Martial Exploits

### Combo Breaker

If the same creature in a single round hits you twice, you can perform a single melee attack against the triggering creature as a reaction to the second attack. If you hit, inflict normal damage, and the target’s turn ends.

### Calisthenics

You gain a +1 damage bonus to melee damage rolls.

### Gun Something-Something

You treat one-handed firearms as melee weapons when attacking targets at 5 feet or closer. Additionally, all ranged attacks with one-handed firearms made against targets 5 feet or closer can be considered melee attacks.

### Chain Boost

Instead of using your hit dice to recover hit points during a short rest, you can expend them to increase your combo chain. Use a bonus action and spend 1d4 hit dice, recover no hit points, and increase your combo chain by that same value. Once you use this ability, you cannot use it again until you finish a short or long rest.

### Marker

When you hit an enemy that is in reach of you, it has disadvantage on any attacks that don’t include you as a target until the end of your next turn. The effect ends if you are reduced to 0 hit points, you move out of reach of that enemy, but not if the enemy moves out of reach of you.

### Newaza

You are a master at ground fighting. You gain the following benefits:

* If a creature breaks from your grapple, you can use your reaction to attempt a grapple check on the same target.
* You have a +2 bonus to AC against any creature you are grappling.
* You do not have disadvantage on melee attacks while prone. Enemies do not have advantage on you with non-reach melee attacks if you are prone.

### Pound For Pound

You are a superior fighter in all respects. If a creature moves away from you, even with the disengage action, you can use your reaction to move up to your speed with it.

### Redirection Of Energy

When an enemy scores a critical hit on you with a melee attack, you gain temporary hit points equal to the amount of damage dealt. When you use this exploit, you cannot use it again until you finish a long rest. Additionally, any time a creature scores a critical hit on you with a melee attack, you have advantage on melee attacks against that creature until the end of your next turn.

### Rhythm String

After performing a finishing move, the tier of said finishing move is a bonus you receive on your next melee attack at tier 1 (for example, if you perform a tier 5 finishing move, your next attack at tier 1 receives a +5 bonus).

### Tag Team

If an ally hits an enemy within 5 feet of you with a melee attack, you can deal additional damage to that hit equal to your Strength or Dexterity modifier as a reaction. This does not count towards your combo-chain.

### Ultra

After hitting a creature, increase your combo chain tier by one and perform a finishing move. You must have access to the higher tier, and after using ultra, you can’t use it again until you finish a long rest.

### Unarmed Expanded Profile

Spend 30 feet of movement, and your unarmed attacks have reach until the beginning of your next turn.

### Vicious Hook

*(Prerequisite: 9th Level)*

Your melee attacks score a critical hit on a natural roll of 19 or 20.

### Wrestler

You’re a classic brawler. If you are grappling a target, you have half cover from attacks from other targets. Additionally, any attack that misses you by 5 or less hits your grappled target instead. When moving a grappled creature your size or smaller, your speed is not reduced.