaningful mark.
You dash across the battlefield, leaving bewildered and
bleeding enemies in your wake.

39
Chains of Sorrow Death from Two Sides
Rank 4 Exploit • Offensive (Short) Rank 4 Exploit • Offensive (Short)
When you hit a creature with a melee attack using a As an action, choose a creature you can see that both you
weapon, the target must succeed on a Dexterity saving throw and an ally who can see or hear you are on opposite sides of.
or suffer a -5 penalty to AC until the end of your next turn. You can make a melee attack using a weapon against the
If you are wielding a flail, the target takes a -5 penalty to AC target, and your ally on the opposite side can use their
and saving throws until the end of your next turn. reaction to make a melee weapon attack against the target as
You attack your foe with a ferocious blow, then pivot and well. On a hit, the target suffers an attack’s normal effects.
pull your weapon back to your body, unbalancing the enemy. If both attacks hit, your ally’s attack becomes a critical hit.
You and your ally move into a tactically sound position and
Clever Move attack your foe with a coordinated assault.
Rank 4 Exploit • Offensive (Short)
As a reaction, when a creature targets you with an effect Decisive Timing
that targets more than one creature, you can disengage and Rank 4 Exploit • Utility (Short)
move up to 25 feet. You must end this movement in a space When you and your allies make initiative checks at the
where you are at least lightly obscured from the triggering beginning of combat, choose up to 3 allied creatures within 25
creature. After this movement, you can make a Dexterity feet who can see or hear you (you can be one of the targets).
(Stealth) check to become hidden. You swap the initiative checks of the targets.
An explosion momentarily dazzles your opponents so you Additionally, until the end of their first turn in combat, the
can make a quick getaway. target with the lowest initiative result gains a +1d10 bonus to
damage rolls.
Confounding Arrows Practice has honed your party’s maneuvering to near
Rank 4 Exploit • Offensive (Long) perfection.
As an action, make up to three ranged attacks using a
weapon against creatures you within range. On a hit, a target Defender’ss Gambit
Defender
suffers the attack’s normal effects, and must make a Rank 4 Exploit • Offensive (Long)
Constitution saving throw. On a failed save, a target is dazed When you hit a creature with a melee attack using a
for 1 minute. If a target is already dazed by this exploit, it is weapon, the target must make a Wisdom saving throw. On a
instead stunned for 1 minute on a failed save. If a target is failed save, you gain a +5 bonus to melee attack rolls and a
already stunned by this exploit, it instead takes an extra 1d10 +1d10 bonus to melee damage rolls against the target until
damage on a failed save. A dazed or stunned target can repeat the end of your next turn.
the saving throw at the end of each of its turns, ending either The target must then use its reaction, if available make a
or both conditions on a success. melee weapon attack against you. If it does, you can make an
Your targets won’t know what hit them. additional melee weapon attack against the target (no action
required).
Courage Breaker Inviting attack, you lure your enemy into letting its guard
Rank 4 Exploit • Fear, Offensive (Long) down for a counterattack.
When you hit a creature with an attack using a finesse or
ranged weapon, the target must succeed on a Constitution Defensive Offense
saving throw or have its speed halved for 1 minute. The target Rank 4 Exploit • Offensive (Short)
can repeat the saving throw at the end of each of its turns, When you are wielding a shield and hit a creature with a
ending the effect on a success. While the target’s speed is melee attack using a weapon, you and your allies within 5 feet
reduced by this exploit, any of your enemy’s adjacent to the of you gain a +5 bonus to AC and Dexterity saving throws until
target have disadvantage on attack rolls. the end of your next turn.
You strike a crippling blow to an enemy, inspiring fear in You smash your weapon into your enemy and lock into
that creature’s allies. formation with your allies, using your shield to shelter them.
Crumpling Slam Defiant Shield
Rank 4 Exploit • Offensive (Short) Rank 4 Exploit • Stance (Short)
When you hit a creature with a melee attack using a As a bonus action, you enter the Defiant Shield stance.
weapon, the target suffers the attack’s normal effects plus an Until the stance ends, while you are wielding a shield, you gain
extra 5d10 damage, and must succeed on a Strength saving a +2 bonus to AC and saving throws, and are immune to
throw or be pushed up to 20 feet and knocked prone. forced movement, as long as you are able to take reactions.
With a bellow and a mighty wallop, you hurl your foe This stance ends early if you move during your turn. You
backward and off their feet. can end this stance at any time (no action required).
You twist and move in your current space, your shield held
ready, as you prepare to block your foe’s attacks.

40
Denying Stance Foil the Lock
Rank 4 Exploit • Stance (Long) Rank 4 Exploit • Thieves’ Tools, Utility (Long)
As a bonus action, you enter the Denying stance. Until the You gain a +10 bonus to the next Dexterity (Thieves’ Tools)
stance ends, each time an enemy misses you with a melee or check you make within 1 minute, to open a lock. If the check
ranged attack, that enemy suffers disadvantage on its next succeeds, the lock immediately opens.
attack roll against you. You tug on a lock in a certain way, and just like that, it snaps
The attacks of your enemies allow you to better size them open.
up and avoid future blows.
Fool’ss Opportunity
Fool
Encouraging Remark Rank 4 Exploit • Offensive (Short)
Rank 4 Exploit • Utility (Short) As an action, while you are wielding a finesse weapon, one
As an action, choose one ally within 5 feet of you who can creature that can see you within 5 feet must succeed on a
see or hear you. The target gains 3d10 temporary hit points, Wisdom saving throw or be forced to use its reaction, if
and until the end of your next turn, the target also gains a available, to make a melee attack against itself.
+1d10 bonus to damage rolls and a +5 bonus to AC and If you have advantage on attack rolls against the target, you
saving throws. can add your Sneak Attack damage to the damage roll of the
Practice has honed your party’s maneuvering to near forced attack. This counts as one use of the Sneak Attack
perfection. ability for this turn.
You bait your foe into attacking you, and then turn its blow
Entrapping Shield straight against it.
Rank 4 Exploit • Offensive (Short)
When you are wielding a shield and hit a creature with a Garrote Grip
melee attack using a weapon, until the end of your next turn, Rank 4 Exploit • Offensive (Long)
each time you are attacked, the target suffers 1d10 damage of When you hit a creature with a melee attack using a finesse
the same type as the triggering attack if the target is within 5 weapon and have a hand free, the target must succeed on a
feet of you. Dexterity saving throw or become grappled by you. Until the
You tangle your shield with your foe as you lunge to attack. grapple ends, you have half cover, and any melee or ranged
While it struggles to escape, you use your shield to deflect attack that misses you hits the target instead.
attacks against you into it. While grappled, you can use a bonus action to tighten your
grip. The target must succeed on a Constitution saving throw
Eye Gouge or fall unconscious. If the target takes any damage, it wakes
Rank 4 Exploit • Offensive (Long) up. A creature can also use an action to wake the target up.
When you have a free hand and hit a creature with a melee You put your foe into a hold that will soon take it out of the
attack using a weapon, the target must succeed on a Dexterity fight.
saving throw or take 4d10 piercing damage and become
blinded for 1 minute. The target can make a Constitution Giant’ss Wake
Giant
saving throw at the end of each of its turns, ending the effect Rank 4 Exploit • Offensive (Short)
on a success. When you hit a creature with a melee attack using a
You deliver a quick strike to your foe and then go for its weapon, if you are wielding an axe, your attack deals an extra
eyes, attempting to gouge them out with your free hand. 5d10 slashing damage. Then apply your attack roll against
each enemy within 5 feet of the target and within your reach.
Finish It If your attack would have hit those enemies, they take 3d6
Rank 4 Exploit • Offensive (Long) damage of your weapon’s type. If you are wielding an axe,
When you hit a creature that is at or below half hit points these secondary targets take an additional 3d6 slashing
with a melee attack using a finesse weapon, the target bleeds damage.
for 1d10 necrotic damage. You make heavy, sweeping blows with your weapon, hewing
This bleeding lasts until the target is above half hit points, your enemies left and right.
and cannot be stopped by any nonmagical means.
A lethal stab hastens your foe’s demise. Gladiator’ss Battle Stance
Gladiator
Rank 4 Exploit • Stance (Long)
Flanking Stance As a bonus action, you enter the Gladiator’s Battle stance.
Rank 4 Exploit • Stance (Long) Until the stance ends, you do not provoke opportunity attacks
As an action, you enter the Flanking stance. Until the stance and you gain a +2 bonus to AC and Dexterity saving throws as
ends, any enemy within 5 feet of you gains advantage on long as you are able to take reactions.
attack rolls against you but they grant advantage on attack You have mastered the combat stance used by arena
rolls against them to your allies. Additionally, until the stance gladiators, which lets you wade among your foes with
ends, your allies gain a +1d10 bonus to damage rolls against impunity.
enemies within 5 feet of you.
You take up a vulnerable position that forces your enemies
into disadvantageous positions as well.

41
Grim Instruction Hilt Smash
Rank 4 Exploit • Offensive (Long) Rank 4 Exploit • Offensive (Short)
When you hit a creature with a melee attack using a When you are wielding a separate melee weapon in each
weapon, the target must succeed on a Constitution saving hand and hit a creature with a melee attack using a weapon,
throw or suffer a -2 penalty to attack rolls and saving throws the target must succeed on a Constitution saving throw. On a
for 1 minute. The target can repeat the saving throw at the failed save, you gain advantage on attack rolls against the
end of each of its turns, ending the effect on a success. target until the end of your next turn.
While suffering a penalty from this exploit, attack rolls You can then make a melee attack against the target using a
against the target have advantage. different weapon you are wielding. On a hit, the target suffers
With a remarkable show of skill, you school your foe, the attack’s normal effects, and is dazed until the end of your
revealing the flaws in its fighting style. next turn if you had advantage on this secondary attack roll.
After a wide swing, you reverse your weapon and slam its
Help or Hinder grip against your foe’s head.
Rank 4 Exploit • Utility (Short)
As a reaction, when an enemy within 25 feet who can hear Hunter’ss Parry
Hunter
you succeeds on a saving throw, or when an ally within 25 feet Rank 4 Exploit • Utility (Short)
who can hear you fails a saving throw, the target rerolls the As a reaction, while you are wielding a separate melee
saving throw, using the new result. weapon in each hand and an enemy targets you with an effect,
If the target is an enemy, they takes a -4 penalty to the you gain a +5 bonus to AC and Dexterity saving throws
saving throw. against the triggering effect, and you gain 5d10 temporary hit
If the target is an ally, they gain a +4 bonus to the saving points.
throw. You use your off-hand weapon to deflect an enemy’s attack.
You offer words of encouragement to an ally or shout words
of discouragement to an enemy. Impromptu Attack
Rank 4 Exploit • Offensive (Short)
Herd the Prey As a reaction, when an ally within 25 feet who can see or
Rank 4 Exploit • Offensive, Pet (Short) hear you hits an enemy with a melee attack, the attack deals
When you take the attack action on your turn, you can forgo an extra 3d10 damage.
one of your attacks to command your companion pet to use its Additionally, two allies within 5 feet of the target who can
reaction to make a melee weapon attack against one creature see or hear you can use their reactions to make a melee
it can see within 5 feet of it. On a hit, the target suffers the weapon attack against the target.
attack’s normal effects, and must make a Strength saving As one ally’s weapon slips past an enemy’s guard, you
throw. On a failed save, your companion can move up to 10 encourage a couple of others to take advantage of the opening.
feet without provoking opportunity attacks and pull the target
up to 10 feet with it. Also on a failed save, you gain advantage Interposing Shield
on attack rolls against the target until the end of your next Rank 4 Exploit • Utility (Short)
turn. As a reaction, if you are wielding a shield when an ally
If your companion is a lizard, snake, spider, or wolf, its within 5 feet of you is hit by an attack, that ally gains a +5
attack deals an extra 3d10 damage. bonus to AC against the triggering attack.
Nipping at an adversary, your pet forces that foe toward If you are wielding a shield, this exploit can also trigger
your waiting weapon. when an ally within 5 feet of you is subject to a Dexterity
saving throw, and grants a +5 bonus to Dexterity saving
Heroic Resistance throws against the triggering effect.
Rank 4 Exploit • Utility (Long) Seeing a comrade in trouble, you interpose yourself to stop
As an action, you or one ally within 50 feet who can see or a painful blow.
hear you can end one effect that a save can end.
You fight off an adverse condition or enable an ally to do the Jarring Assault
same. Rank 4 Exploit • Offensive (Short)
When you hit a creature with a melee attack using a
weapon, the target must succeed on a Constitution saving
throw or suffer a -4 penalty to attack rolls until the start of
your next turn.
Additionally, the first time the target attacks one of your
allies, the ally gains 5d10 temporary hit points before it is
known if the attack hits or misses.
Your fierce strike damages your foe’s ability to fight back.

42
Killing Shadow Mind-Boggling Onslaught
Rank 4 Exploit • Offensive (Short) Rank 4 Exploit • Offensive (Long)
When you hit a creature that you are hidden from with a When you hit a creature with an attack using a finesse or
finesse or ranged weapon, you can expend this exploit to stay ranged weapon, the target must succeed on a Wisdom saving
hidden after the attack, and move up to 25 feet. throw or suffer disadvantage on attack rolls for 1 minute.
Springing out from hiding, you deliver a swift attack and As a bonus action, you can end the disadvantage and daze
move away before your enemy can figure out what just the target until the end of your next turn.
happened. Your fearsome attack shakes your enemy to the core – a
situation you can later take advantage of.
Kyton’ss Battledance
Kyton
Rank 4 Exploit • Stance (Long) Mirror of Steel
As a bonus action, you enter the Kyton’s Battledance stance. Rank 4 Exploit • Stance (Long)
Until the stance ends, once per turn, you can use a bonus As a bonus action, you enter the Mirror of Steel stance.
action to move up to 10 feet without provoking opportunity Until the stance ends, you gain a +2 bonus to AC and
attacks. Dexterity saving throws while you are wielding a separate
Inspired by the weaving tactics of chain devils, this stance melee weapon in each hand and able to take reactions.
has you weaving through the enemy forces with diabolical With your glittering play of blades, you deflect attacks.
grace.
Nimble Defense
Magpie Filch Rank 4 Exploit • Offensive (Short)
Rank 4 Exploit • Offensive, Sleight of Hand, Utility (Long) When you are wielding a separate melee weapon in each
When you hit a creature with a melee attack and have a free hand and hit a creature with a melee attack using a weapon,
hand, you can expend this exploit. If you do so, you take a you gain a +5 bonus to AC until the start of your next turn.
small object from the target as if you had made a successful Between strikes, you use both of your weapons to deflect
Dexterity (Sleight of Hand) check. incoming blows.
You covertly snatch something from a foe distracted by your
successful attack. Numbing Shot
Rank 4 Exploit • Offensive (Short)
Make Them Bleed When you hit a creature with a ranged weapon, the target
Rank 4 Exploit • Offensive (Long) must succeed on a Strength saving throw or be knocked
When you hit a creature with a melee attack using a prone, and weakened until the end of your next turn. While
weapon, the target bleeds for 1d10 necrotic damage, and for 1 weakened, the target has disadvantage on Strength and
minute, whenever you or an ally hit the target with an attack, it Dexterity ability checks, Strength and Dexterity saving
bleeds for 1d10 necrotic damage. throws, weapon attacks rolls, and deals only half damage with
You bleed your foe with a wicked strike, exposing a fatal weapon attacks.
flaw in its armor. Your attack strikes a nerve, causing your enemy to crumple.
Masterful Parry Off-Hand Diversion
Rank 4 Exploit • Offensive (Long) Rank 4 Exploit • Offensive (Short)
When you are wielding a separate melee weapon in each As a bonus action, while you are wielding a separate melee
hand and an enemy marked by you hits you with a melee weapon in each hand, make a melee attack using a weapon
attack, you take half damage from the triggering attack and against one creature within reach. On a hit, the target suffers
can make a melee attack using a weapon against the target. the attack’s normal effects, and you and your allies gain
On a hit, the target suffers the attack’s normal effects and advantage on attack rolls against it until the start of your next
must succeed on a Constitution saving throw or become turn.
dazed for 1 minute. The target can repeat the saving throw at Your quick off-hand strike leaves your foe open to attacks.
the end of each of its turns, ending the effect on a success.
You catch the enemy’s attack with your off-hand weapon and Opportunistic Relocation
drive your main weapon into your enemy’s unprotected body. Rank 4 Exploit • Offensive (Short)
When you reduce an enemy to 0 hit points on your turn, you
Menacing Surge can expend this exploit. If you do so, your movement does not
Rank 4 Exploit • Fear, Offensive (Short) provoke opportunity attacks for the rest of your current turn,
When you make a melee attack using a weapon against a and you can dash as a bonus action.
creature, you can move up to 25 feet before the attack roll. You capitalize on the distraction caused by downing a foe,
Also, until the end of your next turn, enemies suffer a -5 slyly repositioning for your next maneuiver.
penalty to attack rolls while within 5 feet of you.
Rushing forward, your opponents recoil before your
menacing presence and your fearsome attacks.

43
Powerful Shot Relentless Headlock
Rank 4 Exploit • Offensive (Short) Rank 4 Exploit • Offensive (Long)
When you hit a creature with a ranged weapon, the target When you have a free hand and hit a creature with a melee
must succeed on a Strength saving throw or be pushed up to attack using a weapon, the target must succeed on a Strength
20 feet, and have its speed halved until the end of your next saving throw or become grappled. Until the grapple ends, you
turn. have advantage on attack rolls against the target. Whenever
The sharp force of your shot causes your foe to reel. the target fails an attempt to break this grapple, you can make
an opportunity attack against it.
Questing Blades After a preparatory strike with your weapon, you wrap your
Rank 4 Exploit • Offensive (Long) arm around your foe, leaving no room for escape.
When you hit a creature with a melee attack using a
weapon, the target is subject to your questing blades for 1 Renew the Troops
minute. While the target is subject to your questing blades, Rank 4 Exploit • Offensive (Long)
each time you attack the target using a weapon, you can When you hit a creature with a melee attack using a
instead force the target to make a Dexterity or Constitution weapon, each ally who can see you regains hit points as if they
saving throw (your choice). On a failed save, the target suffers had expended a hit die to regain hit points, and regains an
your attack’s normal effects. The target can make a Wisdom additional 6d6 hit points.
saving throw at the end of each of its turns, ending the Seeing your enemy quail before your onslaught gives your
questing blades effect on a success. allies the courage to fight on.
A vicious series of probes and strikes allows you to strike at
your opponent’s greatest weaknesses. Scattering Swing
Rank 4 Exploit • Offensive (Short)
Quick Throw As an action, make a melee attack with a weapon against
Rank 4 Exploit • Stance (Short) any number of creatures within 5 feet of you, with a separate
As a bonus action, make a ranged attack using a thrown attack roll for each target. On a hit, a target suffers the attack’s
weapon against one creature you have not attacked during normal effects, and you can move the target up to 10 feet. On
this turn. On a hit, the target suffers the attack’s normal a miss, a target takes no damage, but is pushed back up to 5
effects plus an extra 4d10 damage, and you cannot attack the feet.
target again until the end of your next turn. You whip your weapon in a wide arc, and those enemies you
You sling a weapon at a foe, catching the creature off guard. don’t send staggering must jump out of the way.
Quicksilver Stance Scent of Fear
Rank 4 Exploit • Stance (Long) Rank 4 Exploit • Offensive, Pet (Long)
As a bonus action, you enter the Quicksilver stance. Until When you take the attack action on your turn, you can forgo
the stance ends, you can use a bonus action to disengage and one of your attacks to command your companion pet to use its
dash. reaction to make a melee weapon attack against one creature
Like liquid metal, you flow wherever the gravity of battle within its reach. On a hit, the target suffers the attack’s normal
carries you. effects, and for 1 minute, your companion gains advantage on
attack rolls against the target. Additionally, you can use a
Ravaging Tide bonus action to command your companion to use its reaction
Rank 4 Exploit • Offensive, Pet (Short) to make a melee weapon attack against the initial target.
When you take the attack action on your turn, you can forgo Once your companion pet senses weakness in an opponent,
one of your attacks to command your companion pet to use its it attacks with ruthless intensity.
reaction to make a melee weapon attack against one creature
within its reach. On a hit, the target suffers the attack’s normal Shadow Master
effects, and each enemy within 5 feet of your companion must Rank 4 Exploit • Offensive (Short)
succeed on a Dexterity saving throw or take 6d6 damage of As a bonus action, you can make a Dexterity (Stealth) check
the same type as your pet’s attack. to become hidden if you are at least lightly obscured or have
Your enraged beast lashes out at any enemies that are any cover except that provided by intervening creatures.
around it. Careful movements and deft positioning keep your enemies’
attention elsewhere.
Reactive Shot
Rank 4 Exploit • Offensive (Long) Shared Healing
When you roll initiative, you can make a ranged attack using Rank 4 Exploit • Pet, Utility (Long)
a weapon against the enemy closest to you. On a hit, the target As a bonus action, if your companion pet is within 25 feet of
suffers the attack’s normal effects plus an extra 5d10 damage. you and you can see each other, you and your pet can both
You quickly fire at the first sign of combat. regain hit points as if expending a hit die to regain hit points
plus an extra 6d6.
You and your companion pet draw strength from each other,
restoring your vitality.

44
Shield Bearer’s
Bearer s Vendetta Stalker’ss Senses
Stalker
Rank 4 Exploit • Offensive (Short) Rank 4 Exploit • Stance (Long)
As a reaction, when you are wielding a shield and an enemy As a bonus action, you enter the Stalker’s Senses stance.
hits you or an ally within 20 feet of you with a melee attack, Until the stance ends, creatures gain no benefits from being
you can disengage and move up to 25 feet to a space within 5 obscured from you.
feet of the triggering enemy. Each enemy you can see within 5 Your prey can’t hide from you.
feet of you must succeed on a Dexterity saving throw or take
7d6 bludgeoning damage and become dazed until the end of Steeling Flurry
its next turn. Rank 4 Exploit • Offensive (Long)
When an enemy successfully attacks, you and your shield As an action, while you are wielding a separate melee
punish the foe – and any other enemies nearby. weapon in each hand, make a melee attack with a weapon
against any number of creatures you can see within 5 feet of
Side by Side you, with a separate attack roll for each target. On a hit, a
Rank 4 Exploit • Stance (Long) target suffers the attack’s normal effects, and if you hit with at
As a bonus action, choose one ally within 5 feet of you who least two creatures with this exploit, you gain a +5 bonus to
can see or hear you, you enter the Side by Side stance. Until AC until the start of your next turn.
the stance ends, you and the target both gain a +2 bonus to You whip your weapons around you before dropping back
attack rolls, AC, and saving throws when you are within 5 feet into a defensive posture.
of each other and are both able to take reactions.
You and an ally form a deadly team, fighting in tandem. Storm of Blows
Rank 4 Exploit • Offensive (Short)
Signal the Charge When you hit a creature with a melee attack using a
Rank 4 Exploit • Offensive (Short) weapon, after the attack, you can move up to 10 feet and
When you hit a creature with a ranged attack using a repeat the attack against a different creature within reach. You
weapon, one ally you can see and who can see or hear you can can then move 10 more feet and repeat the attack against a
use their reaction to move up to 20 feet and make a melee third creature within reach. After the final attack, you can
weapon attack against the target with a +5 bonus to the attack move an additional 10 feet.
roll. Movement granted by this exploit does not provoke
Your shot signals your comrade to rush the foe. opportunity attacks.
If you are wielding a heavy blade or light blade, your attacks
Slaying Strike deal an extra 5d6 slashing damage.
Rank 4 Exploit • Offensive (Long) You duck and weave between your enemies while slashing
When you hit a creature with an attack using a finesse or at them ferociously.
ranged weapon, you deal an extra 5d10 damage. If the target
was at or below half hit points when you hit it, this exploit Stranglehold
does an extra 8d10 damage instead of 5d10. Rank 4 Exploit • Offensive (Short)
A ruthless strike yields great rewards, for after death comes When you have a hand free and hit a creature with a melee
the looting. attack using a weapon, the target must succeed on a Strength
saving throw or become grappled by you. The target is dazed
Slayer’ss Lunge
Slayer until the grapple ends. The grapple ends automatically at the
Rank 4 Exploit • Offensive (Long) end of your next turn.
As a reaction, when an enemy within 25 feet of you is If you used this exploit as part of an opportunity attack, then
reduced below half hit points, you can move up to 20 feet and the grapple does not automatically end.
make a melee weapon attack against the triggering enemy. On While your foe is still reeling from your hit, you wrap your
a hit, the target suffers the attack’s normal effects and is arm around its neck and squeeze.
marked by you for 1 minute. If the target was already marked
by you when you activate this exploit, your attack deals an Stunning Strike
extra 5d10 damage. Rank 4 Exploit • Offensive (Short)
Scenting blood, you speed forward to finish your foe. When you hit a creature with a melee attack using a finesse
weapon, the target must succeed on a Constitution saving
Slip from the Grasp throw or be stunned until the end of your next turn.
Rank 4 Exploit • Offensive (Short) A well-timed attack leaves your enemy flailing helplessly for
As a reaction at the start of your turn, you can gain the a few critical seconds.
following effects. If you are grappled, the grapple ends. If you
are subject to an effect that is reducing your speed or Swiftstrider
restraining you, the effect ends. You can also make a saving Rank 4 Exploit • Stance (Long)
throw against one effect you are subject to that a save can end. As a bonus action, you enter the Swiftstrider stance. Until
As a master scoundrel, no chains can hold you, no enemy the stance ends, your speed increases by 10 feet.
can corner you. You always have one last gambit. You have an uncanny knack for being in the right place at
the right time.

45
Tracking Shot Unyielding Avalanche
Rank 4 Exploit • Offensive (Long) Rank 4 Exploit • Stance (Long)
When you hit a creature with a ranged attack using a As a bonus action, you enter the Unyielding Avalanche
weapon, you gain a +6 bonus on attack rolls against the target stance. Until the stance ends, you regain 1d10 hit points at
for 1 minute, or until you hit it with another attack. the start of each of your turns while you are below half hit
You use this shot to size up your enemy, gaining insight you points, and a +2 bonus to AC and saving throws. In addition,
need for further attacks. any enemy that starts its turn within 5 feet of you, while you
are wielding a melee weapon, takes 4d6 damage of the same
Trap Master type as the weapon you are wielding and has its speed halved
Rank 4 Exploit • Thieves’ Tools, Utility (Turn) until the end of its turn, but only if you are able to take
As a bonus action, you make a Dexterity (Thieves’ Tools) reactions.
check to open a lock or disable a trap. With unmatched speed, you test the defenses of nearby foes
You have learned the ways of locks and traps, so when while expertly parrying their blows.
presented with one, you can disable it with extraordinary
speed. Veiled Missile
Rank 4 Exploit • Offensive (Short)
Unbalancing Attack When you hit a creature with a ranged weapon, the target
Rank 4 Exploit • Offensive (Short) must succeed on a Constitution saving throw or treat you as
When you hit a creature with a melee attack using a finesse lightly obscured until the end of your next turn.
weapon, the target must succeed on a Dexterity saving throw Additionally, on a failed save, you can make a Dexterity
or be knocked off balance until the end of your next turn. (Stealth) check against the target to become hidden (no action
While off balance, the target cannot disengage, and you have required).
advantage on attack rolls against it, and on a hit, you deal an Your weapon flies through the air, catching your foe in the
extra 1d10 damage and knock the target prone. head and causing blood to obscure its vision.
Ducking and weaving, you land a decisive blow that
staggers your foe and sets it up for a tripping attack. Vicious Cooperation
Rank 4 Exploit • Offensive (Long)
Trick Shot When you hit a creature with a melee attack using a finesse
Rank 4 Exploit • Offensive (Long) weapon, one of your allies within 5 feet of the target who can
As an action, make up to three ranged attacks using a see or hear you can make a melee attack against the target (no
weapon against creature within range. On a hit, a target action required). You can add your Sneak Attack damage to
suffers the attack’s normal effects plus an extra 1d10, and roll your ally’s damage roll. This does not count against your uses
a d4 to determine the extra effect of each attack. A target that of Sneak Attack this turn.
fails a saving throw against an ongoing effect from this exploit Your attack gives your comrade the perfect opening to
can repeat the save at the end of each of its turns, ending the thump your opponent.
effect on a success.
Vicious Slash
1–The target must succeed on a Strength saving throw or Rank 4 Exploit • Offensive (Long)
be knocked prone. When you hit a creature with an attack using a finesse or
2–The target must succeed on a Dexterity saving throw or ranged weapon, the target must succeed on a Constitution
have its speed halved for 1 minute. saving throw or bleed for 2d10 necrotic damage. While
3–The target must succeed on a Constitution saving throw bleeding from this exploit, the target has disadvantage on
or be dazed for 1 minute. attack rolls.
4–The target must succeed on a Dexterity saving throw or Your vicious assault overcomes your foe with pain, leaving it
have its speed become 0 for 1 minute. unable to attack accurately.
You take several chaotic shots, which strike various parts of
your foes’ bodies, inhibiting the creatures in different ways. Vigilant Footwork
Rank 4 Exploit • Stance (Long)
Unstoppable Force As a bonus action, you enter the Vigilant Footwork stance.
Rank 4 Exploit • Offensive (Long) Until the stance ends, you gain a +2 bonus to AC and
As an action, while you are wielding a shield, you can move Dexterity saving throws.
up to 25 feet. Each time you enter a space within 5 feet of an You parry and dodge attacks with amazing focus, never
enemy, that target must make a Strength saving throw. You hampering your offense.
cannot target the same enemy more than once with this
exploit. On a failed save, a target takes 7d6 bludgeoning Warding Steel
damage, is pushed up to 10 feet and knocked prone. On a Rank 4 Exploit • Utility (Long)
successful save, a target takes half as much damage and is not As a bonus action, while you are wielding a melee weapon
pushed back or knocked prone. in two hands, you gain a +5 bonus to AC and Strength saving
While you are safely behind your shield, nothing can stand throws until the start of your next turn.
in your way. You whip your weapon up to intercept your enemies’
attacks.

46
Warlord’ss Banner
Warlord
Rank 4 Exploit • Utility (Long)
As an action, each ally within 25 feet who can see or hear
you can expend a hit die to regain hit points. Additionally, until
the end of your next turn, each target gains a +5 bonus to
attack rolls.
You rally your comrades before sending them into battle.
Warlord’ss Gambit
Warlord
Rank 4 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a
weapon, your attack deals an extra 3d10 damage, and the
target must make a Wisdom saving throw. On a failed save, for
1 minute, the target gains a +2 bonus to attack rolls and a
+1d10 bonus to damage rolls against you, and whenever it
attacks you, you can choose an ally within 25 feet of you who
can see or hear you. The ally can use their reaction to make a
weapon attack against the target.
You provoke your adversary with a bold stroke. Each time it
lunges at you, it recklessly sets up your forces for victory.
White Raven Formation
Rank 4 Exploit • Utility (Long)
As an action, each ally within 25 feet who can see or hear
you can use their reaction to move up to 25 feet.
You forgo attacks to focus on redirecting your allies’
positioning.
Wicked Reminder
Rank 4 Exploit • Offensive (Short)
When you hit a creature with an attack using a finesse or
ranged weapon, the target must succeed on a Constitution
saving throw or become susceptible to bludgeoning, piercing,
and slashing damage until the end of your next turn.
If the target is frightened of you when you expend this
exploit, it automatically fails the Constitution saving throw.
Each time the enemy feels the bite from your allies’ attacks,
it recalls the injury you dealt it last.
Wounding Strike
Rank 4 Exploit • Offensive (Long)
When you hit a creature with an attack using a finesse or
ranged weapon, you deal an extra 2d10 damage. If the target
was above half hit points when you hit with the attack, it also
bleeds for 2d10 necrotic damage.
You strike, intending to inflict grave injury.

47
Rank 5 Exploits Blood Squall
Rank 5 Exploit • Offensive (Long)
As an action, make a melee attack with a finesse weapon
Anticipate the Target against any number of creatures you can see within 5 feet of
Rank 5 Exploit • Offensive (Long) you, with a separate attack roll for each target. On a hit, a
As a reaction, when an enemy is hit by your ally, you can target suffers the attack’s normal effects, and bleeds for 2d12
make a ranged attack using a weapon against the enemy. On a necrotic damage.
hit, the target suffers the attack’s normal effects, and must Your blade flashes like lightning, and fountains of blood
succeed on an Intelligence saving throw or become erupt from the foes around you.
anticipated. While anticipated, whenever the target moves
during its turn, one ally you can see and who can see or hear Bloodbath Attack
you can use their reaction to make a weapon attack against Rank 5 Exploit • Offensive (Long)
the target. The target can repeat the saving throw at the end When you hit a creature with a melee attack using a finesse
of each of its turns, ending the effect on a success. weapon, the target must succeed on a Constitution saving
Your ally’s strike drives a foe forward, and you snap off a throw or be knocked prone and bleed for 1d12 necrotic
shot. You then study the enemy and watch for it to drop its damage. Until the bleeding from this exploit ends, each time
guard again. you hit the target with a melee attack using a finesse weapon,
the bleeding increases by 1d12.
Barbed Arrows Your vicious attack leaves the enemy lying in a pool of its
Rank 5 Exploit • Offensive (Long) own blood.
When you hit a creature with a ranged attack using a
weapon, the target must succeed on a Constitution saving Bloodletter Stance
throw or deal only half damage with weapons using Strength Rank 5 Exploit • Offensive, Stance (Long)
for 1 minute. The target can repeat the saving throw at the When you hit a creature with a melee attack using a
end of each of its turns. On a success, the target’s damage is weapon, the target suffers the attack’s normal effects, and
no longer reduced, but it bleeds for 2d12 necrotic damage. bleeds for 2d12 necrotic damage.
When your opponent pulls out your projectile, chunks of After the attack, you enter the Bloodletter stance. Until the
flesh come with it. stance ends, whenever you hit a creature with a melee
weapon attack, the target also bleeds for 1d12 necrotic
Battle On damage.
Rank 5 Exploit • Offensive (Short) You strike at vital spots to draw your foe’s blood. With each
When you hit a creature with a melee attack using a hit, you aggravate the wounds and slowly destroy your enemy.
weapon, each ally within 25 feet of you who can see or hear
you can make a saving throw with a +6 bonus against one Bloody Determination
effect that a save can end. Rank 5 Exploit • Offensive (Short)
You rally your forces with a battle cry and a calculated blow When you hit a creature below half hit points with a melee
against the enemy. attack using a weapon, the attack deals an extra 3d10
damage. If the attack does reduce the target to 0 hit points,
Battering Ram you can make one additional melee weapon attack against the
Rank 5 Exploit • Offensive (Short) target. On a hit, your attack deals an extra 3d10 damage.
As an action, while you have a creature grappled, you can Your adversary reels from wounds, and you mean to bring
move up to 30 feet, pulling the creature with you. The that torment to an end.
creature remains grappled, and you do not provoke
opportunity attacks from the creature for this movement. Blurring Assault
Make a melee attack with a weapon against the creature you Rank 5 Exploit • Offensive (Long)
have grappled. On a hit, the target suffers the attack’s normal As an action, you can move up to half of your speed without
effects, and is knocked prone. If the target is within 5 feet to provoking opportunity attacks. You can make a melee attack
one or more of your enemies, it takes an extra 7d10 damage, with a finesse weapon against any number of creatures you
and your enemies within 5 feet of the target must succeed on can see within 5 feet of you during this movement, with a
a Strength saving throw or be knocked prone. separate attack roll for each target. On a hit, a target suffers
You pick up the enemy you are grappling and run it the attack’s normal effects, and must succeed on a Strength
headfirst into another foe. saving throw or be knocked prone. Whether you hit or miss,
you can move the target 5 feet after the attack is resolved.
Blistering Outburst No enemy can be attacked more than once from a single
Rank 5 Exploit • Offensive (Short) use of this exploit.
As an action, while you are wielding a finesse weapon, each Your blade lashes out to strike anyone you pass as you dart
enemy you can see within reach must succeed on a across the battlefield.
Constitution saving throw or take 8d10 damage of the same
type as your weapon, and suffer disadvantage on attack rolls
until the end of your next turn.
In a flurry of lunges and strikes, you leave nearby foes
unable to give decisive counterattacks.

48
Boggling Smash Crippling Spiral
Rank 5 Exploit • Offensive (Short) Rank 5 Exploit • Offensive, Pet (Long)
When you hit a creature with a melee attack using a When you hit a creature with a ranged attack using a
weapon, the target must succeed on a Constitution saving thrown weapon, the target must succeed on a Dexterity saving
throw or suffer a -6 penalty to attack rolls until the end of your throw or have its speed become 0 for 1 minute. Also on a
next turn. failed save, the target loses its fly speed for 1 minute. The
If you are wielding a hammer or mace, your attack deals an target can make a Constitution saving throw at the end of
extra 7d10 damage, and the target is also dazed until the end each of its turns, with a separate saving throw for each effect.
of your next turn on a failed saving throw. On a success, that effect ends for the target.
Your solid blow momentarily costs your enemy its wits. Then, your companion pet can use its reaction to move up
to 25 feet without provoking opportunity attacks and make a
Break the Tempo melee weapon attack against your target.
Rank 5 Exploit • Offensive (Long) Your throw injures your enemy, knocking it to the ground or
When you hit a creature with a melee attack using a pinning it in place. Once your foe is hampered, your
weapon, the target must succeed on a Dexterity saving throw companion pet leaps into action.
or become unbalanced for 1 minute. While unbalanced, you
can use your reaction to move up to 15 feet and make a melee Cruelest Chains
weapon attack against the target whenever it makes an attack Rank 5 Exploit • Offensive (Short)
roll. If you deal damage, the target takes a -6 penalty to the As a reaction, when an enemy within 20 feet of you makes
triggering attack. an attack against any target that is not you. The target can
You deliver a punishing blow to your foe and then watch move up to 30 feet to a space within 5 feet of you (no action
how it reacts, striking it when it leaves itself open and required). This movement does not provoke opportunity
throwing off its balance. attacks. If the target makes this move, you can make a melee
attack using a weapon against the target. Otherwise, your next
Buffeting Torque attack against that enemy that hits before the end of your next
Rank 5 Exploit • Offensive (Short) turn deals an extra 7d10 damage.
As an action, make a melee attack with a weapon you are Your words or actions cause the enemy to draw close, giving
wielding in two hands against any number of creatures within you an opportunity to attack. If your foe ignores your
5 feet of you, with a separate attack roll for each target. Until summons, you vow to make it pay.
the start of your next turn, while you are wielding a weapon,
any enemy that enters a space within 5 feet of you is marked Dance on Their Graves
until the end of your next turn and takes 1d12 damage of the Rank 5 Exploit • Offensive (Long)
same type as your weapon. When you hit a creature with a melee attack using a
If you’re wielding an axe, a hammer, or a mace, a target hit weapon, the target grants advantage on attack rolls against it
by the initial attack of this exploit takes an extra 7d6 damage. until the end of your next turn.
Your body and weapon spin as one, and jarring hits knock Additionally, for 1 minute, whenever you hit the target, it
down those foes who fail to throw themselves out of harm’s grants advantage on attack rolls against it until the end of your
way. next turn.
Your blow shows your allies how best to attack your enemy,
Claim the Prize and with each subsequent strike, you adapt your strategy to
Rank 5 Exploit • Offensive (Long) keep your foe off balance.
When you hit a creature that is below half hit points with an
attack using a weapon, your attack deals an extra 8d10 Daunting Barrage
damage. Rank 5 Exploit • Offensive (Long)
Taking advantage of your foe’s weakness, you try to land a As an action, make a ranged attack with a weapon against
finishing blow. any number of creatures within 25 feet of you that you are
hidden from. You must have ammunition for each target, as
Controlling Thrust normal, and you make a separate attack roll for each target.
Rank 5 Exploit • Offensive (Long) On a hit, a target suffers the attack’s normal effects, and it
As an action, make a melee attack using a polearm or a must succeed on a Constitution saving throw or become
spear against one creature within reach. On a hit, the target dazed for 1 minute. A dazed creature can repeat the saving
suffers the attack’s normal effects plus an extra 7d10 damage, throw at the end of each of its turns, ending the effect on a
and becomes marked for 1 minute. success.
If the target moves before the end of your next turn and is A blistering volley of projectiles knocks your enemies for a
within your melee reach, you can use your reaction to make a loop.
melee weapon attack against it. On a hit, the target suffers the
attack’s normal effects and the target’s movement becomes 0
until the end of its turn.
If you took the dash action on your turn, you can activate
this exploit as a bonus action.
After a vicious stab, you expertly corral your opponent with
your polearm.

49
Dazing Shot End to Games
Rank 5 Exploit • Offensive (Short) Rank 5 Exploit • Offensive (Long)
When you hit a creature with a ranged attack using a sling, When you hit a creature with a melee attack using a
the target must succeed on a Constitution saving throw or weapon, the target must succeed on a Constitution saving
become dazed until the end of its next turn. If the target throw or become stunned for 1 minute. While the target is
moves or attacks before the end of its next turn, it falls prone stunned by this exploit, whenever an ally hits the target, they
at the end of that action or movement. can expend a hit die to regain hit points. The target can repeat
Your sling bullet slams into your target’s head and leaves the saving throw at the end of each of its turns, ending the
the enemy reeling. effect on a success.
Your strike leaves a foe reeling, and as your allies beat on
Dead Stop the creature, their vigor and morale improive.
Rank 5 Exploit • Offensive (Long)
As a reaction, when an enemy makes a charging attack Exhorted Counterattack
against you, you can make a ranged attack using a weapon at Rank 5 Exploit • Offensive (Long)
any point during its movement. On a hit, the target suffers the As a reaction, when an ally within 100 feet of you who can
attack’s normal effects, and must succeed on a Dexterity see or hear you is hit by an enemy, the target regains hit points
saving throw or be knocked prone. as if they had expended a hit die to regain hit points, and can
With a well-timed shot, you bring down a charging use their reaction to make two melee weapon attacks against
adversary, which skids to a halt. the attacker. On a hit, the target suffers the attack’s normal
effects, and must succeed on a Constitution saving throw or
Deadly Inspiration become dazed for 1 minute. The target can repeat the saving
Rank 5 Exploit • Offensive (Short) throw at the end of each of its turns, ending the effect on a
As an action, while you are wielding a melee weapon, one success.
creature you can see within reach must make a Dexterity You shout a warning to a comrade under fire, who avoids
saving throw. On a failed save, the target takes 8d10 damage the brunt of the attack and responds with a vicious
of the same type as your weapon, and your allies within 25 counterattack.
feet of you who can see you gain a +1d12 bonus to damage
rolls with weapon attacks that hit until the start of your next Exorcism of Steel
turn. Rank 5 Exploit • Offensive (Short)
Your bold strike inspires your allies to show off their As an action, while you are wielding a melee weapon, one
fighting prowess. creature within reach must succeed on a Dexterity saving
throw or take 8d10 damage of the same type as your weapon,
Demoralizing Shot and the target drops one item of your choice that it is holding.
Rank 5 Exploit • Offensive (Long) You can choose to catch the item (no action required) in a free
When you hit a creature with a ranged weapon, each of your hand or have it land in your space.
enemies within 15 feet of the target must make a Wisdom You make a powerful chopping attack against your foe,
saving throw. On a failed save, the target is pushed up to 15 causing it to drop what it is holding.
feet, and all creatures gain advantage on attack rolls against it
until the end of your next turn. Feinting Flurry
Your shot strikes wish such potency and accuracy that you Rank 5 Exploit • Offensive (Long)
daunt foes near the target of your attack. When you hit a creature with an attack using a finesse or
ranged weapon, the target must succeed on a Wisdom saving
Devastation’ss Wake
Devastation throw or suffer a -3 penalty to AC and saving throws for 1
Rank 5 Exploit • Offensive (Long) minute. The target can repeat the saving throw at the end of
As an action, make a melee attack with a weapon against each of its turns, ending the effect on a success.
any number of creatures within 5 feet of you, with a separate A series of clever feints throws your foe off their game and
attack roll for each target. On a hit, a target takes an extra 7d6 makes them an easy target.
damage.
Until the start of your next turn, you can make a melee Ferocious Roar
weapon attack against any creature that starts its turn within Rank 5 Exploit • Fear, Offensive, Pet (Long)
5 feet of you (no action required). When you take the attack action on your turn, you can forgo
You thrash your foes with an array of strikes, and then one of your attacks to command your companion pet to use its
unleash your fury a second time against any that are left reaction to roar ferociously. Each enemy within 10 feet of your
standing. companion must succeed on a Charisma saving throw or take
7d6 psychic damage, and be pushed 5 feet, and dazed for 1
minute. A target can repeat the saving throw at the end of
each of its turns, ending the effect on a success.
If your companion is a bear, cat, snake, or wolf, a target
takes half as much damage and is pushed 5 feet on a
successful save, instead of no effect.
With a terrifying vocalization, your pet sends nearby
enemies lurching in panic.

50
Forced Respect Harrying Assault
Rank 5 Exploit • Offensive (Short) Rank 5 Exploit • Offensive (Short)
As a reaction, when an enemy hits your ally with a melee When you hit a creature with a melee attack using a
attack, you can make a melee attack using a weapon against weapon, after the attack, you can move up to 30 feet and make
the attacker. On a hit, the target suffers the attack’s normal an additional melee weapon attack against a creature within
effects, and grants advantage on attack rolls against it until reach.
the end of its next turn. Also on a hit, one ally can use their You land a calculated blow on your enemy, and then change
reaction to make a melee weapon attack against the target. position to deliver a simple attack on that foe or another.
Your strike forces your foe to respect you and your ally,
making it think twice before confronting the two of you again. Hail of Steel
Rank 5 Exploit • Offensive (Short)
Girding Strike When you hit a creature with a melee attack using a
Rank 5 Exploit • Offensive (Short) weapon, each ally within 25 feet of you who can see or hear
When you hit a creature with a melee attack using a you can use their reaction to make a weapon attack against
weapon, each ally within 50 feet of you who can hear you use the target.
a bonus action before the end of their next turn to expend a hit You deliver a well-placed strike against your foe and call
die to regain hit points. If they do, they regain an additional your comrades to do the same. They pelt the enemy with
7d6 hit points and gain a +6 bonus to AC and saving throws attacks.
until the start of their next turn.
You strike your enemy as you shout encouragement to your Hilt Slam
allies, imparting the vigor they need to push on. Rank 5 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a finesse
Gnawing Assault weapon, the target must succeed on a Constitution saving
Rank 5 Exploit • Offensive, Pet (Long) throw or become dazed for 1 minute. Additionally, on a failed
When you take the attack action on your turn, you can forgo save, you can push the target up to 25 feet, and gain
one of your attacks to command your companion pet to use its advantage on attack rolls against it until the end of your next
reaction to make a melee weapon attack against a creature turn. A dazed target can repeat the saving throw at the end of
within reach. On a hit, the target suffers the attack’s normal each of its turns, ending the effect on a success.
effects, and must succeed on a Strength saving throw or You brutally slam the blunt end of your weapon into your
become grappled by your companion. While grappled by this foe’s head, sending the creature staggering.
exploit, the target is also restrained, and the target bleeds for
2d12 necrotic damage until it escapes the grapple. Hounding Strike
Until the grapple ends, your companion can only attack the Rank 5 Exploit • Offensive (Short)
target. When you hit a creature with an attack using a finesse or
Your companion pet clamps down on a foe and rends its ranged weapon, the target must make a Wisdom saving throw.
flesh. On a failed save, you gain advantage on attack rolls against
the target and gain a +6 bonus to AC and saving throws
Great Ram Arrow against its attack rolls and abilities until the end of your next
Rank 5 Exploit • Offensive (Long) turn.
When you hit a creature with a ranged attack using a With snarling ferocity, you attack. Your weapon bites deep
weapon, your attack deals an extra 5d10 damage, and the into your enemy’s flesh, filling its heart with doubt.
target must succeed on a Strength saving throw or be pushed
up to 20 feet and knocked prone. Into the Breach!
You loose an arrow that pierces your foe, hurls them back, Rank 5 Exploit • Offensive (Short)
and knocks them off their feet. As an action, make a melee attack using a weapon against
one creature within reach. On a hit, the target suffers the
Guerrilla Blitz attack’s normal effects, and one ally within 25 feet of you who
Rank 5 Exploit • Offensive (Short) can see or hear you can use their reaction to move up to 30
As an action, you can move up to 30 feet and make an feet and make a melee weapon attack against the target. The
attack with a finesse or ranged weapon against one creature ally gains a +6 bonus to the attack roll and a +7d10 bonus to
you can see. On a hit, the target suffers the attack’s normal the damage roll.
effects, and you gain a +6 bonus to AC and Dexterity saving If you took the dash action on your turn, you can activate
throws until the end of your next turn. this exploit as a bonus action instead of an action.
The speed and accuracy displayed during your daring You leap forward boldly, shouting a battle cry that fills your
assault causes your enemies to momentarily overcompensate allies with the same courage.
when attacking you.

51
Dance on Their Graves Merciless Cut
Rank 5 Exploit • Offensive (Long) Rank 5 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a As an action, while wielding a finesse weapon, you can
weapon, the target grants advantage on attack rolls against it move up to 30 feet without provoking opportunity attacks.
until the end of your next turn. Then one creature within reach must succeed on a Dexterity
Additionally, for 1 minute, whenever you hit the target, it saving throw or take 7d10 damage of the same type as your
grants advantage on attack rolls against it until the end of your weapon, and bleed for 2d12 necrotic damage.
next turn. You slip up behind your enemy and slash it across its back.
Your blow shows your allies how best to attack your enemy,
and with each subsequent strike, you adapt your strategy to Minotaur Charge
keep your foe off balance. Rank 5 Exploit • Offensive (Short)
As an action, make a melee attack with a weapon against
Leader of the Bowmen one creature within reach. On a hit, the target suffers the
Rank 5 Exploit • Offensive (Long) attacks normal effect, and is pushed back 10 feet and you can
When you hit a creature with a ranged attack using a move 10 feet to the space the target vacated. Then, the target
weapon, for 1 minute, you and your allies gain a +3 bonus to must succeed on a Strength saving throw or be pushed back
ranged attack rolls and do not suffer disadvantage for making an additional 15 feet and fall prone.
ranged attacks in melee range. If you took the dash action on your turn, you can activate
Your shot signals the beginning of a barrage. Your this exploit as a bonus action.
leadership guides your allies’ fire and helps alert them to You lower your head and charge your foe, sending it
nearby foes. sprawling.
Leaping Dagger Kick Mountain Breaking Blow
Rank 5 Exploit • Offensive (Short) Rank 5 Exploit • Offensive (Short)
When you make a melee attack using a finesse weapon When you hit a creature with a melee attack using a
against a creature, the target must succeed on a Dexterity weapon, the target must succeed on a Strength saving throw
saving throw or be knocked prone before the attack rolls is or be pushed back up to 25 feet.
made. After the attack, you can move up to 25 feet to a space
If you used the dash action this turn, on a failed save, the within 5 feet of the target. This movement does not provoke
target is also dazed until the end of your next turn. opportunity attacks.
You leap through the air, crashing into your foe and slashing You land a crushing blow, pushing your foe back, and press
at it. your advantage before any other enemies can retaliate.
Lunging Dervish No Escape
Rank 5 Exploit • Offensive (Short) Rank 5 Exploit • Offensive (Short)
As an action, while wielding a separate melee weapon in As a reaction, when an enemy leaves a space within 5 feet
each hand, make a melee attack with a weapon against any of you or enters a space where it has cover or obscurity, you
number of creatures within 10 feet of you, with a separate can make a ranged attack with a weapon against the target.
attack roll for each target. On a hit, a target suffers the attack’s On a hit, the target suffers the attack’s normal effects, and
normal effects, and you can move the target up to 5 feet. must succeed on a Strength saving throw or be knocked
Then, make a melee attack with your other weapon against prone.
any number of creatures within 5 feet of you, with a separate Your enemy tries to escape, but you leave it lying in its
attack roll for each target. tracks.
You take a long step forward, bending low as your leading
arm delivers an arcing slash. You follow the attack with a Persistence of Blades
quick cut from your off-hand weapon. Rank 5 Exploit • Offensive, Stance (Long)
As a bonus action, you enter the Persistence of Blades
Maiming Strike stance. Until the stance ends, once per turn when you miss
Rank 5 Exploit • Offensive (Long) with a melee attack, you can reroll the attack roll using the
When you hit a creature with an attack using a finesse or new result even if it is lower.
ranged weapon, the target must succeed on a Constitution You are a whirl of steel and resolve. Nothing can deter you
saving throw or be knocked prone and maimed for 1 minute. from striking your foe.
While maimed, the target’s speed is halved, and it can’t dash or
disengage. The target can repeat the saving throw at the end
of each of its turns, ending the effect on a success.
You deliver a crippling strike that promises to leave your
opponent hampered for a while.

52
Protective Sweep Smash and Grab
Rank 5 Exploit • Offensive (Long) Rank 5 Exploit • Offensive (Long)
As an action, make a melee attack with a weapon against When you have a free hand and hit a creature with a melee
any number of creatures within 5 feet of you, with a separate attack using a weapon, the target suffers the attack’s normal
attack roll for each target. effects, and must succeed on a Strength saving throw or
If you are wielding a flail or heavy blade, your attacks deal become grappled by you. While the target is grappled and you
an extra 7d6 damage. are wielding a melee weapon, you can choose to automatically
Additionally, you gain a +6 bonus to AC until the start of deal 1d12 damage of your weapon’s type to the target at the
your next turn. start of each of your turns.
You swing your weapon around with care, and then take up If you are wielding an axe, hammer, or mace, your attack
a defensive posture. deals an extra 7d10 damage.
Your hammering blow distracts your enemy long enough for
Punishing Shield Block you to obtain a crushing hold.
Rank 5 Exploit • Offensive (Short)
As a reaction, while you are wielding a shield, when an Stab and Grab
enemy hits or misses you with a melee attack. The target Rank 5 Exploit • Offensive (Short)
suffers a -6 penalty to the attack roll, potentially causing it to When you hit a creature with a melee attack using a finesse
miss, and must make a Constitution saving throw. On a failed weapon and have a free hand, the target must succeed on a
save, the target takes 8d10 bludgeoning damage, and is Dexterity saving throw or become grappled by you. If you
knocked prone. already had the target grappled, it is instead restrained until
You catch your enemy’s attack with your shield and then the grapple ends.
slam the shield back into your foe, knocking it down. You grab your foe with one hand and deliver a quick, deadly
jab with the other.
Reaving Strike
Rank 5 Exploit • Offensive (Long) Strike of the Watchful Guard
When you hit a creature with a melee attack using a Rank 5 Exploit • Offensive (Long)
weapon, your attack deals an extra 8d10 damage, and the When you hit a creature with a melee attack using a
target must succeed on a Strength saving throw or be pushed weapon, for 1 minute, you can make a melee weapon attack
up to 25 feet. (no action required) whenever the target disengages or
You make a powerful overhand strike, hitting your foe with attacks one of your allies.
such force that it stumbles backward. You make a powerful overhand strike, hitting your foe with
such force that it stumbles backward.
Ringing the Bell
Rank 5 Exploit • Offensive (Long) Stinging Squall
When you hit a creature with a melee attack using a Rank 5 Exploit • Offensive (Short)
weapon, the target bleeds for 1d12 necrotic damage, and if As an action, make a melee attack with a finesse weapon
you had advantage on the attack roll, the target is also dazed against any number of creatures you can see within 5 feet of
for 1 minute. The target can make a Constitution saving throw you, with a separate attack roll for each target. On a hit, a
at the end of each of its turns, ending the daze on a success. target suffers the attack’s, and must succeed on a Wisdom
You come up behind your enemy and drive your weapon saving throw or become frightened of you until the end of your
against its head, leaving it senseless. next turn.
Spooked by your flurry of jabs, nearby adversaries are
Skirmishing Pounce unable to make anything but feeble retaliatory strikes against
Rank 5 Exploit • Offensive (Short) you.
As an action, make a melee attack with a weapon against
one creature within reach. On a hit, the target suffers the Stolen Vitality
attacks normal effect, and you can move up to 30 feet and Rank 5 Exploit • Offensive (Long)
make an additional melee weapon attack against a different When you hit a creature with a melee attack using a finesse
creature. weapon, the target must succeed on a Constitution saving
If you hit a target of this exploit while you have advantage throw or have its speed halved for 1 minute, and you gain
on attack rolls against them, they take an extra 7d6 damage. 8d10 temporary hit points. The target can repeating the
If you took the dash action on your turn, you can activate saving throw at the end of each of its turns, ending the speed
this exploit as a bonus action. reduction on a success.
You lower your head and charge your foe, sending it Your vicious assault leaves your enemy unable to move
sprawling. quickly, and you gain a burst of confidence from the deed.

53
Surprising Arrow Stance Unleash Hell
Rank 5 Exploit • Stance (Long) Rank 5 Exploit • Offensive (Long)
As a bonus action, you enter the Surprising Arrow stance. When you hit a creature with a strength based ranged
Until the stance ends, you can make a ranged attack using a attack using a thrown weapon, the attack can score a critical
weapon against any enemy that moves into a space within 25 hit on a natural roll of 18–20, and each ally within 25 feet of
feet of you (no action required). On a hit, the target suffers the you who can see or hear you can use their reaction to make a
attack’s normal effects, and must succeed on a Dexterity ranged weapon attack against an enemy, with a +6 bonus to
saving throw or have its movement become 0 until the end of the attack roll and a +7d6 bonus to the damage roll.
its turn. Additionally, until the end of your next turn, any ranged
Your arrow spin down everything you see. attack made by you or your allies can score a critical hit on a
natural roll of 18–20.
Swooping Raptor On your command, you and your allies unleash a ranged
Rank 5 Exploit • Offensive, Pet (Short) barrage upon your enemies.
When you hit a creature with a ranged attack using a
weapon, your companion pet can use its reaction to make a Unrestrained Aggression
melee weapon attack against the target. Rank 5 Exploit • Offensive (Long)
If your companion pet is a bear, raptor, or wolf, the pet can As an action, choose a point you can see within 50 feet.
make a charging attack in place of a melee weapon attack. Make a ranged attack with a weapon against any number of
Death falls from above in the form of both arrow and talon. creatures within a 15-foot radius centered on that point. You
must have ammunition for each target, as normal, and you
Thunderous Fury make a separate attack roll for each target.
Rank 5 Exploit • Offensive (Short) Your volley of arrows rains down across your enemies.
When you hit a creature with a melee attack using a
weapon, the target must succeed on a Constitution saving Vanishing Forces
throw or become dazed until the end of your next turn. Also Rank 5 Exploit • Offensive (Short)
on a failed save, each of your allies gains a +6 bonus to attack When you hit a creature with a melee attack using a
rolls against the target until the end of your next turn. weapon, the target is marked by you until the end of your next
You strike your enemy with a furious blow that creates a turn.
momentary lull in the fighting, giving you a chance to direct Additionally, each ally within 25 feet of you that you can see
your allies to victory. and who can see or hear you can use their reaction to
disengage and move up to 30 feet to a space where they are at
Toppling Finish least partially obscured, and make a Dexterity (Stealth) check
Rank 5 Exploit • Offensive (Long) to become hidden. Before the start of your next turn, each of
As an action, while you are wielding a melee weapon in two those allies gains a +7d6 bonus to their next damage roll
hands, one creature within reach must succeed on a Strength made against an enemy from which they are hidden.
saving throw or be knocked prone. An aggressive attack draws attention away from your allies
You can then make a melee attacking using a weapon so they can move into position while remaining unseen.
wielded in two hands against the target. On a hit, your attack
deals an extra 7d10 damage. Vicious Uppercut
You make a powerful overhand strike, hitting your foe with Rank 5 Exploit • Offensive (Short)
such force that it stumbles backward. When you have a free hand and hit a creature with a melee
attack using a weapon, the target must succeed on a
Two-in-One Shot Constitution saving throw or take 7d10 bludgeoning damage
Rank 5 Exploit • Offensive (Long) and be stunned until the end of your next turn.
When you hit a creature with a ranged attack using a You make a diversionary attack with your weapon to hide
weapon, you can make another ranged attack using the same the real threat – an uppercut from your free hand.
weapon against the target with a +6 bonus to the attack roll,
and a +5d10 bonus to the damage roll. Victory Surge
The first shot is always the toughest. Rank 5 Exploit • Offensive (Long)
When you hit a creature with a melee attack using a
Two-Weapon Eviscerate weapon, for 1 minute, each ally within 50 feet of you who can
Rank 5 Exploit • Offensive (Short) see or hear you at the start of their turn can make one
When you are wielding a separate melee weapon in each additional weapon attack when they hit with a weapon attack
hand and hit a creature with a melee attack using a weapon, on their turn.
you can make another melee attack using your other weapon. With a triumphant roar, you urge your allies to seize every
On a hit, the target suffers the attack’s normal effects plus an opportunity and fight like never before.
extra 6d10 damage, and the target must succeed on a
Constitution saving throw or deal only half damage with
weapon attacks using Strength until the end of your next turn.
You swing your blades in lethal arcs, dousing the battlefield
in your enemy’s blood.

54
Warlord’ss Rush
Warlord Windmill of Doom
Rank 5 Exploit • Offensive (Short) Rank 5 Exploit • Offensive (Short)
When you hit a creature with a melee attack using a When you hit a creature with a melee attack using a
weapon, each ally who can see or hear you can use their weapon, the target must make an Intelligence saving throw.
reaction to move up to 30 feet. On a failed save, you can move the target up to 25 feet, and
Like a wild, terrible storm, you hurl yourself at your foe. each ally within 30 feet of you who can see or hear you can
Your allies are swept along by the force of your wrath. use their reaction to move up to 30 feet to a space within 5
feet of the target.
We Will Not Fail Then, each ally who moved can make a melee weapon
Rank 5 Exploit • Offensive (Short) attack against the target with a +7d6 bonus to the damage roll.
As a reaction, when you miss an enemy with an attack, one You cleverly maneuver your adversary into a perfect
ally within 50 feet of you who can see or hear you can use flanking position. As you land the deciding blow, your
their reaction to make a weapon attack against the enemy surrounding allies strike hard from all sides.
with a +7d10 bonus to the damage roll.
You rally your forces with a battle cry and a calculated blow Wounding Whirlwind
against the enemy. Rank 5 Exploit • Offensive (Long)
As an action, while wielding a separate melee weapon in
Weapon Master’s
Master s Tactics each hand, make a melee attack with both of your weapons
Rank 5 Exploit • Offensive (Short) against any number of creatures within reach. Make a
When you make a melee attack using a weapon, before you separate attack roll for each weapon against each target. On a
roll the attack roll, you can sheathe a weapon and draw a hit, a target suffers an attack’s normal effects. If you hit a
different one. On a hit, the target suffers the attack’s normal target with one weapon, it bleeds for 1d12 damage. If you hit a
effects, and you can choose an additional effect based on the target with both weapons, it bleeds for 2d12 damage.
weapon you wield. Crimson droplets splatter as you slash into all nearby foes.
Axe: Each enemy within 5 feet of you must succeed on a
Dexterity saving throw or take 7d6 damage of your
weapon’s type.
Mace: The target must succeed on a Constitution saving
throw or be dazed until the end of your next turn.
Heavy Blade: The target suffers a -6 penalty on attack rolls
against any creature that isn’t you.
Polearm or Spear: The target must make a Strength
saving throw. On a failed save, you can move the target to
any other space within reach.
As a master of many weapons, you use this simple attack
form as the starting point for expressing your weapon’s
nature.
Wild Strike
Rank 5 Exploit • Offensive (Short)
As an action, make a melee attack with a weapon against
one creature within reach. On a hit, the target suffers the
attacks normal effect plus an extra 11d10 damage, and attack
rolls against you have advantage until the start of your next
turn.
If you took the dash action on your turn, you can activate
this exploit as a bonus action.
You lower your head and charge your foe, sending it
sprawling.

55
Change Notes
Version 1.0
First Draft
Version 1.1
Fixed various typos and flavor text
Added a Fear tag
Fixed wording on Hearten the Beast
Renamed Hunter's Bear Trap to Hunter’s Trapping Shot
(Better reflects description)
Added Terrain Dominance (It slipped by)
Removed Hunter's Agility (It's actually a Primal Rite)
Cleaned up the Table of Contents
Added a rule for "Attacking Objects"
Added explanation for "Expending Hit Dice" to the Terms
Various small formatting changes based on feedback

56
DUNGEONS & DRAGONS, D&D, Wizards of the
Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon

Power Master’s Guide, D&D Adventurers League, all


other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards
of the Coast in the USA and other countries. All
Conversion characters and their distinctive likenesses are
property of Wizards of the Coast. This material is
protected under the copyright laws of the United
States of America. Any reproduction or
Homebrew unauthorized use of the material or artwork
contained herein is prohibited without the express
written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707,
Renton, WA 98057-0707, USA. Manufactured by
This is part of a larger collection of Power Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4
Conversions available on the DM's Guild: The Square, Stockley Park, Uxbridge, Middlesex,
UB11 1ET, UK.

Arcane Incantations
Divine Prayers
Martial Exploits
Primal Rites
Psionic Disciplines

Cover: Ancient Antique Armor by Maria Pop

Legal

WWW.GMBINDER.COM

Potrebbero piacerti anche