Below are the Exploits available to Barbarians. If an Exploit has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet the prerequisites.

1st-Degree Exploits

Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by warriors with modest training and have no level prerequisite.

Bonebreaking Critical

Prerequisites: Strength of 11
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to cripple the target. For 1 minute, that creature deals only half damage with any attacks it makes that use its Strength.
The creature can make a Constitution saving throw at the end of each of its turns, ending this effect on a success.

Brace Up

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

Commanding Presence

Prerequisites: Charisma or Strength of 11
Whenever you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.
Also, whenever you would make a Charisma (Intimidation) check, you can make a Strength (Intimidation) check instead.

Crushing Grip

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

Cunning Instinct

Prerequisites: Wisdom of 11
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Destructive Strike

Prerequisites: Strength of 11
When you hit a nonmagical object with an attack, you can expend an Exploit Die, add it to the damage roll, and cause that attack to deal maximum damage in place of rolling.

Feat of Strength

Prerequisites: Strength or Constitution of 11
When you make a Strength or Constitution ability check you can expend Exploit Dice (up to your proficiency bonus), roll those dice, and add the result to your ability check. You can do so after you roll the d20, but before you know the result.

Heroic Fortitude

Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.

Hurl

Prerequisites: Strength of 11
In place of an attack, you can expend an Exploit Die to throw an object that you are holding at a target you can see within 60 feet. The target must succeed on a Dexterity saving throw or both the object and target take bludgeoning damage equal to one roll of your Exploit Die + your Strength modifier.
At 11th level, the range of this Exploit becomes 120 feet.

Mighty Leap

Prerequisites: Strength of 11
When you move at least 10 feet immediately before you jump, you can expend Exploit Dice (up to your proficiency bonus) to increase the distance of your jump by 10 feet for each Exploit Die expended, even if this exceeds your remaining speed.

Mighty Thrust

Prerequisites: Strength of 11
In place of an attack, you can expend an Exploit Die to force a target you touch to make a Strength saving throw. On a failure, it is knocked back in a line number of feet equal to 5 times your Strength modifier. Targets that are more than one size larger than you have advantage on this saving throw.

Rustic Intuition

Prerequisites: Wisdom of 11
When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.

Ruthless Strike

Prerequisites: Strength of 11
When you hit a target with a melee weapon attack, you can expend Exploit Dice (up to your proficiency bonus), roll the dice, and add them to the damage roll of that attack.

Savage Rebuke

When a creature you can see hits you with a melee attack, you can use your reaction to expend one Exploit Die to make a melee weapon attack against that creature. On hit, you deal additional damage equal to one roll of your Exploit Die.

Take Down

Prerequisites: Strength of 11
As a bonus action, you can expend one Exploit Die to touch a creature and attempt to Shove or Grapple it, and add one roll of your Exploit Die to your Strength (Athletics) check.

Trampling Rush

Prerequisites: Strength of 11
When you move at least 20 feet toward a creature and hit it with a melee weapon attack, you can expend an Exploit Die and attempt to trample the creature. It must succeed on a Strength saving throw, or it takes additional damage equal to one roll of your Exploit Die and is knocked prone.

2nd-Degree Exploits

Exploits of the 2nd-degree represent the peak of martial skill and ability achievable by warriors without dedicated training. These can be learned by any Barbarian of 5th level or higher.

Aggressive Sprint

As a bonus action, you can expend one Exploit Die to move up to your walking speed toward a hostile creature that you can see and make a single melee weapon attack against it.

Arresting Critical

Prerequisites: 5th level, Strength of 13
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to critically disable its movement. For 1 minute, its speed is reduced to 0.
The creature can make a Constitution saving throw at the start of each of its turns, ending this effect on a success.

Bloodthirsty Critical

Prerequisites: 5th level, Strength of 13
When you score a critical hit on a creature with a weapon attack, you can expend an Exploit Die to instantly make one additional weapon attack against that creature. On hit, you deal additional damage equal to one roll of your Exploit Die.
If you score a critical hit with the attack granted by this Exploit, you cannot use this Exploit again to make another attack.

Concussive Blow

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

  • Its speed becomes 0.

  • It can speak only falteringly.

  • It has disadvantage on all attack rolls, ability checks, and Dexterity saving throws.

  • Attack rolls against it have advantage.

Greater Hurl

Prerequisites: 5th level, Strength of 13
As an action, you can expend an Exploit Die to touch one creature at least one size smaller than you and attempt to throw it. It must succeed on a Strength saving throw or be thrown at a space that you can see within 30 feet. A creature can choose to fail.
If the creature lands in an unoccupied space it falls prone. But, if it hits another creature, that creature must succeed on a Dexterity saving throw or take bludgeoning damage equal to one roll of your Exploit Die + your Strength modifier.
If a feature causes you to count as a size larger for your carrying capacity or the size of creatures you can grapple, you also count as one size larger for the creatures you can throw.

Honor Duel

Prerequisites: 5th level
As a bonus action, you can expend an Exploit Die and shout a challenge at a foe. One creature of your choice within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls it makes against targets other than you for 1 minute.
The creature can repeat this 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 than the target.

Immovable Stance

Prerequisites: 5th level, Strength or Constitution of 13
As a bonus action, you can expend an Exploit Die to enter an immovable stance that lasts until you move from the space. Each time a creature attempts to grapple, move you against your will, or move through your space while you are in this stance it must first succeed on a Strength saving throw. On a failed save, you can instantly grapple it or knock it prone.

Menacing Shout

Prerequisites: 5th level, Constitution or Charisma of 13
As a bonus action, you can expend one Exploit Die and force one creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn and must use its action to move as far from you as possible without harming itself.

Shattering Slam

Prerequisites: 5th level, Strength of 13
In place of an attack, you can expend an Exploit Die to strike the ground at your feet with a melee weapon. All creatures within 5 feet of you must succeed on a Dexterity saving throw or take bludgeoning damage equal to one roll of your Exploit Die + your Strength modifier and fall prone. On a successful save, they take half as much damage and don’t fall prone.
Terrain in this area that is loose earth or stone becomes difficult terrain until a creature uses its action to clear it.

Thunderous Blow

Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to empower your attack with immense force. The creature must succeed on a Strength saving throw or take additional damage equal to a roll of your Exploit Die and be knocked back in a straight line number of feet equal to 5 times your Strength modifier. A creature that is more than one size larger than you has advantage on its saving throw.

3rd-Degree Exploits

3rd-degree Exploits are feats of savagery, and can be learned by Barbarians of 9th level or higher. Each 3rd-degree Exploit you know can only be used once per short or long rest.

Confounding Critical

Prerequisites: 9th level, Strength of 15

When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to strike at the head, weakening its ability to think. For 1 minute, its thoughts are muddled and whenever it makes an attack roll, ability check, or Constitution saving throw to maintain its concentration, it must roll a d6 and subtract the result from its roll.

The creature can make an Intelligence saving throw at the start of each of its turns, ending this effect on a success.

Destructive Slam

Prerequisites: 9th level, Strength of 15

In place of an attack, you can expend Exploit Dice (up to your proficiency bonus) and strike the ground at your feet, forcing all creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Strength modifier and are knocked prone. On a success, they take half as much damage and don’t fall prone. Objects in this area take the maximum amount of damage.

Moreover, the area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.

Primal Terror

Prerequisite: 9th level

As an action, you can expend one Exploit Die to attempt to drive a creature within 5 feet into a fit of primal fear, forcing it to make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. Each time it takes damage, it repeats the saving throw, ending this effect on a success.

The creature must choose the target of each attack and spell at random from among the creatures it can see in range. If a creature provokes an opportunity attack from the affected creature, it must make that attack if it is able to.

Mythic Resilience

Prerequisites: 9th level, Constitution of 15

When you take damage from an effect you can see, you can expend Exploit Dice (up to your proficiency bonus) to reduce the incoming damage. For each Exploit Die you expend you roll three Exploit Dice, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total.

If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.

Roar of Triumph

Prerequisites: 9th level

When you score a critical hit, you can expend an Exploit Die to let out a cry that can be heard up to 300 feet away. You and a number of creatures of your choice who can hear you equal to your Constitution modifier (minimum of 1) gain temporary hit points equal to your level + your Constitution modifier.

Savage Defiance

Prerequisites: 9th level

As an action you can expend an Exploit Die to issue a savage challenge. Creatures of your choice within 60 feet that can hear you have disadvantage on attacks against targets other than you for 1 minute, or until they hit you with an attack.

War Cry

Prerequisites: 9th level

As an action, you can expend one Exploit Die and issue a mighty cry, forcing creatures of your choice that can hear you in an adjacent 30-foot cone to make a Wisdom saving throw. On a failed save, they drop whatever they are holding and are frightened of you for 1 minute. If a frightened creature ends its turn and does not have line of sight to you, it can repeat the saving throw, ending the effect on a success.

4th-Degree Exploits

Exploits of this degree can only be learned by Barbarians of 13th level or higher, and each 4th-degree Exploit that you know can only be used once per short or long rest.

Devastating Critical

Prerequisites: 13th level, Strength of 17

When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to shatter its focus. If it was concentrating on a spell or effect, it automatically loses concentration, and for 1 minute, it has disadvantage on all Intelligence, Wisdom, and Charisma saving throws, and any saving throws it makes to maintain concentration.

The creature can make an Intelligence saving throw at the start of each of its turns, ending this effect on a success.

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 near-supernatural power, dealing additional damage equal to three rolls of your Exploit Die. The target must succeed on a Wisdom saving throw, or for the next minute it has disadvantage on all ability checks and attack rolls and it cannot take reactions.

The creature can make a Wisdom saving throw at the start of each of its turns, ending these effects on a success.

Strength of the Colossus

Prerequisites: 13th level, Strength of 17

As a bonus action you can expend Exploit Dice (up to your proficiency bonus) to enhance your strength to mythic levels, though you must concentrate on this Exploit’s effect as if you were concentrating on a spell. For 10 minutes, or until you lose concentration, the amount of weight you can push, drag, pull, or lift is multiplied by the amount in the table below:

Exploit DiceTotal Weight
Without Exploit30 x Strength score
150 x Strength score
2100 x Strength score
3150 x Strength score
4200 x Strength score
5250 x Strength score
6300 x Strength score

For each size category you are above Medium, the amount of weight you can move as part of this Exploit is doubled.

For example, a Medium-sized Barbarian with 20 Strength could expend 3 Exploit Dice to use this Exploit, multiplying their 20 Strength by 150, to lift up to 3,000 pounds. If they were Large, they would double this weight to 6,000 pounds.

When this Exploit ends you must succeed on a DC 17 Constitution saving throw or suffer a number of levels of exhaustion equal to the number of Exploit Dice you spent.

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 spend Exploit Dice (up to your proficiency bonus) and fall to 1 hit point. For each Exploit Die you spent, you roll three Exploit Dice, and you gain temporary hit points equal to the total rolled.

5th-Degree Exploits

Exploits of the 5th degree are primal feats that rival mythic monsters and demigods. These Exploits can only be learned by Barbarians of 17th level or higher. Each 5th-degree Exploit that you know can only be used once per long rest.

Cataclysmic Slam

Prerequisites: 17th level, Strength of 19

As an action on your turn, you can expend Exploit Dice (up to your proficiency bonus) to strike the ground with mythic power. A shockwave of thunderous force erupts from you, forcing all creatures within 30 feet to make a Constitution saving throw. On a failure, they take bludgeoning damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Strength modifier and are knocked prone, and on a success, they take half as much damage and don’t fall prone. Objects in this area take maximum damage.

The area becomes difficult terrain, and a creature can use its action to clear one 5-foot square of this difficult terrain.

Vorpal Critical

Prerequisites: 17th level, Strength of 19

When you score a critical hit with a melee attack on a creature, you can expend one Exploit Die to strike with brutal legendary force and deal additional damage equal to three rolls of your Exploit Die. If the damage of this Exploit reduces the target’s remaining hit points to 50 or fewer, you instantly cut off one of the its heads. If it can’t survive without that head, it is killed. Creatures can use Legendary Resistance to avoid being beheaded. Any creatures that don’t have or don’t need a head are immune to this Exploit’s effects, but still take the additional damage on hit.