Martial Exploits

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

1st-Degree Exploits

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

Arresting Strike

When you hit a target with a weapon attack, you can expend one Exploit Die and force it to make a Dexterity saving throw. On a failure, add your Exploit Die to the damage roll, and the target’s speed is halved until the start of your next turn.

Brace Up

Prerequisites: Constitution of 11
You prepare yourself to take a hit. As a bonus action, you can expend one Exploit Die to gain temporary hit points equal to your Exploit Die + your Constitution modifier. Temporary hit points from this Exploit only last for 1 minute.

Commanding Presence

Prerequisites: Charisma or Strength of 11
Whenever you make an Intimidation or Persuasion check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail. You can also make Strength (Intimidation) checks in place of the normal Charisma (Intimidation) checks.

Cunning Instinct

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

Disarm

When you hit a target with a weapon attack, you can expend an Exploit Die and force it to make a Strength saving throw. On a failure, add your Exploit Die to the damage roll and it drops one item of your choice to the ground in its space.

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) and add them to your roll. You can do so after you roll, but before you know if you succeed or fail.

Feint

As a bonus action, you expend an Exploit Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failure, you have advantage on all attacks against that creature until the end of your current turn.

First Aid

Prerequisites: Medicine proficiency
As an action, you touch a willing, living creature and expend Exploit Dice (up to your Proficiency Bonus). For every Exploit Die you spent, that creature regains hit points equal to one roll of its Hit Die + its Constitution modifier (minimum of 0).

Heroic Fortitude

When you make a Strength, Dexterity, or Constitution saving throw, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.

Hurl

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

Inquisitive Eye

Prerequisites: Intelligence or Wisdom of 11
Whenever you make an Investigation or Insight check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

Lightstep

Prerequisites: Dexterity of 11
Whenever you make an Acrobatics or Stealth check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

Mighty Leap

Prerequisites: Strength of 11, Athletics proficiency
After you run 10 feet in a straight line, you use a bonus action to expend an Exploit Die to long jump up to 30 feet in a line, even if this distance would exceed your remaining speed.

Mighty Thrust

Prerequisites: Strength of 11, Athletics proficiency
In place of an attack, you expend an Exploit Die to force one target that you touch to make a Strength saving throw. On a failure, it is knocked back a number of feet equal to 5 times your Strength modifier (minimum 5 feet). This distance is halved for every size category the target is larger than you.

Parry

Prerequisites: Dexterity of 11
While you are wielding a finesse or versatile weapon, and a creature you can see hits you with a melee attack, you use a reaction to expend one Exploit Die and add that Exploit Die to your Armor Class against the triggering attack.

Precision Strike

Prerequisites: Dexterity of 11
As part of a weapon attack you can expend one Exploit Die and add it to your attack roll. You can use this Exploit after you roll, but before you know if your attack is a hit or miss.

Riposte

Prerequisites: Dexterity of 11
When a creature misses you with a melee attack, you use a reaction to expend an Exploit Die to make a melee weapon attack against it. On hit, add your Exploit Die to the damage.

Rustic Intuition

Prerequisites: Wisdom of 11
When you make an Animal Handling, Medicine, or Nature check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.

Ruthless Strike

Prerequisites: Strength of 11
Whenever you hit a target with a melee weapon attack, you can expend Exploit Dice (up to your Proficiency Bonus) and add them to the damage roll of your attack.

Scholarly Recall

Prerequisites: Intelligence of 11
When you make an Arcana, History, or Religion check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

Shield Impact

Prerequisites: Wearing a shield
When a creature that you can see hits you with an attack, you use your reaction to expend an Exploit Die and reduce the damage of the attack by your Exploit Die + your Strength modifier (minimum of 1).

Skilled Rider

Prerequisites: Animal Handling proficiency
When a trained mount you are riding makes an attack roll, damage roll, ability check, or saving throw, you expend an Exploit Die and add it to your mount’s roll. You can do so after it rolls, but before you know if it succeeds or fails.

Subtle Con

Prerequisites: Dexterity or Charisma of 11
If you make a Deception, Performance, or Sleight of Hand check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.

Sweeping Strike

If you hit a creature with a melee weapon attack, you expend an Exploit Die and force it to make its choice of a Strength or Dexterity saving throw. On a failure, add your Exploit Die to the damage roll and the creature is knocked prone.

2nd-Degree Exploits

Exploits of 2nd-degree represent peak martial skills achievable without dedicated training. These can be learned by any Fighter of 5th-level and up.

Blinding Debris

Prerequisites: 5th-level, Dexterity of 13
As a bonus action, you expend one Exploit Die to force one creature within 10 feet to make a Constitution saving throw. On a failed save, the creature is Blinded until it uses its action to clear the debris from its eyes.

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 strike with force. It must succeed on a Constitution saving throw or until the start of your next turn its speed is 0, it can’t speak, it has disadvantage on Dexterity saving throws, and attack rolls against it have advantage.

Crippling Strike

Prerequisites: 5th-level
When you hit a target with a weapon attack, you can expend an Exploit Die to attack one of its senses, forcing it to make a Constitution saving throw. On a failure, add your Exploit Die to the damage roll, and it is Blinded, Deafened, or can’t speak (your choice) until the beginning of your next turn.

Defensive Stance

Prerequisites: 5th-level, Constitution of 13
As a bonus action, you can expend one Exploit Die to enter a defensive stance and add an Exploit Die to your Armor Class. This stance, and the bonus to your Armor Class, lasts until you move from your space or you are incapacitated.

Heroic Will

Prerequisites: 5th-level
When you make an Intelligence, Wisdom, or Charisma saving throw, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.

Honor Duel

Prerequisites: 5th-level, Charisma of 13
As a bonus action, you expend one Exploit Die and shout a challenge at a creature within 15 feet that can both hear and understand you. It must succeed on a Wisdom saving throw, or it has disadvantage on attacks against targets other than you for 1 minute. This effect ends early if you attack or force another creature to make an ability check or saving throw. The creature can repeat this Wisdom saving throw at the end of each of its turns, ending this effect on a success.

Martial Focus

Prerequisites: 5th-level
As part of a weapon attack you can expend an Exploit Die to gain advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.

Menacing Shout

Prerequisites: 5th-level, Constitution or Charisma of 13
As a bonus action, you can expend an Exploit Die to force a creature within 30 feet that can hear you to make a Wisdom saving throw. On a failure, it is Frightened of you until the end of your next turn, or until you are incapacitated.

Redirect

Prerequisites: 5th-level
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its attack, adding your Exploit Die to its attack roll.

Rending Strike

Prerequisites: 5th-level, Strength of 13
When you hit a target with a melee weapon attack, you can expend one Exploit Die to target its defenses and force it to make a Dexterity saving throw. On a failure, add your Exploit Die to your damage roll, and its Armor Class is reduced by 1 until the damage is repaired. This effect is cumulative.

Volley

Prerequisites: 5th-level, Dexterity of 13
As an action, you can expend one Exploit Die to fire a volley of ammunition at a point you can see within normal range of your weapon, forcing creatures of your choice within 5 feet of that point to make a Dexterity saving throw. Creatures take damage as if they were hit by your weapon on a failure, and half as much damage on a success.

Whirlwind Strike

Prerequisites: 5th-level, Strength or Dexterity of 13
In place of an attack, you expend one Exploit Die to force targets of your choice within your reach to make a Dexterity saving throw. Targets take the damage as if they were hit by your weapon on a failure, and half damage on a success.

3rd-Degree Exploits

Exploits of the 3rd-degree are only mastered by elite warriors who dedicate their lives to honing their skill, and can only be learned by those of 9th-level and up. Each 3rd-degree Exploit you know can only be used once per short or long rest.

Disorienting Blow

Prerequisites: 9th-level, Strength of 15

When you hit with a creature with a melee weapon attack, you expend an Exploit Die to strike with great force, dealing bonus damage equal to twice your Exploit Die, and forcing it to make a Wisdom saving throw.

On a failure, it suffers the following effects for 1 minute:

  • Its speed is halved and it cannot take reactions.
  • Its Armor Class is reduced by 2, to a minimum of 10.
  • It has disadvantage on all Dexterity saving throws.
  • On its turn it can only take an action or a bonus action.
  • It cannot make more than one attack during its turn, even if a feature would allow it to make multiple.

The creature can make a Wisdom saving throw at the end of each of its turns, ending this Exploit’s effects on a success. This Exploit’s effects do not stack with the slow spell.

Heroic Focus

Prerequisites: 9th-level, Constitution of 15

As a bonus action, you can expend one Exploit Die to enter a heightened state of focus, which requires your concentration. While concentrating on this Exploit, you gain these benefits:

  • Your walking, climbing, and swimming speed is doubled.
  • You gain a +2 bonus to your Armor Class.
  • You have advantage on all Dexterity saving throws.
  • You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.

The effects of this Exploit last for up to 1 minute, but they end early if you are incapacitated or you choose to end them. This Exploit’s effects do not stack with the haste spell.

Mythic Athleticism

Prerequisites: 9th-level, Constitution or Strength of 15

As a bonus action, you can expend Exploit Dice (up to your Proficiency Bonus) to enter a state of heightened physical performance, which requires your concentration. While concentrating on this Exploit, you gain these benefits:

  • Whenever you make a Strength or Constitution check, you can treat a roll of 9 or lower on the d20 as a 10.
  • Your walking, climbing, and swimming speed is doubled.
  • You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
  • Both your long and high jump distances double, even if that distance would exceed your remaining movement.

The effects of this Exploit last for 10 minutes per Exploit Die spent, and they end early if you are incapacitated.

Mythic Resilience

Prerequisites: 9th-level, Constitution of 15

When you take damage from a source you can see, you can expend Exploit Dice (up to your Proficiency Bonus) to reduce the damage by three Exploit Dice per Exploit Die spent.

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

Thunderous Shot

Prerequisites: 9th-level, Strength or Dexterity of 15

In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) and make a single attack with a ranged or thrown weapon, forcing creatures in a straight line out to the weapon’s normal range to make a Dexterity saving throw.

On a failure, creatures take damage as if they were hit by your weapon + two Exploit Dice per Die spent, and if they are Large or smaller, they are knocked prone. On a success, they take half as much damage and are not knocked prone.

War Cry

Prerequisites: 9th-level, Constitution or Charisma of 15

As an action, you can expend an Exploit Die to issue forth 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, creatures drop whatever they are holding and are Frightened of you for 1 minute.

If a Frightened creature can’t see or hear you, it can use its action to repeat the saving throw, ending the effect on a success.


4th-Degree Exploits

Exploits of the 4th-degree are only able to be mastered by the most elite warriors in a kingdom. These can only be learned by Fighters of 13th level and higher. Each 4th-degree Exploit you know can only be used once per short or long rest.

Expert Focus

Prerequisites: 13th-level

As an action, you expend one Exploit Die to temporarily focus on one of your skills. Choose a skill or tool you are proficient in. For 1 hour, when you make an ability check with that skill you gain a bonus to your roll equal to your Exploit Die.

Fluid Movements

Prerequisites: 13th-level, Dexterity of 17

As a bonus action, you can expend one Exploit Die to enter a heightened state of focus, which requires your concentration. For the next minute, your speed can’t be reduced, opportunity attacks against you have disadvantage, and you are immune to the Grappled, Paralyzed, and Restrained conditions.

Quick Draw

Prerequisites: 13th-level, Dexterity of 17

As a bonus action, you can expend an Exploit Die to enter a heightened state of focus which requires concentration. For the next minute, you can use your bonus action, including the bonus action used to activate this Exploit, to make two ranged weapon attacks so long as you have ammunition.

This Exploit’s effects don’t stack with the swift quiver spell.

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 bonus damage equal to three times your Exploit Die. The target must succeed on a Wisdom saving throw, or for 1 minute it has disadvantage on attack rolls and ability checks and it cannot take reactions.

It can make a Wisdom saving throw at the start of each of its turns, ending this effect on a success.

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 expend Exploit Dice (up to your Proficiency Bonus) and fall to 1 hit point instead. Then, you gain temporary hit points equal to two Exploit Dice per Exploit Die spent.


5th-Degree Exploits

Exploits of the 5th-degree are techniques and skills that rival demigods and heroes of legend. These can only be learned by Fighters of 17th level and higher, and each 5th-degree Exploit you know can only be used once per short or long rest.

Storm of Arrows

Prerequisites: 17th-level, Dexterity of 19

As an action on your turn, you can expend Exploit Dice (up to your Proficiency Bonus) to fire a volley of ammunition at a point you can see within the normal range of your weapon.

Creatures of your choice within 30 feet of that point must make a Dexterity saving throw or take piercing damage equal to twice your Exploit Die for each Die spent + your Dexterity modifier. On a success, they take half as much damage.

You must have enough ammunition to hit each target.

Steel Wind Slash

Prerequisites: 17th-level, Strength or Dexterity of 19

As an action on your turn, you can expend Exploit Dice (up to your Proficiency Bonus) and flourish a melee weapon then vanish. Choose up to five different targets you can see within 30 feet and make a melee weapon attack against each one.

On a hit, each target takes damage equal to one hit by that weapon + twice your Exploit Die for each Exploit Die spent.

You then appear in an unoccupied space of your choice within 5 feet of one of the targets that you hit.