Warrior Exploits

When you fall, you can use your reaction to expend an Exploit Die to control your descent. You reduce any falling damage you would take by an amount equal to five times your level, and when you land, you can choose to land on your feet.

### Aggressive Sprint

As a bonus action on your turn, you can expend an Exploit Die to draw upon your battle fury and move up to your full speed toward a hostile creature you can see.

### Alchemical Adept

***Prerequisites:** Bushwhacker, Intelligence of 11*
When you make an Intelligence (Nature), Wisdom (Medicine), alchemist’s supplies, or herbalism kit check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

### Attack Order

***Prerequisites:** Commander*
When you take the Attack action, you can issue this Order in place of one of your attacks, targeting a creature that can see or hear you within 30 feet. The next time the target takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of its Attack action.

### Blinding Debris

***Prerequisites:** Bushwhacker*
As a bonus action, you can expend an Exploit Die and force a creature within 10 feet to make a Constitution saving throw. On a failure, it takes piercing damage equal to your Exploit Die and is blinded until the start of your next turn.

### Bonebreaker Critical

***Prerequisites:** Ravager, Strength of 11*
When you score a critical hit, you can expend an Exploit Die to cripple your target. For the next minute, the creature deals only half damage with weapon attacks that use Strength. The creature can make a Constitution saving throw at the start of each of its turns, ending this effect on a success.

### Brazen Defense

***Prerequisites:*** *Constitution of 11*
You steel yourself for combat, preparing to take incoming blows. As a bonus action, you can expend an Exploit Die to gain temporary hit points equal to 1 + your Exploit Die.

### Burglar’s Finesse

***Prerequisites:*** *Bushwhacker, Dexterity of 11*
Whenever you make a Dexterity (Sleight of Hand), Dexterity (Stealth), or a thieves’ or tinker’s tools check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

### Crushing Grip

***Prerequisites:** Strength of 11*
When you grapple a creature, you can expend an Exploit Die to enhance your grip. When you initiate this grapple, and at the start of each of the grappled creature’s turns, the target takes bludgeoning damage equal to your Exploit Die.

### Charlatan’s Guile

***Prerequisites:*** *Dexterity or Charisma of 11*
Whenever you make a Dexterity (Sleight of Hand), Charisma (Deception), or a Charisma (Performance) check, you can expend an Exploit Die and add it to the result of your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

### Commander’s Presence

***Prerequisites:*** *Intelligence or Charisma of 11*
Whenever you make a Charisma (Intimidation), Charisma (Persuasion), or Intelligence (History) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

### Crippling Strike

When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes additional damage equal to your Exploit Die and its speed is reduced to 0 until the start of your next turn.

### Destructive Strike

***Prerequisites:** Ravager, Strength of 11*
When you hit a nonmagical object with an attack, you can expend an Exploit Die, adding it to the damage roll of that attack, and causing that attack to deal maximum damage.

### Disarm

When you hit a creature with a weapon attack, you can expend an Exploit Die to force it to make a Strength saving throw. On a failure, it takes additional damage equal to your Exploit Die, and it drops an item of your choice it is holding.

### Feint

When you make a melee weapon attack against a creature that can see you, you can expend an Exploit Die to attempt a feint as part of that attack. The target of your attack must succeed on a Wisdom saving throw, or you add your Exploit Die to both your attack roll and damage roll for that attack.

### First Aid

As an action, you can touch a conscious and willing creature and expend an Exploit Die to heal them. As a reaction, the target can expend a Hit Die to regain hit points equal to its Hit Die + its Constitution modifier + your Exploit Die.

### Feral Senses

***Prerequisites:*** *Ravager, Wisdom of 11*
Whenever you make a Wisdom (Perception) or Wisdom (Survival) check, you can expend an Exploit Die and add it to the result of your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

### Imposing Presence

***Prerequisites:*** *Strength or Charisma of 11*
Whenever you make a Strength (Intimidation) or Charisma (Intimidation) check, you can expend an Exploit Die and add it to the result of your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

### Insightful Order

***Prerequisites:** Commander*
When you take the Attack action, you can issue this Order in place of one of your attacks, targeting a creature that can see or hear you within 30 feet. The next time the target makes an attack roll before the start of your next turn, it gains a bonus to its roll equal to your Intelligence, Wisdom or Charisma modifier (minimum of +1).

### Keen Observation

***Prerequisites:** Intelligence or Wisdom of 11*
Whenever you make an Intelligence (Investigation), Wisdom (Insight), or a Wisdom (Perception) check you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

### Lightstep

***Prerequisites:** Dexterity of 11*
Whenever you make a Dexterity (Acrobatics) or Dexterity (Stealth) check, or roll initiative, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

### Maneuvering Order

***Prerequisites:*** *Commander*
When you take the Attack action, you can issue this Order in place of one of your attacks, targeting a creature that can see or hear you within 30 feet. The target can use its reaction to move up to its speed without provoking opportunity attacks.

### Menacing Shout

As a bonus action, you can expend an Exploit Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The fear effect ends early for the target if the frightened creature sees you take damage of any kind.

### Operative’s Cunning

***Prerequisites:*** *Bushwhacker, Intelligence or Charisma of 11*
When you make a Dexterity (Stealth), Charisma (Deception), a disguise kit, or a poisoner’s kit check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

### Precision Strike

***Prerequisites:*** *Dexterity of 11*
When you make a weapon attack, you can expend an Exploit Die and add it to the attack roll. You can use this Exploit after you roll, but before you know if the attack hits or misses.

### Primal Intuition

***Prerequisites:*** *Ravager, Wisdom of 11*
Whenever you make a Wisdom (Animal Handling), Wisdom (Medicine), or Intelligence (Nature) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

### Reliable Skill

***Prerequisites:*** *Bushwhacker*
Whenever you make an ability check using a skill or tool that you are proficient in and roll a 7 or lower on the d20, you can expend an Exploit Die to treat the d20 roll as an 8.

### Reposition

As a bonus action, you can expend an Exploit Die to switch places with a conscious and willing creature within 5 feet of you, without either of you provoking opportunity attacks. Moreover, the first one of you that gets hit with an attack before the beginning of your next turn gains a bonus to their Armor Class against that attack equal to your Exploit Die

### Riposte

***Prerequisites:*** *Dexterity of 11*
As a reaction when a creature you can see targets you with a melee attack, you can expend an Exploit Die and add it to your Armor Class against the attack. If the attack misses, you can immediately make a weapon attack against your attacker.

### Roguish Charm

***Prerequisites:** Charisma of 11*
As an action, you can expend an Exploit Die and force a creature within 10 feet that can hear and understand you to make a Wisdom saving throw. On a failed save, it is charmed by you for 1 hour, and regards you as a friendly acquaintance for the duration. Though, it will not risk its life for you. This effect immediately ends if you or your companions do anything harmful to the creature, and when the effect ends this way, the target realizes that it was deceived by you. Once a creature succeeds on its saving throw against this Exploit it is immune to this Exploit for the next 24 hours.

### Ruthless Strike

***Prerequisites:** Strength of 11*
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and add it to the damage of the attack. You can use this Exploit after you know if your attack hits.

### Scholar’s Insight

***Prerequisites:** Intelligence of 11*
Whenever you make an Intelligence (Arcana), Intelligence (Nature), or Intelligence (Religion) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

### Skilled Rider

***Prerequisites:*** *Wisdom of 11*
When you are riding a trained mount and the mount makes an ability check, attack roll, or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend an Exploit Die and add it to the roll. You can use this Exploit after roll, but before you know if it succeed or failed.

### Support Order

***Prerequisites:** Commander*
When you take the Attack action, you can issue this Order in place of one of your attacks, targeting a creature that can see or hear you within 30 feet. The target can immediately take the Help, Hide, Search, or Use an Object action.

### Survivalist’s Craft

***Prerequisites:** Wisdom of 11*
Whenever you make a Wisdom (Animal Handling), Wisdom (Medicine), or Wisdom (Survival) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

### Sweeping Strike

When you hit a creature with a melee weapon attack, you can expend an Exploit Die to force it to make a Dexterity saving throw. On a failed save, it falls prone and takes bludgeoning damage equal to your Exploit Die. Creatures more than one size larger than you have advantage on this saving throw.

### Take Down

***Prerequisites:** Ravager, Strength of 11*
As a bonus action, you can expend an Exploit Die to make a Shove or Grapple attack against a creature in your reach, adding your Exploit Die to your Strength (Athletics) check.

## 5th-Level Exploits

### Concussive Blow

***Prerequisites:** 5th level, Strength of 13*
When you hit a creature with a melee attack, you can expend an Exploit Die to empower your attack, and force it to make a Constitution saving throw. On a failed save, the target suffers the following effects until the beginning of your next turn:

* Its speed is reduced to 0.
* It can speak only falteringly.
* It cannot take actions, bonus actions, or reactions.
* It has disadvantage on Dexterity saving throws.

### Crushing Strike

***Prerequisites:*** *5th level, Strength of 13*
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes extra damage equal to your Exploit Die, and its Armor Class is reduced by 1 until its defenses are repaired, or it finishes a short or long rest.

### Defensive Order

***Prerequisite:*** *5th level, Commander*
When you take the Attack action, you can issue this Order in place of one of your attacks, targeting a creature that can see or hear you within 30 feet. It gains a bonus to its Armor Class equal to your Intelligence, Wisdom or Charisma modifier modifier (minimum of +1) until the beginning of your next turn.

### Defensive Stance

***Prerequisites:*** *5th level*
As a bonus action, you can expend an Exploit Die to enter a defensive stance which lasts until the start of your next turn. Each time a creature that you can see hits you with an attack while you are in your defensive stance, you roll your Exploit Die and add it to your Armor Class against the attack.

### Dirty Hit

***Prerequisites:*** *5th level, Dexterity of 13*
When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Exploit Die, and until the start of your next turn it cannot take reactions and its speed is halved.

### Execute

***Prerequisites:** 5th level, Strength of 13*
In place of an attack, you can expend an Exploit Die to try to execute an incapacitated or prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your Exploit die to the attack roll. If your attack roll exceeds the target’s remaining hit points, its hit points are reduced to 0.

### Flaming Shot

***Prerequisites:*** *5th level*
When you make a ranged weapon attack, you can expend an Exploit Die to light the ammunition aflame. On hit, the target takes additional fire damage equal to your Exploit Die. If your target is a flammable object that is not being worn or carried, you can ignite it in place of dealing damage.

### Glancing Blow

***Prerequisites:*** *Bushwhacker, 5th level*
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target of your choice within the reach of your weapon.

### Heroic Will

***Prerequisites:** 5th level*
Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend an Exploit Die and add it to the result of your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

### Martial Focus

***Prerequisites:*** *5th level*
When you make a weapon attack, you can expend an Exploit Die as part of the attack to grant yourself advantage on your attack roll. You can use this Exploit after you roll, but before you know whether your attack hits or misses your target.

### Redirect

***Prerequisites:** 5th level*
As a reaction when a creature you can see misses you with a melee attack, you can expend an Exploit Die and force it to repeat its attack against a target of your choice within reach. On hit, it deals additional damage equal to your Exploit Die.

### Savage Rebuke

***Prerequisite:** Ravager, 5th level*
When a creature you can see hits you with a melee attack, you can use your reaction to expend an Exploit Die and make a single melee weapon attack against that creature.

### Shattering Slam

***Prerequisites:*** *Ravager, 5th level, Strength of 13*
In place of an attack, you can expend an Exploit Die to strike the ground at your feet, forcing creatures within 5 feet of you to make a Dexterity saving throw. On a failed save, creatures take bludgeoning damage equal to your Exploit Die + your Strength modifier and are knocked prone. On a successful save, creatures take half damage and do not fall prone. If the area you strike is loose earth or stone, it becomes difficult terrain until a creature uses its action to clear it.

### Shield Impact

***Prerequisites:*** *5th level*
As a reaction when a creature you can see hits you with an attack, you can expend an Exploit Die to reduce the damage by an amount equal to your Exploit Die + your Constitution modifier. You must be wielding a shield to use this Exploit.

### Suppressing Strike

***Prerequisites:*** *5th level*
When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Exploit Die, and it is blinded, deafened, or muted (your choice) until the start of your next turn.

### Surprise Attack

***Prerequisite:** Commander, 5th level, Intelligence of 13*
As an action on your turn, you can expend an Exploit Die to command a creature within 30 feet that can see or hear you to attack. The target immediately makes one weapon attack with advantage, adding your Exploit Die to the damage roll.

### Take Cover

***Prerequisites:*** *5th level*
As a reaction when a creature you can see targets you with a ranged attack or forces you to make a Dexterity saving throw, you can expend an Exploit Die to immediately fall prone and gain temporary hit points equal to your Exploit Die.

### Volley

***Prerequisites:*** *5th level, Dexterity of 13*
As an action, you can expend an Exploit Die to fire a volley of ammunition at a point you can see within the normal range of your weapon. Creatures of your choice within 5 feet of that point must make a Dexterity Saving throw. On a failed save, they take piercing damage equal to your Exploit Die + your Dexterity modifier, and half as much damage on a success. You must have enough ammunition to hit each target.

### Warrior’s Challenge

***Prerequisites:*** *5th level*
As a bonus action, you can expend an Exploit Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll it makes against targets other than you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other then the target.

### Whirlwind Strike

***Prerequisites:*** *5th level, Strength or Dexterity of 13*
In place of an attack, you can expend an Exploit Die and force each creature within range of melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your Exploit Die + either your Strength or Dexterity modifier on a failure, and half as much on a successful save.

## 9th-Level Exploits

### Fluid Movements

***Prerequisites:*** *Bushwhacker, 9th level, Dexterity of 17*
As a bonus action, you can expend an Exploit Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:

* Your movement is unaffected by difficult terrain.
* You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage actions. Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
* You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
* Swimming or being underwater imposes no penalties on your movements or your attack rolls.

### Resilient Body

***Prerequisites:*** *9th level, Constitution of 15*
When you take damage from a source you can see, you can expend an Exploit Die to reduce the damage by twice your Exploit Die + your Constitution modifier. Any hit points not consumed by the attack become temporary hit points.

### Tactical Reposition

***Prerequisite:*** *Commander, 9th level, Intelligence of 15*
As an action, you can expend an Exploit Die and dictate a course of action to a number of creatures within 30 feet that can see or hear you equal to your choice of your Intelligence, Wisdom or Charisma modifier (minimum of 1). The targets can use their reaction to move up to their speed without provoking opportunity attacks.

### Thunderous Shot

***Prerequisites:*** *9th level, Dexterity of 15*
In place of an attack, you can expend an Exploit Die and fire a piece of ammunition in a straight line, forcing creatures in that line out to the normal range of the weapon to make a Dexterity saving throw. Creatures take your weapon’s normal damage plus piercing damage equal to twice your Exploit Die on a failed save, and half as much damage on a success.

### War Cry

***Prerequisites:*** *Ravager, 9th level*
As an action, you can expend an Exploit Die and issue a mighty war cry, forcing any creatures in an adjacent 30 foot cone that can hear you to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are frightened of you for one minute. If a creature ends its turn in a location where it doesn’t have line of sight to you, it can repeat the saving throw, ending the effect on a success.

## 13th-Level Exploits

### Expert Determination

***Prerequisites:** 13th level*
As an action, you can expend an Exploit Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add your Exploit Die to any check you make that uses the chosen skill, without expending one of your Exploit Dice.

### Staggering Blow

***Prerequisites:*** *13th level, Strength of 17*
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with nearsupernatural force. The creature takes additional bludgeoning damage equal to three times your Exploit Die, and it has disadvantage attack rolls and ability checks, and can’t take reactions for 1 minute. The creature can make a Wisdom saving throw at the end of each of its turns, ending these effects on a success.

### Quick Draw

***Prerequisites:*** *13th level, Dexterity of 17*
As a bonus action, you can expend an Exploit Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action to make two ranged weapon attacks so long as you have ammunition. This Exploit’s effects don’t stack with the swift quiver spell.

### Unbreakable

***Prerequisites:*** *13th level, Constitution of 17*
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can use your reaction to expend an Exploit Die to fall to 1 hit point.

## 17th-Level Exploits

### Storm of Arrows

***Prerequisites:*** *17th level, Dexterity of 19*
In place of an attack, you can expend an Exploit Die to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must make a Dexterity saving throw. Targets take piercing damage equal to four rolls of your Exploit Die + your Dexterity modifier on a failed save, and half on a success. You must have enough ammunition to hit each target.

### Steel Wind Slash

***Prerequisites:*** *17th level, Strength or Dexterity of 19*
In place of an attack, you expend an Exploit Die and flourish your melee weapon then vanish. Choose up to five creatures you can see within 30 feet of, making a melee weapon attack against each one. On a hit, each target takes damage of your weapon’s type equal to four rolls of your Exploit Die + either your Strength or Dexterity modifier (your choice). You then appear in an unoccupied space of your choice that you can see within 5 feet of one of the targets of this Exploit.