Compendium of Exploits v1.0
The Exploits below are presented in order of ascending degree. They are designed to be used with any laserllama Classe, Subclass, or Feat that grants access to Exploits:
1st-degree
aerial manuever
arresting strike
attack order
bonebreaking critical
brace up
breathless critical
craft oil bomb
craft simple trap
craft smoke bomb
crushing grip
dazing blow
defensive order
destructive strike
disarm
eloquent speech
feat of strength
feint
first aid
heroic fortitude
hurl
imposing presence
lunge
maneuvering order
mighty leap
mighty thrust
modify device
parry
precision strike
reliable skill
reposition
riposte
roguish charm
ruthless strike
savage rebuke
shield impact
skilled rider
steadfast order
streetwise
support order
sweeping strike
taunting strike
trampling rush
warding strike
2nd-degree
arresting critical
blinding debris
bloodthirsty critical
concussive blow
craft alchemical oil
craft flash bomb
craft greater trap
craft simple poison
crescendo of violence
crippling strike
defensive stance
dirty hit
enlivening order
exposing strike
glancing blow
grasp of night
heroic will
hold the line
honor duel
immovable stance
intimidating command
insightful order
knock out
martial focus
menacing shout
mighty blow
mighty hurl
pinning shot
primal senses
redirect
rending strike
rejuvinating order
resilient order
ringing critial
ringing strike
shattering slam
soothing speech
surprise attack
survey dungeon
trick shot
whirlwind strike
wild charge
zephyr slash
Using this Compendium
While all Martial Classes have their Exploits listed within their class documents, this Compendium compiles all Exploits in one place, using the following organizational structure:
Classes
Each Exploit lists the classes that can learn that Exploit.
Prerequisites
Many Exploits have prerequisites that a character must meet in order ot learn it. When an Exploit has a prerequisite level, it refers to the character's combined level in Exploit classes.
Execution
This is the time it takes to use this Exploit. Most Exploits can be used "on hit", "1 action", or "1 attack". Some Exploits can be used as a reation, or have a longer time to Execute.
3rd-degree
adrenaline rush
armored stance
bewildering blow
confounding critical
craft expert poison
craft expert trap
daring rescue
destructive slam
disorienting blow
forgotten knowledge
gale slash
heroic focus
incite violence
inspirational speech
mighty shot
mythic athleticism
mythic resilience
pack tactics
perilous gambit
primal terror
recruit informant
recruit mercenary
roar of triumph
savage defiance
survey settlement
survey wilderness
stand the fallen
tactical reposition
war cry
4th-degree
agonizing strike
befuddling critical
colossal strength
clandestine source
craft advanced poison
craft advanced trap
dance of death
equip militia
expert focus
fluid movements
heroic order
quick draw
revitalizing order
staggering blow
subjugate beast
sundering strike
unbreakable
victory surge
5th-degree
banishing strike
cataclysmic slam
contingency plan
craft masterwork poison
craft masterwork trap
final strike
inconcievable dodge
mortal blow
mythic focus
subjugate thrall
storm of arrows
steel wind slash
trickster's blessing
vorpal critical
vorpal strike
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:
Aerial Maneuver
1st-degree Exploit
- Classes: Rogue
- Prerequisites: Dexterity of 11, Acrobatics
- Execution: 1 reaction (when you fall)
As a reaction when you fall, you can expend an Exploit Die to reduce the falling damage by five times your level. If you are not reduced to 0 hit points, you land on your feet.
Arresting Strike
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Rogue, Warlord, Wanderer
- Prerequisites: None
- Execution: On hit (weapon attack)
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.
Attack Order
1st-degree Exploit
- Classes: Warlord
- Prerequisites: None
- Execution: 1 attack
As part of your Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet. If it takes the Attack action before the start of your next turn, it makes one additional attack.
Bonebreaking Critical
1st-degree Exploit
- Classes: Barbarian
- Prerequisites: Strength of 11
- Execution: On a critical hit with a weapon attack
When you score a critical hit with a weapon attack, you can expend an Exploit Die to cripple the target. For 1 minute, it deals half damage with all weapon attacks.
A crippled target can make a Constitution saving throw at the end of each of its turns, ending this effect on a success.
Brace Up
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon
- Prerequisites: Constitution of 11
- Execution: 1 bonus action
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.
Breathless Critical
1st-degree Exploit
- Classes: Barbarian
- Prerequisites: Strength of 11
- Execution: On a critical hit with a weapon attack
When you score a critical hit on a creature with a weapon attack, you can expend an Exploit Die to knock the wind from it. For 1 minute, it cannot speak and its speed is halved.
A winded creature can make a Constitution saving throw at the end of each of its turns, ending this effect on a success.
Craft Oil Bomb
1st-degree Exploit
- Classes: Rogue
- Prerequisites: Alchemist's Supplies
- Execution: 1 action
As an action, you expend an Exploit Die and use alchemist's supplies to craft one Oil Bomb which uses the rules below:
Consumable. The Oil Bomb retains potency until the end of your next long rest, then it becomes unusable. You cannot regain the Exploit Die spent to create the Oil Bomb until this Oil Bomb is spent or destroyed.
Using the Bomb. Any creature can take the Use an Object action to throw the Oil Bomb at a point within 60 feet, where it explodes on impact. A 10-foot square centered on the point is covered in Oil, turning it into difficult terrain. Creatures in the area on impact, or any creature that enters the area must succeed on a Dexterity saving throw or fall Prone.
The Oil retains its potency on the ground for 1 minute.
Craft Simple Trap
1st-degree Exploit
- Classes: Rogue, Wanderer
- Prerequisites: Thieves' Tools or Tinker's Tools
- Execution: 1 action
As an action, you can expend one Exploit Die and use tools, natural materials, and adventuring supplies to craft a Simple Trap. This Simple Trap uses the following rules:
Consumable. The Trap remains functional until the end of your next long rest, then it reverts to the raw material used to craft it. You cannot regain the Exploit Die spent to create this Trap until the Trap is triggered or destroyed.
Setting the Trap. Any creature can take the Use an Object action to set the Trap in an unoccupied, adjacent 5-foot space.
Triggering the Trap. The first Medium or smaller creature to enter the Trap's space must make a Dexterity saving throw. If it is unaware of the Trap, it has disadvantage on this saving throw. On a failure, the creature takes piercing damage equal to your Exploit Die and is Restrained by the Trap.
A creature can use its action to repeat the Dexterity saving throw against the Simple Trap, escaping on a success.
Craft Smoke Bomb
1st-degree Exploit
- Classes: Rogue
- Prerequisites: Alchemist's Supplies
- Execution: 1 action
As an action, you expend an Exploit Die and use alchemist's supplies to craft a Smoke Bomb which uses the rules here:
Consumable. The Smoke Bomb retains its potency until the end of your next long rest, then it becomes unusable. You cannot regain the Exploit Die you spent to create this Smoke Bomb until this Smoke Bomb is spent or destroyed.
Using the Bomb. Any creature can take the Use an Object action to throw this Smoke Bomb at a point within 60 feet. It explodes on impact. A 20-foot-radius sphere of smoke, which spreads around corners, centered on the impact. The smoke heavily obscures the area and lasts for 10 minutes. It can be dispersed by a moderate wind of at least 10 miles per hour.
Crushing Grip
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter Myrmidon
- Prerequisites: Strength of 11, Athletics
- Execution: On a successful Grapple
When you Grapple a target, you can expend one Exploit Die to enhance your grip on it. When you use this Exploit, and again at the end of each of the Grappled creature's turns, it takes bludgeoning damage equal to your Exploit Die.
Dazing Blow
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon
- Prerequisites: Strength of 11
- Execution: On hit (unarmed strike)
When you hit a creature with an unarmed strike, you can expend an Exploit Die to force it to make a Wisdom saving throw. On a failure, add your Exploit Die to the damage roll, and it subtracts one Exploit Die from the first ability check, attack roll, or saving throw it makes before your next turn.
Defensive Order
1st-degree Exploit
- Classes: Warlord
- Prerequisites: None
- Execution: 1 attack
As part of your Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet, granting it the benefits of the Dodge action until the start of your next turn.
Destructive Strike
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon
- Prerequisites: Strength of 11
- Execution: On hit (melee weapon attack)
When you hit a non-magical object with a melee weapon attack, you can expend an Exploit Die, add it to the damage, and that attack deals maximum damage in place of rolling.
Disarm
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Rogue, Warlord, Wanderer
- Prerequisites: None
- Execution: On hit (weapon attack)
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 object of your choice on the ground in its space.
Eloquent Speech
1st-degree Exploit
- Classes: Fighter, Rogue, Warlord
- Prerequisites: Intelligence of 11
- Execution: Deception or Persuasion check
You can use Intelligence, in place of Charisma, whenever you make a Deception or Persuasion check. If you do so, you can expend an Exploit Die to treat a d20 roll of 7 or lower as an 8.
Feat of Strength
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Wanderer
- Prerequisites: Strength or Constitution of 11
- Execution: Strength or Constitution ability check
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 the outcome of your check, success or failure.
Feint
1st-degree Exploit
- Classes: Brawler, Fighter, Rogue, Wanderer, Warlord
- Prerequisites: None
- Execution: 1 bonus action
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
1st-degree Exploit
- Classes: Brawler, Fighter, Rogue, Wanderer, Warlord
- Prerequisites: Medicine
- Execution: 1 action
As an action, you touch a willing, living creature and expend Exploit Dice (up to your Proficiency Bonus). For every Exploit Die spent, that creature regains hit points equal to one roll of its Hit Die + its Constitution modifier (minimum of 0).
Heroic Fortitude
1st-degree Exploit
- Classes: Barbarian, Fighter, Wanderer, Warlord
- Prerequisites: None
- Execution: Strength, Dexterity, or Constitution saving throw
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
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon
- Prerequisites: Strength of 11, Athletics
- Execution: 1 attack
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 two Exploit Dice + your Strength modifier.
At 11th level, the range of this Exploit becomes 120 feet.
Imposing Presence
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Rogue, Warlord
- Prerequisites: Strength of 11
- Execution: Intimidation or Persuasion check
You can use Strength, in place of Charisma, when you make an Intimidation or Persuasion check. When you do, you can spend an Exploit Die to treat a d20 roll of 7 or lower as an 8.
Lunge
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Rogue, Warlord, Wanderer
- Prerequisites: None
- Execution: 1 attack
When you make a melee attack on your turn, you can spend one Exploit Die and move up to 10 feet immediately before making that attack, even if this would exceed your speed for that turn. On hit, add your Exploit Die to the damage roll.
Maneuvering Order
1st-degree Exploit
- Classes: Warlord
- Prerequisites: None
- Execution: 1 attack
As part of your Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet, and that creature can use its reaction to move up to its speed without provoking opportunity attacks.
Mighty Leap
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Wanderer
- Prerequisites: Strength of 11, Athletics
- Execution: 1 bonus action
After you run 10 feet in a line, you can use your bonus action to expend an Exploit Die to long jump up to 30 feet in a line, even if this distance would exceed your speed for that turn.
Mighty Thrust
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon
- Prerequisites: Strength of 11, Athletics
- Execution: 1 bonus action
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 in a line 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.
Modify Device
1st-degree Exploit
- Classes: Rogue
- Prerequisites: Thieves' Tools or Tinker's Tools
- Execution: 1 minute
Over the course of 1 minute, you can expend one Exploit Die and use tinker's or thieves' tools to modify a trap or lock you touch, chaning its DC to equal your Exploit save DC.
To do so, the trap or lock must be deactivated or unlocked, and you must have access to its inner mechanisms. You can't use this Exploit to modify a trap or lock that cannot be reset, or one that has been destroyed beyond repair.
Parry
1st-degree Exploit
- Classes: Fighter, Rogue, Wanderer, Warlord
- Prerequisites: Dexterity of 11
- Execution: 1 reaction
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 it to your Armor Class against the triggering attack.
Precision Strike
1st-degree Exploit
- Classes: Brawler, Fighter, Rogue, Wanderer, Warlord
- Prerequisites: Dexterity of 11
- Execution: 1 attack
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.
Reliable Skill
1st-degree Exploit
- Classes: Rogue
- Prerequisites: None
- Execution: ability check
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 one Exploit Die to treat the d20 roll as an 8.
Reposition
1st-degree Exploit
- Classes: Brawler, Fighter, Myrmidon, Wanderer, Warlord
- Prerequisites: None
- Execution: 1 bonus action
As a bonus action, you can expend one Exploit Die to switch places with a conscious and willing creature within 5 feet of you. This movement does not provoke opportunity attacks.
After switching, you or the creature you switched places with gains temporary hit points equal to your Exploit Die.
Riposte
1st-degree Exploit
- Classes: Brawler, Fighter, Rogue, Warlord
- Prerequisites: Dexterity of 11
- Execution: 1 reaction
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.
Roguish Charm
1st-degree Exploit
- Classes: Brawler, Rogue, Warlord
- Prerequisites: Charisma of 11, Persuasion
- Execution: 1 action
As an action, you can expend one Exploit Die and force one Humanoid who can hear and understand you within 10 feet to make a Wisdom saving throw. If it is Hostile toward you, it does so with advantage. On a failure, it is Charmed by you for 1 hour, treating you as a friendly acquaintance, though it will not risk its life for you.
This effect ends if you or your allies do anything harmful to the Charmed creature. If this Exploit's effects end in this way, the creature realizes that it was deceived by you.
Once a creature succeeds on its saving throw against this Exploit, it is immune to this effect for the next 24 hours.
Ruthless Strike
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Wanderer
- Prerequisites: Strength of 11
- Execution: On hit (melee weapon attack)
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.
Savage Rebuke
1st-degree Exploit
- Classes: Barbarian, Brawler, Myrmidon
- Prerequisites: None
- Execution: 1 reaction
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.
Shield Impact
1st-degree Exploit
- Classes: Fighter, Myrmidon, Warlord
- Prerequisites: Strength of 11
- Execution: 1 reaction
When you are wearing a shield and 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
1st-degree Exploit
- Classes: Barbarian, Fighter, Wanderer, Warlord
- Prerequisites: Animal Handling
- Execution: Mount attack roll, ability check, or saving throw
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.
Steadfast Order
1st-degree Exploit
- Classes: Warlord
- Prerequisites: None
- Execution: 1 attack
When you take the Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet. Until the beginning of your next turn, it can add your Leadership modifier (minimum of +1) to Strength, Dexterity, and Constitution saving throws.
Streetwise
1st-degree Exploit
- Classes: Brawler, Fighter, Rogue, Warlord
- Prerequisites: Charisma of 11
- Execution: History or Investigation check
You can use Charisma, in place of Intelligence, whenever you make an History or Investigation check while in a settlement. When you do so, you can expend an Exploit Die to treat a d20 roll of 7 or lower as an 8.
Support Order
1st-degree Exploit
- Classes: Warlord
- Prerequisites: None
- Execution: 1 attack
As part of your Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet. That creature can immediately take the Help, Hide, Search, or Use an Object action.
Sweeping Strike
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Rogue, Wanderer, Warlord
- Prerequisites: None
- Execution: On hit (melee weapon attack)
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.
Taunting Strike
1st-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Rogue, Wanderer, Warlord
- Prerequisites: Charisma of 11
- Execution: On hit (melee weapon attack)
When you hit a creature within 15 feet with a weapon attack, you can expend one Exploit Die to taunt it. Add your Exploit Die to the damage roll, and until the start of your next turn, it has disadvantage on attacks against targets other than you.
Trampling Rush
1st-degree Exploit
- Classes: Barbarian, Myrmidon
- Prerequisites: Strength of 11
- Execution: On hit (melee weapon attack)
If you move at least 20 feet toward a target and hit it with a melee weapon attack, you can expend an Exploit Die to force it to make a Strength saving throw. On a failed save, add your Exploit Die to the damage roll and it is knocked Prone.
Warding Strike
1st-degree Exploit
- Classes: Brawler, Fighter, Myrmidon, Wanderer
- Prerequisites: None
- Execution: 1 reaction
If a creature you can see moves within the reach of a melee weapon you are wielding, you use your reaction to expend an Exploit Die to make a single melee weapon attack against it. On hit, you add your Exploit Die to the damage roll.
2nd-Degree Exploits
Exploits of the 2nd-degree represent peak skill achievable by warriors without dedicated training. These can be learned by any warrior of 5th level or higher:
Arresting Critical
2nd-degree Exploit
- Classes: Barbarian
- Prerequisites: 5th-level, Strength of 13
- Execution: On a critical hit with a weapon attack
When you score a critical hit with a weapon attack, you can expend an Exploit Die to critically disable your target. For 1 minute, its speed is reduced to 0.
A crippled target can make a Constitution saving throw at the start of each of its turns, ending this effect on a success.
Blinding Debris
2nd-degree Exploit
- Classes: Brawler, Fighter, Rogue, Wanderer
- Prerequisites: 5th-level, Dexterity of 13
- Execution: 1 bonus action
As a bonus action, you expend one Exploit Die to force one creature within 10 feet to make a Dexterity saving throw. On a failed save, the creature is Blinded until it uses its action to clear the debris from its eyes.
Bloodthirsty Critical
2nd-degree Exploit
- Classes: Barbarian
- Prerequisites: 5th-level, Strength of 13
- Execution: On a critical hit with a weapon attack
When you score a critical hit with a weapon attack, you can expend an Exploit Die to immediately make another weapon attack against the same target. On hit, add your Exploit Die to the damage roll. You can only use this Exploit once per turn.
Craft Alchemical Oil
2nd-degree Exploit
- Classes: Rogue
- Prerequisites: 5th-level, Alchemist's Supplies
- Execution: 1 action
As an action, you expend an Exploit Die and use alchemist's supplies to craft a vial of Alchemical Oil, choosing acid, cold, fire, poison, or lightning. This Oil uses the rules below:
Consumable. The Alchemical Oil retains its potency until the end of your next long rest, at which point it is inert and unusable. You cannot regain the Exploit Die spent to create the Oil until this Alchemical Oil is spent or destroyed.
Applying Oil. A creature can take the Use an Object action to expend this vial and apply it to one weapon it is holding.
Alchemical Strike. For the next 10 minutes, that weapon deals the damage type of the Oil in place of its normal type.
Concussive Blow
2nd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon
- Prerequisites: 5th-level, Strength of 13
- Execution: On hit (melee weapon attack)
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.
Craft Flash Bomb
2nd-degree Exploit
- Classes: Rogue
- Prerequisites: 5th-level, Alchemist's Supplies
- Execution: 1 action
As an action, you expend an Exploit Die and use alchemist's supplies to craft a Flash Bomb which uses the rules here:
Consumable. The Flash Bomb retains potency until the end of your next long rest, then it becomes unusable. You cannot regain the Exploit Die you spent to create this Flash Bomb until this Flash Bomb is spent or destroyed.
Using the Bomb. Any creature can take the Use an Object action to throw this Smoke Bomb at a point within 60 feet. It explodes on impact, forcing creatures that can see within 20 feet to make a Constitution saving throw or be Blinded for 1 minute. Targets with sunlight sensitivity have disadvantage.
A Blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Craft Greater Trap
2nd-degree Exploit
- Classes: Rogue, Wanderer
- Prerequisites: 5th-level, Thieves' Tools or Tinker's Tools
- Execution: 1 action
As an action, you can expend one Exploit Die and use tools, natural materials, and adventuring supplies to craft a Greater Trap. This Greater Trap uses the following rules:
Consumable. The Trap remains functional until the end of your next long rest, then it reverts to the raw material used to craft it. You cannot regain the Exploit Die spent to create this Trap until the Trap is triggered or destroyed.
Setting the Trap. Any creature can take the Use an Object action to set the Trap in an unoccupied, adjacent 5-foot space.
Triggering the Trap. The first Large or smaller creature to enter the Trap's space must make a Dexterity saving throw. If it is unaware of the Trap, it has disadvantage on this saving throw. On a failure, the creature suffers the following effects:
- It takes piercing damage equal to two Exploit Die.
- It is knocked Prone or Poisoned (your choice at creation)
- It becomes Restrained in the space by the Trap.
A creature can use its action to repeat the Dexterity saving throw against the Greater Trap, escaping on a success.
Craft Simple Poison
2nd-degree Exploit
- Classes: Rogue, Wanderer
- Prerequisites: 5th-level, Poisoner's Kit
- Execution: 1 action
As an action, you expend an Exploit Die and use a Poisoner's it to craft one vial of Simple Poison. It uses the rules below:
Consumable. The Poison retains its potency until the end of your next long rest, at which point it is inert and unusable. You cannot regain the Exploit Die spent to create the Poison until this Simple Poison is spent or destroyed.
Applying Poison. Any creature can take the Use an Object action to expend this vial of Minor Poison and apply it to one weapon or piece of ammunition it is holding.
Poisoned Strike. The next time the Poisoned object deals damage to a creature, the damage type is changed to poison, and the target must succeed on a Constitution saving throw or become Poisoned for 1 minute.
The Poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Crescendo of Violence
2nd-degree Exploit
- Classes: Warlord
- Prerequisites: 5th-level
- Execution: 1 reaction
When another creature within 30 feet that can see or hear you scores a critical hit, you can use your reaction to spend Exploit Dice (up to your Proficiency Bonus), and grant that creature temporary hit points equal to the Exploit Dice you spent + your Leadership modifier.
Temporary hit points from this Exploit last for 1 minute.
Crippling Strike
2nd-degree Exploit
- Classes: Brawler, Fighter, Rogue, Myrmidon, Wanderer, Warlord
- Prerequisites: 5th-level
- Execution: On hit (weapon attack)
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
2nd-degree Exploit
- Classes: Brawler, Fighter, Myrmidon
- Prerequisites: 5th-level, Constitution of 13
- Execution: 1 bonus action
As a bonus action, you can expend one Exploit Die to enter a defensive stance which lasts until you move from your spot or you are Incapacitated. In this stance, you add one Exploit Die to your Armor Class against any attack that you can see.
Dirty Hit
2nd-degree Exploit
- Classes: Brawler, Fighter, Rogue, Wanderer
- Prerequisites: 5th-level, Dexterity of 13
- Execution: On hit (melee weapon attack)
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable point to force it to make a Constitution saving throw. On a failure, add your Exploit Die to the damage roll, the creature falls Prone, and it cannot take reactions until the start of your next turn.
Enlivening Order
2nd-degree Exploit
- Classes: Warlord
- Prerequisites: 5th-level
- Execution: 1 attack
As part of your Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet. Until the start of your next turn, that creature's speed increases by 5 times your Leadership modifier (a minimum of 5 feet), the distance it can long and high jump doubles, and it has advantage on all Acrobatics and Athletics checks.
Exposing Strike
2nd-degree Exploit
- Classes: Fighter, Rogue, Wanderer, Warlord
- Prerequisites: 5th-level
- Execution: On hit (weapon attack)
When you hit a target with a weapon attack, you can expend an Exploit Die to weaken it. The first attack made against it before the start of your next turn has advantage, and on hit, that attack deals bonus damage equal to your Exploit Die.
Glancing Blow
2nd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Rogue, Wanderer, Warlord
- Prerequisites: 5th-level
- Execution: On hit (melee weapon attack)
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon. On hit, add your Exploit Die to the damage roll of that attack.
Grasp of Night
2nd-degree Exploit
- Classes: Brawler, Rogue
- Prerequisites: 5th-level, Wisdom of 13
- Execution: 1 attack
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) to touch a creature, attempting to knock it out. If the creature's remaining hit points are equal to or less than three times the Exploit Dice you spent + your Wisdom modifier, it falls asleep, and is Unconscious for 10 minutes.
It wakes up if it takes damage or another creature uses an action to shake or slap the sleeping target awake.
Heroic Will
2nd-degree Exploit
- Classes: Fighter, Wanderer, Warlord
- Prerequisites: 5th-level
- Execution: Intelligence, Wisdom, or Charisma saving throw
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.
Hold the Line
2nd-degree Exploit
- Classes: Fighter, Warlord
- Prerequisites: 5th-level, Strength or Constitution of 13
- Execution: 1 bonus action
As a bonus action, you can expend an Exploit Die to form your allies into a defensive position. You and allied creatures within 10 feet that are wielding a weapon or shield have the benefits of half cover, which also applies to ability checks and saving throws to avoid being moved against your will.
This Exploit's effects end for all creatures if you leave your space, and they have no effect on Incapacitated creatures.
Honor Duel
2nd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Warlord
- Prerequisites: 5th-level, Charisma of 13
- Execution: 1 bonus action
As a bonus action, you expend an Exploit Die and challenge a creature within 15 feet that can hear and understand you. For 1 minute, it has disadvantage on attacks against targets other than you. This effect ends if you target another creature with an attack, ability check, or saving throw.
The creature can make Wisdom saving throw at the end of each of its turns, ending this effect on a success.
Immovable Stance
2nd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon
- Prerequisites: 5th-level, Strength or Constitution of 13
- Execution: 1 bonus action
As a bonus action, you can expend an Exploit Die to enter an immovable stance that lasts until you move from your space.
For the duration, when a creature attempts to Grapple you, move you, or move through you, it first must make a Strength saving throw. On a failure, you Grapple it or knock it Prone.
Intimidating Command
2nd-degree Exploit
- Classes: Barbarian, Fighter, Myrmidon, Warlord
- Prerequisites: 5th-level, Charisma of 13
- Execution: 1 bonus action
As a bonus action, you can expend an Exploit Die to shout a one-word command at a creature that can hear you within 30 feet, forcing it to make a Wisdom saving throw. On a failure, it is compelled to obey your command to the best of its ability on its next turn unless its actions are directly harmful to it.
Insightful Order
2nd-degree Exploit
- Classes: Warlord
- Prerequisites: 5th-level, Intelligence of 13
- Execution: 1 attack
As part of your Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet. The target adds your Leadership modifier to the first attack roll it makes before the start of your next turn.
Knock Out
2nd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon
- Prerequisites: 5th-level, Strength of 13
- Execution: On hit (unarmed strike)
When you hit a creature with an unarmed strike, you expend Exploit Dice (up to your Proficiency Bonus) in an attempt to knock it out. Roll four Exploit Dice for each Exploit Die you spent, adding your Strength modifier to the total. If that total meets or exceeds the creature's remaining hit points, it falls Unconscious for 1 hour.
It wakes up early if it takes damage or regains hit points.
Martial Focus
2nd-degree Exploit
- Classes: Brawler, Fighter, Myrmidon, Rogue, Wanderer
- Prerequisites: 5th-level
- Execution: Part of a weapon attack
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
2nd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Warlord
- Prerequisites: 5th-level, Constitution or Charisma of 13
- Execution: 1 bonus action
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.
Mighty Blow
2nd-degree Exploit
- Classes: Barbarian, Brawler, Fighter
- Prerequisites: 5th-level, Strength of 13
- Execution: On hit (melee weapon attack)
When you hit with a melee weapon attack, you can expend an Exploit Die to empower your strike with great force. You deal bonus damage equal to your Exploit Die and your target must succeed on a Strength saving throw or be knocked back in a line a number of feet equal to 5 times your Strength modifier. Targets larger than you have advantage on this saving throw.
Mighty Hurl
2nd-degree Exploit
- Classes: Barbarian, Myrmidon
- Prerequisites: 5th-level, Strength of 13, Athletics
- Execution: 1 attack
In place of an attack, you can expend an Exploit Die to touch a target at least one size smaller than you, forcing it to make a Strength saving throw. On a failure, you throw it to a space you can see within 30 feet. It can choose to fail. If you use two free hands, you can target a creature equal to your size.
If thrown into an unoccupied space, an unwilling creature lands Prone. If thrown into another creature, it must succeed on a Dexterity saving throw or both take bludgeoning damage equal to your Exploit Die + your Strength modifier.
A feature that increases the size of targets you can Grapple increases the size of targets you can throw with this Exploit.
Pinning Shot
2nd-degree Exploit
- Classes: Fighter, Myrmidon, Rogue, Wanderer
- Prerequisites: 5th-level, Strength or Dexterity of 13
- Execution: On hit (ranged or thrown weapon attack)
When you hit a creature with a ranged or thrown weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, add the Exploit Die to the damage and its speed becomes 0.
As an action, the creature can make a Strength check, and on a success the effects of this Exploit end.
Primal Senses
2nd-degree Exploit
- Classes: Barbarian, Wanderer
- Prerequisites: 5th-level, Perception
- Execution: 1 action
As an action, you can expend one Exploit Die to temporarily heighten your senses. For 10 minutes you gain a bonus to all Insight, Perception, and Survival checks equal to your Exploit Die, so long as the checks rely on your sense of sight or smell.
You can also smell the presence and location of all poisons, poisonous creatures, and diseases within 30 feet, and identify the kind of poison, poisonous creature, or disease.
This heightened sense of smell cannot penetrate full cover.
Redirect
2nd-degree Exploit
- Classes: Brawler, Fighter, Rogue, Wanderer, Warlord
- Prerequisites: 5th-level
- Execution: 1 reaction
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
2nd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Warlord
- Prerequisites: 5th-level, Strength of 13
- Execution: On hit (melee weapon attack)
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.
Rejuvenating Order
2nd-degree Exploit
- Classes: Warlord
- Prerequisites: 5th-level
- Execution: 1 attack
As part of your Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet. That creature can instantly repeat one saving throw to end one condition currently affecting it.
Resilient Order
2nd-degree Exploit
- Classes: Warlord
- Prerequisites: 5th-level
- Execution: 1 attack
When you take the Attack action, you can forgo an attack to issue this Order to a creature that can see or hear you within 30 feet. Until the beginning of your next turn, it can add your Leadership modifier (minimum of +1) to Wisdom, Charisma, and Intelligence saving throws.
Ringing Critical
2nd-degree Exploit
- Classes: Barbarian
- Prerequisites: 5th-level, Strength of 13
- Execution: On a critical hit with a weapon attack
When you score a critical hit on a creature with a weapon attack, you can expend an Exploit Die to daze your target. For 1 minute, that creature must roll a d4 and subtract the result from every attack roll and saving throw it makes.
The creature can make a Wisdom saving throw at the end of each of its turns, ending this effect on a success.
Ringing Strike
2nd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Warlord
- Prerequisites: 5th-level, Strength of 13
- Execution: On hit (melee weapon attack)
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Wisdom saving throw. On a failure, it must subtract 1d4 from all attack rolls, ability checks, and saving throws the next minute.
The creature can repeat this Wisdom saving throw at the end of each of its turns, ending this effect on a success.
Shattering Slam
2nd-degree Exploit
- Classes: Barbarian, Fighter, Myrmidon
- Prerequisites: 5th-level, Strength of 13
- Execution: 1 attack
In place of an attack, you can strike the ground and expend Exploit Dice (up to your Proficiency Bonus), turning the area within 5 feet of you into difficult terrain.
Creatures in that area must make a Strength saving throw. On a failure, creatures take bludgeoning damage equal to the Exploit Dice spent + your Strength modifier and fall Prone. On a success, they take half damage and do not fall Prone.
Soothing Speech
2nd-degree Exploit
- Classes: Rogue, Warlord
- Prerequisites: 5th-level, Persuasion
- Execution: 1 action
As an action, you expend one Exploit Die and speak to all creatures that can hear and understand you within 20 feet, forcing them to make a Charisma saving throw. On a failed save, creatures become Indifferent toward any creature that they can see for the next 10 minutes.
This effect ends if a creature takes damage, is forced to make a saving throw, or it witnesses an ally being harmed.
Surprise Attack
2nd-degree Exploit
- Classes: Warlord
- Prerequisites: 5th-level, Intelligence of 13
- Execution: 1 action
As an action, you can expend one Exploit Die to command another creature that can see or hear you within 30 feet to immediately make a single weapon attack with advantage.
On hit, it deals bonus damage equal to your Exploit Die.
Survey Dungeon
2nd-degree Exploit
- Classes: Rogue
- Prerequisites: 5th-level, Dexterity or Intelligence of 13
- Execution: 10 minutes
You can expend an Exploit Die to spend 10 minutes carefully examining a room, gaining knowledge of one of the following:
- One natural or mechanical trap within the area.
- One active spell in the area that was cast at a level
equal to your Intelligence modifier or lower. - One secret compartment, door, or passageway.
Trick Shot
2nd-degree Exploit
- Classes: Fighter, Rogue, Wanderer
- Prerequisites: 5th-level, Dexterity or Intelligence of 13
- Execution: 1 attack
Any time you make a ranged or thrown attack with a Finesse weapon, you can expend an Exploit Die to make a Trick Shot.
This special attack can't have disadvantage, and it ignores cover, so long as it can ricochet off a single surface and hit a target. On hit, add your Exploit Die to the damage roll.
Volley
2nd-degree Exploit
- Classes: Fighter, Wanderer
- Prerequisites: 5th-level, Dexterity of 13
- Execution: 1 action
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 an attack with your weapon on a failure, and half as much damage on a success.
Whirlwind Strike
2nd-degree Exploit
- Classes: Barbarian, Fighter, Wanderer
- Prerequisites: 5th-level, Strength or Dexterity of 13
- Execution: 1 attack
In place of an attack, you can expend an Exploit Die to force targets of your choice within your reach to make a Dexterity saving throw. Targets take damage as if they were hit by one attack with your weapon on a failure, and half on a success.
Wild Charge
2nd-degree Exploit
- Classes: Warlord
- Prerequisites: 5th-level
- Execution: 1 action
As an action, you can expend one Exploit Die and choose another creature that can see or hear you within 30 feet.
It can immediately move up to its speed toward a hostile creature and make one melee weapon attack against it.
On hit, it deals additional damage equal to your Exploit Die, and if the target is equal to its size or smaller, it must succeed on a Strength saving throw or fall prone.
Zephyr Slash
2nd-degree Exploit
- Classes: Fighter
- Prerequisites: 5th-level, Strength or Dexterity of 13
- Execution: 1 action
As an action, you can expend an Exploit Die, flourish a melee weapon, then instantly move up to 30 feet in a line, forcing all creatures you pass through to make a Dexterity saving throw. Creatures take damage as if they were hit by one attack with on a failure, and half as much damage on a success.
This movement does not provoke opportunity attacks.
3rd-Degree Exploits
3rd-degree Exploits can only be learned by warriors of 9th level and up, and can only be used once per short or long rest:
Adrenaline Rush
3rd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Wanderer
- Prerequisites: 9th-level, Constitution of 15
- Execution: 1 bonus action
As a bonus action, you can expend an Exploit Die to increase your speed, if only temporarily. For the next minute, you can take the Dash action as a bonus action on each of your turns, including the bonus action you used to use this Exploit.
Armored Stance
3rd-degree Exploit
- Classes: Brawler
- Prerequisites: 9th-level, Constitution of 15
- Execution: 1 bonus action
As a bonus action, you can expend an Exploit Die to enter an armored stance which lasts until you move from your current space. While in this stance you are Resistant to bludgeoning, piercing, and slashing damage, and you have advantage on all Strength and Constitution saving throws.
Bewildering Blow
3rd-degree Exploit
- Classes: Barbarian, Rogue
- Prerequisites: 9th-level, Strength or Dexterity of 15
- Execution: On hit (melee weapon attack)
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to deal additional damage equal to two Exploit Dice and forcing it to make a Wisdom saving throw.
On a failure, it cannot take reactions and it must use each of its turns to move in a random direction (determined by d8) then make a melee attack against a random creature within its reach (determined by d4, or larger if more targets).
These effects last for 1 minute. The creature repeats this Wisdom saving throw at the end of each of its turns, ending these effects on a success.
Confounding Critical
3rd-degree Exploit
- Classes: Barbarian
- Prerequisites: 9th-level, Strength of 15
- Execution: On a critical hit with a weapon attack
When you score a critical hit on a creature with a weapon attack, you can expend an Exploit Die to strike its head. For
1 minute, it must subtract a d6 from every attack roll, ability check, or saving throw it makes to maintain concentration.
The creature makes an Intelligence saving throw at the end of each of its turns, ending this effect on a success.
Craft Expert Poison
3rd-degree Exploit
- Classes: Rogue, Wanderer
- Prerequisites: 9th-level, Poisoner's Kit
- Execution: 1 action
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) and use a Poisoner's Kit to craft a single vial of Expert Poison. It uses the rules below:
Consumable. The Poison retains its potency until the end of your next long rest, at which point it is inert and unusable. You cannot regain the Exploit Dice spent to create the Poison until this Expert Poison is spent or destroyed.
Applying Poison. Any creature can take the Use an Object action to expend a vial of Expert Poison and apply it to one weapon or piece of ammunition it is holding.
Poisoned Strike. The next time the Poisoned object deals damage to a creature, it deals bonus poison damage equal to the Exploit Dice spent in its creation, and the creature must make a Constitution saving throw or it suffers the following effects for 1 minute:
- It has disadvantage on all attack rolls and ability checks.
- Its speed is halved, and it cannot take reactions.
The creature can repeat this Constitution saving throw at the end of each of its turns. On a success, the effect ends, but on a failure, it takes poison damage equal to your Exploit Die.
Craft Expert Trap
3rd-degree Exploit
- Classes: Rogue, Wanderer
- Prerequisites: 9th-level, Thieves' Tools or Tinker's Tools
- Execution: 1 action
As an action, you can expend one Exploit Die and use tools, natural materials, and adventuring supplies to craft a single Expert Trap. This Expert Trap uses the rules below:
Consumable. The Trap remains functional until the end of your next long rest, then it reverts to the raw material used to craft it. You cannot regain the Exploit Die spent to create this Trap until the Trap is triggered or destroyed.
Setting the Trap. Any creature can take the Use an Object action to set a Trap in an unoccupied, adjacent 10-foot space.
Triggering the Trap. The first Large or smaller creature to enter the Trap's space must make a Dexterity saving throw. If it is unaware of the Trap, it has disadvantage on this saving throw. On a failure, the creature suffers the following effects:
- It takes bludgeoning or piercing damage equal to three Exploit Dice (choose the damage at creation).
- It is Stunned and Restrained in the space by the Trap.
At the end of each of its turns, a creature caught in the Trap makes an Intelligence or Wisdom (its choice) check against your Exploit save DC, escaping from the Trap on a success.
Daring Rescue
3rd-degree Exploit
- Classes: Fighter, Myrmidon, Warlord
- Prerequisites: 9th-level
- Execution: 1 reaction
When a Friendly creature that you can see within 30 feet is reduced to 0 hit points, you can use your reaction to expend an Exploit Die, gaining temporary hit points equal to your level and moving up to twice your speed.
If you move within 5 feet of the downed creature and have a free hand, you can pick them up and carry them up to your remaining speed. If you provoke opportunity attacks, attacks target you, not the creature you are carrying.
At the end of this movement, you stand the creature up, it gains 1 hit point, and your temporary hit points transfer to it.
Destructive Slam
3rd-degree Exploit
- Classes: Barbarian, Fighter, Myrmidon
- Prerequisites: 9th-level, Strength of 15
- Execution: 1 attack
In place of an attack, you can strike the ground and expend Exploit Dice (up to your Proficiency Bonus). You destroy an adjacent 20-foot cube, turning it into difficult terrain.
Creatures in that area must make a Strength saving throw. On a failure, creatures take bludgeoning damage equal to two Exploit Dice per each Exploit Die you spent, + your Strength modifier and fall Prone. On a success, they take half as much damage and do not fall Prone. Structures and objects in this area take the maximum possible damage as if they failed.
Disorienting Blow
3rd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon
- Prerequisites: 9th-level, Strength of 15
- Execution: On hit (melee weapon attack)
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 two Exploit Dice, 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.
Forgotten Knowledge
3rd-degree Exploit
- Classes: Myrmidon, Rogue, Warlord
- Prerequisites: 9th-level, History
- Execution: 10 minutes
You can expend an Exploit Die to spend 10 minutes focused on a person, object, or location you can see, after which, you remember a piece of lore about the subject of your focus.
This lore might consist of modern tales, forgotten stories, or even secret lore that was never widely known. The more information you have about your focus, the more precise and detailed the information you seem to remember about it.
Gale Slash
3rd-degree Exploit
- Classes: Fighter
- Prerequisites: 9th-level, Strength or Dexterity of 15
- Execution: 1 attack
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) to rend the air in front of you with a melee weapon forcing creatures in an adjacent 20-foot cone to make a Strength saving throw. They take thunder damage equal to two Exploit Dice for each Exploit Die spent + your Strength or Dexterity modifier on a failure, and half on a success.
Heroic Focus
3rd-degree Exploit
- Classes: Fighter, Myrmidon, Warlord
- Prerequisites: 9th-level, Constitution of 15
- Execution: 1 bonus action (concentration)
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus, which requires your concentration and grants you the benefits below for 1 minute:
- 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 a special action on each of your turns that can only be used to Dash, Disengage, Hide, Search, Use an Object, or to make a single weapon attack.
Incite Violence
3rd-degree Exploit
- Classes: Brawler, Rogue, Warlord
- Prerequisites: 9th-level, Intelligence or Charisma of 15
- Execution: 1 action
As an action, you can expend an Exploit Die and whisper violent words to a creature that can understand you within
5 feet, forcing it to make a Wisdom saving throw.
On a failure, it takes psychic damage equal to twice your Exploit Die and uses its reaction to make one melee attack against a target of your choice within its reach. If no target is within its reach, this creature has disadvantage on the first attack roll it makes before the start of your next turn.
Inspirational Speech
3rd-degree Exploit
- Classes: Brawler, Myrmidon, Warlord
- Prerequisites: 9th-level, Charisma of 15
- Execution: 1 minute
You can expend an Exploit Die to spend 1 minute giving an inspirational speech to a number of creatures that can hear you equal to 1 + your Charisma modifier. At the end of this speech, targets gain temporary hit points equal to your level.
While the temporary hit points from this Exploit last, the creatures have advantage on Wisdom saving throws.
Mighty Shot
3rd-degree Exploit
- Classes: Barbarian, Fighter, Rogue, Wanderer
- Prerequisites: 9th-level, Strength or Dexterity of 15
- Execution: 1 attack
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 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 that attack + two Exploit Dice per Exploit Die spent, then, if they are Large or smaller, they fall Prone. On a success, they take half as much damage and do not fall Prone.
Mythic Athleticism
3rd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon
- Prerequisites: 9th-level, Constitution or Strength of 15
- Execution: 1 bonus action (concentration)
As a bonus action, you can expend one Exploit Die to enter a heightened physical sate, which requires your concentration and grants you the benefits below for 10 minutes:
- 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.
Mythic Resilience
3rd-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Myrmidon, Wanderer
- Prerequisites: 9th-level, Constitution of 15
- Execution: 1 reaction
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.
Pack Tactics
3rd-degree Exploit
- Classes: Barbarian, Wanderer, Warlord
- Prerequisites: 9th-level, Wisdom of 15
- Execution: 1 bonus action
As a bonus action, you can expend one Exploit Die to signal creatures of your choice within 30 feet that see or hear you to fight as a pack. Until the end of your next turn, you and these creatures have advantage on attack rolls, so long as another member of this pack is within 5 feet of your target.
On subsequent turns, you can use a bonus action to extend this effect until the end of your next turn without spending an Exploit Die, for a maximum duration of 1 minute.
Perilous Gambit
3rd-degree Exploit
- Classes: Warlord
- Prerequisites: 9th-level
- Execution: 1 bonus action
As a bonus action, you can expend an Exploit die to taunt a creature that can see you within 30 feet, imposing the effects below for 1 minute. It fails if the target cannot be Charmed.
- It has advantage on any attack roll it makes against you, but it has disadvantage on all other attack rolls.
- If it moves, it can only move closer to you.
- Any creature under the effect of one of your Exploits has advantage on its attack rolls against this creature.
The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on a success. If you are within 30 feet of it, it has disadvantage on this saving throw.
Primal Terror
3rd-degree Exploit
- Classes: Barbarian, Wanderer
- Prerequisites: 9th-level, Intimidation
- Execution: 1 action
As an action, you spend an Exploit Die and attempt to drive a creature within 5 feet into a fit of primal fear. It must succeed a Wisdom saving throw or it regards all creatures as Hostile for 1 minute. Each time it takes damage, it repeats the saving throw, ending this effect on a success.
The creature chooses the targets of its attacks, spells, and abilities at random, and it must take all opportunity attacks.
Recruit Mercenary
3rd-degree Exploit
- Classes: Brawler, Fighter, Rogue, Warlord
- Prerequisites: 9th-level, Charisma or Intelligence of 15
- Execution: 1 hour
You can expend one Exploit Die and spend 1 hour to recruit one Humanoid Mercenary in a settlement of significant size. There must be a willing Humanoid, such as a bounty hunter, an adventurer, or sellsword, as determined by the DM.
You choose to recruit a Brute or Scout, which determines certain traits in its stat block below. They use this stat block and roll their own initiative in combat. On their turn, they do their best to follow any orders you have given. If not, they will defend themselves to the best of their ability.
The Mercenary remains in your service until you dismiss them, they abandon you, or they die. You cannot regain this Exploit Die until the Mercenary leaves your service.
You can only have one Mercenary in your service at a time. Recruiting another causes others to abandon you.
Mercenary pb +3
Medium Humanoid
-
AC 18 (Brute), 15 (Scout)
- HP 6 + five times your level
- Speed 30 ft.
| MOD | SAVE | Str | 16 | +3 | +6 |
|---|---|---|---|
| Int | 10 | +0 | +0 |
| MOD | SAVE | Dex | 16 | +3 | +6 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 8 | -1 | -1 |
- Skills Athletics +6 (Brute), Stealth +6 (Scout)
- Languages Common, Thieves' Cant
Traits
Hit Dice. The Mercenary has a number of d10 Hit Dice equal to your level. It benefits from short and long rests.
Morale. If you fall to 0 hit points your Mercenary flees.
Actions
Longsword (Brute). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 +3) slashing damage.
Shortbow (Scout). Ranged Weapon Attack: +6 to hit, range 80/320, one target. Hit: (1d6 +3) piercing.
Brutal (Brute). The Mercenary makes a Shove or Grapple. Cunning (Scout). The Mercenary takes the Hide action. Bonus Actions
Recruit Informant
3rd-degree Exploit
- Classes: Brawler, Rogue, Warlord
- Prerequisites: 9th-level, Charisma or Intelligence of 15
- Execution: 1 hour
You can expend an Exploit Die and spend 1 hour to recruit a Humanoid Informant in settlement of significant size. There must be a willing Humanoid, such as an urchin, criminal, spy, thief, or another rapscallion, as determined by the DM.
Your Informant won't aid you in combat or risk their life, but will gather information, rumors, news, and secrets from their settlement. During each long rest, they will seek you out and deliver this information if you are in that settlement.
Your Informant remains in your service until you dismiss them or they die. However, you do not regain the Exploit Die spent on this Exploit until they leave your service.
Having more than one Informant in a settlement increases the accuracy and secrecy of information they can gather.
Roar of Triumph
3rd-degree Exploit
- Classes: Barbarian
- Prerequisites: 9th-level
- Execution: On a critical hit
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
3rd-degree Exploit
- Classes: Brawler, Barbarian, Myrmidon
- Prerequisites: 9th-level
- Execution: 1 action
As an action you can expend an Exploit Die to issue a primal 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.
Survey Settlement
3rd-degree Exploit
- Classes: Brawler, Fighter, Rogue, Warlord
- Prerequisites: 9th-level, Dexterity or Charisma of 15
- Execution: 1 hour
You can expend an Exploit Die and spend 1 hour gathering information on 1 square mile of a settlement. You then gain knowledge about three of the following related to that area:
- Any active factions and faction outposts within the area.
- Prominent buildings, gathering places, and cultural sites.
- Powerful political, religious, or military leaders.
- Loyalties, beliefs, rumors, and fears of the local populace.
- Secret alleyways, doors, hideouts, or storefronts.
Survey Wilderness
3rd-degree Exploit
- Classes: Barbarian, Fighter, Wanderer, Warlord
- Prerequisites: 9th-level, Strength or Wisdom of 15
- Execution: 1 hour
You can expend an Exploit Die and spend 1 hour gathering information on 1 square mile of wilderness. You then gain knowledge about three of the following related to that area:
- Any settlements or camps with five or more occupants.
- Prominent natural formations, bodies of water, and ruins.
- Local plants, animals, weather, and ecosystems.
- Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
- Secret trails, entrances, groves, or monster lairs.
Stand the Fallen
3rd-degree Exploit
- Classes: Warlord
- Prerequisites: 9th-level
- Execution: 1 action
As an action, you expend Exploit Dice (up to your Proficiency Bonus) to let forth an inspiring shout. Choose allied creatures that can hear you within 30 feet to regain hit points equal to the Exploit Dice you spent + your Leadership modifier.
You can target Unconscious creatures at 0 hit points.
Tactical Reposition
3rd-degree Exploit
- Classes: Warlord
- Prerequisites: 9th-level, Intelligence of 15
- Execution: 1 action
As an action, you can expend one Exploit Die and dictate a strategic course of action to a number of creatures equal to your Leadership modifier (minimum of 1) within 30 feet that can see or hear you. Creatures can use their reaction to move up to their speed without provoking opportunity attacks.
War Cry
3rd-degree Exploit
- Classes: Barbarian, Fighter, Myrmidon, Warlord
- Prerequisites: 9th-level, Constitution or Charisma of 15
- Execution: 1 action
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 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 warriors of 13th level and higher. Each 4th-degree Exploit you know can only be used once per short or long rest:
Agonizing Strike
4th-degree Exploit
- Classes: Brawler, Rogue
- Prerequisites: 13th-level
- Execution: On hit (melee weapon attack)
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike as to inflict crippling pain and force the creature to make a Constitution saving throw.
On a failure, its speed is halved; it has disadvantage on all attack rolls, ability checks, and saving throws; and to cast a spell it must first succeed on a Constitution saving throw or its spell slot (or use of that feature) is wasted.
This effect lasts for 1 minute, but the creature can make a Constitution saving throw without disadvantage at the end of each of its turns, ending this effect success.
Befuddling Critical
4th-degree Exploit
- Classes: Barbarian
- Prerequisites: 13th-level, Strength of 17
- Execution: On a critical hit with a weapon attack
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, its concentration is broken, and for 1 minute, it has disadvantage on all Intelligence, Wisdom and Charisma saving throws, and it cannot concentrate.
The creature makes an Intelligence saving throw at the end of each of its turns, ending this effect on a success.
Clandestine Source
4th-degree Exploit
- Classes: Brawler, Rogue, Warlord
- Prerequisites: 13th-level, Thieves' Cant
- Execution: 1 hour
While in a settlement of sufficient size, you can expend an Exploit Die and spend 1 hour seeking out a significant figure of the criminal underworld to ask questions of.
If such a figure exists, you approach them alone, and make a DC 15 Intelligence or Charisma saving throw (your choice) to convince them to grant you an audience. On a failure, your body is left Unconscious somewhere in that settlement.
On a success, you can ask the figure up to five questions. They answer each question with one word (yes, no, maybe, or unclear). If a one-word answer is misleading, the figure might instead offer a short phrase as an answer to your question.
Once you use this Exploit in a settlement (successfully or unsuccessfully), you cannot use it there again for 7 full days.
Colossal Strength
4th-degree Exploit
- Classes: Barbarian
- Prerequisites: 13th-level, Strength of 17
- Execution: 1 bonus action (concentration)
As a bonus action, you can expend Exploit Dice (up to your Proficiency Bonus) to enhance your strength to mythic levels, though this Exploit's effect requires your concentration.
For 10 minutes, the amount of weight you can push, drag, pull, or lift is multiplied by the amount in the table below:
| Exploit Dice | Total Weight |
|---|---|
| Normal Total | 30 x Strength score |
| 1 | 50 x Strength score |
| 2 | 100 x Strength score |
| 3 | 150 x Strength score |
| 4 | 200 x Strength score |
| 5 | 250 x Strength score |
| 6 | 300 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'd double this weight to 6,000 pounds.
Craft Advanced Poison
4th-degree Exploit
- Classes: Rogue, Wanderer
- Prerequisites: 13th-level, Poisoner's Kit
- Execution: 1 action
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) and use a Poisoner's Kit to craft a single vial of Advanced Poison. It uses the rules below:
Consumable. The Poison retains its potency until the end of your next long rest, at which point it is inert and unusable. You cannot regain the Exploit Dice spent to create the Poison until this Advanced Poison is spent or destroyed.
Applying Poison. Any creature can take the Use an Object action to expend a vial of Advanced Poison and apply it to one weapon or piece of ammunition it is holding.
Poisoned Strike. The next time the Poisoned object deals damage to a creature, it deals additional acid damage equal to the Exploit Dice spent in its creation, and the target must make a Constitution saving throw. On a failure, the creature has disadvantage on ability checks and attack rolls for 1 hour. If it fails by 5 or more, it is also Blinded for the duration.
As an action, the creature can repeat its saving throw. On a success, the effect ends, but on a failure, it takes acid damage equal to your Exploit Die.
Craft Advanced Trap
4th-degree Exploit
- Classes: Rogue, Wanderer
- Prerequisites: 13th-level, Thieves' Tools or Tinker's Tools
- Execution: 1 action
As an action, you can expend one Exploit Die and use tools, natural materials, and adventuring supplies to craft a single Advanced Trap. This Advanced Trap uses the rules below:
Consumable. The Trap remains functional until the end of your next long rest, then it reverts to the raw material used to craft it. You cannot regain the Exploit Die spent to create this Trap until the Trap is triggered or destroyed.
Setting the Trap. Any creature can take the Use an Object action to set a Trap in an unoccupied, adjacent 10-foot cube.
Triggering the Trap. The first Huge or smaller creature to enter the Trap's space must make a Dexterity saving throw. If it is unaware of the Trap, it has disadvantage on this saving throw. On a failure, the creature suffers the following effects:
- It takes bludgeoning or piercing damage equal to four Exploit Dice (choose the damage at creation).
- It is Stunned and Restrained in the space by the Trap.
Once it is caught in the Trap, a creature cannot free itself. Another creature must use its action to free it from the Trap.
Dance of Death
4th-degree Exploit
- Classes: Fighter
- Prerequisites: 13th-level, Dexterity of 17
- Execution: 1 action
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) and choose a number of targets you can see within 30 feet equal to 1 + the number of Dice expended, forcing them to make a Dexterity saving throw. Creatures take damage of one hit with your weapon + your Exploit Die on a failure, and half as much on a success.
For each creature you reduce to 0 hit points, you can force another creature in range to make the Dexterity saving throw.
Once the Exploit ends, you appear in an unoccupied space of your choice next to the last target of this Exploit.
Equip Militia
4th-degree Exploit
- Classes: Fighter, Warlord
- Prerequisites: 13th-level
- Execution: 1 hour
You can expend one Exploit Die and spend 1 hour training a number of Humanoids equal to your level. Any creature that spends an hour training with you gains two benefits from the list below, which last until the creature finishes a long rest. You cannot regain this Exploit Die while these benefits last:
- They gain proficiency with one martial weapon.
- They gain proficiency with light armor and shields.
- They gain temporary hit points equal to your level.
- They gain proficiency in one of the following skills:
Animal Handling, Athletics, Medicine, or Stealth. - They gain proficiency in Wisdom saving throws.
Expert Focus
4th-degree Exploit
- Classes: Barbarian, Fighter, Rogue, Warlord
- Prerequisites: 13th-level
- Execution: 1 action
As an action, you expend an Exploit Die to temporarily focus on one of your skills. Choose a skill or tool you are proficient in. For 1 hour, whenver you make an ability check with that skill you gain a bonus to your roll equal to your Exploit Die.
Fluid Movements
4th-degree Exploit
- Classes: Barbarian, Fighter, Rogue, Wanderer
- Prerequisites: 13th-level, Dexterity of 17
- Execution: 1 bonus action (concentration)
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus, which requires your concentration. For 1 minute, you have Immunity to the Grappled, Paralyzed, and Restrained conditions, your speed can't be reduced, and opportunity attacks against you have disadvantage.
Heroic Order
4th-degree Exploit
- Classes: Warlord
- Prerequisites: 13th-level, Dexterity of 17
- Execution: 1 attack
As part of your Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet. Until the start of your next turn, that creature gains Resistance to all damage, and it has advantage on all attack rolls, ability checks, and saving throws.
Quick Draw
4th-degree Exploit
- Classes: Fighter, Rogue, Wanderer
- Prerequisites: 13th-level, Dexterity of 17
- Execution: 1 bonus action (concentration)
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus which requires your concentration.
For 1 minute, you can use your bonus action, (including the bonus action used to activate the Exploit) to make two ranged weapon attacks so long as you have enough ammunition.
This Exploit's effects don't stack with the swift quiver spell.
Revitalizing Order
4th-degree Exploit
- Classes: Warlord
- Prerequisites: 13th-level
- Execution: 1 attack
As part of your Attack action, you can forgo an attack to issue this Order to another creature within 30 feet that died within the last minute. It regains hit points equal to your level + your Leadership modifier and can stand up.
This Exploit cannot return a creature to life that has died of old age, nor does it restore missing body parts.
Staggering Blow
4th-degree Exploit
- Classes: Barbarian, Brawler, Fighter
- Prerequisites: 13th-level, Strength of 17
- Execution: On hit (melee weapon attack)
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 Exploit Dice. The target must succeed a Wisdom saving throw, or for the next minute it has disadvantage on all attack rolls and ability checks and it cannot take reactions.
The creature can make a Wisdom saving throw at the start of each of its turns, ending this effect on a success.
Subjugate Beast
4th-degree Exploit
- Classes: Barbarian, Wanderer
- Prerequisites: 13th-level, Animal Handling or Intimidation
- Execution: 1 action
As an action, you can expend an Exploit Die and attempt to dominate one Beast that can see or hear you within 30 feet, forcing it to make a Wisdom saving throw. On a failure, it is Charmed by you. This effect lasts for 1 minute, but any time the Beast takes damage, it repeats this saving throw, ending this effect on a success.
While Charmed, you can use your bonus action to issue a command to the Beast, specifiying a simple course of action, which it follows to the best of its ability. If it doesn't recieve a command, it instead defends itself to the best of its ability.
Sundering Strike
4th-degree Exploit
- Classes: Barbarian, Brawler, Fighter
- Prerequisites: 13th-level, Strength of 17
- Execution: 1 attack
In place of an attack, you can expend an Exploit Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon. Magical creations from a spell slot of 3rd-level or lower are instantly destroyed.
If it was created by a spell slot of 4th-level or higher, make a Strength check. DC equals 10 + the level of the spell slot. On a success, the magical creation is instantly destroyed.
Unbreakable
4th-degree Exploit
- Classes: Barbarian, Brawler, Fighter, Wanderer, Warlord
- Prerequisites: 13th-level, Constitution of 17
- Execution: When reduced to 0 hit points
If 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 each Exploit Die you spent.
Victory Surge
4th-degree Exploit
- Classes: Warlord
- Prerequisites: 13th-level
- Execution: 1 action
As an action, you can expend an Exploit Die to drive another creature within 30 feet that can see or hear you to fight as never before. The creature can use its reaction to move up
to its full speed and take a single action or bonus action.
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 warriors of 17th level and higher. Each 5th-degree Exploit you know can only be used once per long rest.
Banishing Strike
5th-degree Exploit
- Classes: Barbarian, Brawler, Fighter
- Prerequisites: 17th-level, Strength of 19
- Execution: On hit (melee weapon attack)
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with legendary power, dealing bonus force damage equal to four Exploit Dice, and forcing it to make a Charisma saving throw.
On a failure, it shunted to a harmless demiplane where it is Incapacitated. At the beginning of your next turn, the creature reappears in the unoccupied space closest to the space it left.
Cataclysmic Slam
5th-degree Exploit
- Classes: Barbarian, Fighter
- Prerequisites: 17th-level, Strength of 19
- Execution: 1 action
As an action, you can strike the ground with legendary force and expend Exploit Dice (up to your Proficiency Bonus). A shockwave ripples outward from you, destroying the ground in a 30-foot radius, turning it into difficult terrian.
Creatures in that area must make a Strength saving throw. On a failure, creatures take bludgeoning damage equal to two Exploit Dice per each Exploit Die you spent, + your Strength modifier and fall Prone. On a success, they take half as much damage and do not fall Prone. Structures and objects in this area take the maximum possible damage as if they failed.
Contingency Plan
5th-degree Exploit
- Classes: Rogue, Warlord
- Prerequisites: 17th-level, Intelligence of 19
- Execution: End of a long rest, 1 action
At the end of a long rest, you can expend one of your Exploit Dice to put an undisclosed contingency plan into place. Until you activate this Exploit again you cannot regain this Exploit Die. You can only have one contingency plan at a time.
As an action, you can reveal your previously undisclosed plan (which you make up at the time of its reveal) and make a DC 20 Intelligence check. You may add a skill the DM deems appropriate to your plan. On a success, your secret plans and preparations take effect perfectly as you described them.
The cost to execute the plan cannot exceed 5,000 gold, and the effects should not exceed those of a 7th-level spell.
For example, you might reveal that you secretly purchased a perfect spell scroll last time you were in a town, or that you paid a mercenary band or airship to come to your rescue.
Craft Masterwork Poison
5th-degree Exploit
- Classes: Rogue, Wanderer
- Prerequisites: 17th-level, Poisoner's Kit
- Execution: 1 action
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) and use a Poisoner's Kit to craft a single vial of Masterwork Poison. It uses the rules below:
Consumable. The Poison retains its potency until the end of your next long rest, at which point it is inert and unusable. You cannot regain the Exploit Dice spent to create the Poison until this Masterwork Poison is spent or destroyed.
Applying Poison. Any creature can take the Use an Object action to expend a vial of Masterwork Poison and apply it to one weapon or piece of ammunition it is holding.
Poisoned Strike. The next time the Poisoned object deals damage to a creature, it deals bonus necrotic damage equal to two Exploit Dice per each Exploit Die spent in its creation, and the target must make a Constitution saving throw. On a failure, it has disadvantage on all ability checks, attack rolls, and saving throws until a spell of 5th-level or higher is cast
on it to neutralize the poison (such as restoration ll).
If the creature fails by 5 or more, it is Incapacitated and it cannot move or speak until it is cured of this Poison.
Craft Masterwork Trap
5th-degree Exploit
- Classes: Rogue, Wanderer
- Prerequisites: 17th-level, Thieves' Tools or Tinker's Tools
- Execution: 1 action
As an action, you can expend one Exploit Die and use tools, natural materials, and adventuring supplies to craft a single Masterwork Trap. This Trap uses the rules below:
Consumable. The Trap remains functional until the end of your next long rest, then it reverts to the raw material used to craft it. You cannot regain the Exploit Die spent to create this Trap until the Trap is triggered or destroyed.
Setting the Trap. Any creature can take the Use an Object action to set a Trap in an unoccupied, adjacent 30-foot line.
Triggering the Trap. The first Huge or smaller creature to enter the Trap's space must make a Dexterity saving throw. If it is unaware of the Trap, it has disadvantage on this saving throw. On a failure, the creature suffers the following effects:
- It takes bludgeoning or piercing damage equal to five Exploit Dice (choose the damage at creation).
- It is Stunned and Restrained in the space by the Trap.
- Each time it starts its turn in this Trap, it takes damage again as if it had failed the initial saving throw.
Once it is caught in the Trap, a creature cannot free itself. Another creature must use its action to make an Intelligence or Wisdom check (its choice) against your Exploit save DC, freeing the trapped creature on a successful check.
Final Strike
5th-degree Exploit
- Classes: Warlord
- Prerequisites: 17th-level
- Execution: 1 action
As an action you expend an Exploit Die to order a number of Friendly creatures (up to your Leadership modifier) who can hear you within 30 feet to strike a single foe. These creatures immediately take the Attack action (including Extra Attacks), or cast a spell of 5th-level or lower with a casting time of one action. All attacks and spells must target the designated foe.
Inconceivable Dodge
5th-degree Exploit
- Classes: Rogue
- Prerequisites: 17th-level, Dexterity of 19
- Execution: 1 reaction
When you take damage, you can use your reaction to expend one Exploit Die and move with supernatural agility and speed to an unoccupied space within 10 feet, somehow avoiding the triggering effect as if it never affected you at all.
Mortal Blow
5th-degree Exploit
- Classes: Brawler, Rogue
- Prerequisites: 17th-level
- Execution: 1 reaction
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with supernatural accuracy at its most vulnerable point. It must succeed on a Constitution saving throw or it is considered Vulnerable to the damage of this attack. If you had advantage on your attack roll, it makes this Constitution save with disadvantage.
Regardless if the creature succeeds or fails on this saving throw, it takes bonus damage equal to four Exploit Dice.
If this attack reduces the creature to 50 hit points or fewer, it falls Prone and is Stunned until the start of its next turn. A creature can use a Legendary Resistance to avoid this effect.
Mythic Focus
5th-degree Exploit
- Classes: Fighter
- Prerequisites: 17th-level, Constitution of 19
- Execution: 1 bonus action (concentration)
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus, which requires concentration and grants you the following benefits:
- You gain 50 temporary hit points. If any of these remain when the effects of this Exploit end, they are lost.
- You have advantage on all weapon attacks.
- Once per turn when you hit with a weapon attack, you deal bonus damage equal to your Exploit Die.
- You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to your Exploit Die.
- When you take the Attack action on your turn, you can make one additional weapon attack as part of that action.
This effect lasts for 1 minute, but it ends early if you are Incapacitated. It does not stack with tenser's transformation.
Subjugate Thrall
5th-degree Exploit
- Classes: Warlord
- Prerequisites: 17th-level, Wisdom or Charisma of 19
- Execution: 1 action
As an action, you can expend an Exploit Die and attempt to dominate one Humanoid that can hear and understand you within 30 feet, forcing it to make a Charisma saving throw.
On a failed save, that Humanoid is Charmed by you for 8 hours. It repeats this saving throw any time it takes damage, ending the effects of this Exploit on a success.
While Charmed, you can use your bonus action to issue them a command, specifying a simple or general course of action such as "attack that creature" or "fetch that object", which they do their best to obey. If they do not receive any orders, they defend themselves to the best of their ability.
Storm of Arrows
5th-degree Exploit
- Classes: Fighter, Wanderer
- Prerequisites: 17th-level, Dexterity of 19
- Execution: 1 action
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 succeed on a Dexterity saving throw or take piercing damage equal to two Exploit Dice per each Exploit Die spent, + your Dexterity modifier. On a success, they take half damage.
You must have enough ammunition to hit each target.
Steel Wind Slash
5th-degree Exploit
- Classes: Fighter, Wanderer
- Prerequisites: 17th-level, Strength or Dexterity of 19
- Execution: 1 action
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 hit, each target takes damage equal to one attack from your weapon + bonus damage equal to two Exploit Dice per each Exploit Die you spent. After all attacks, you appear in an unoccupied space within 5 feet of your final target.
Trickster's Blessing
5th-degree Exploit
- Classes: Rogue
- Prerequisites: 17th-level, Dexterity of 19
- Execution: Hide action
When you take the Hide action, you can expend one Exploit Die to hide with inconceivable and supernatural skill. So long as there is a place to hide within 60 feet, you instantly appear in one such hidden location of your choice within 60 feet, and are automatically considered to be hidden from all spells and creatures, no matter what senses or magic they might have.
Vorpal Critical
5th-degree Exploit
- Classes: Barbarian
- Prerequisites: 17th-level, Strength of 19
- Execution: On a critical hit with a weapon attack
When you score a critical hit with a weapon attack, you can spend an Exploit Die to strike with legendary force, dealing bonus damage equal to three Exploit Dice.
If this attack reduces the creature's remaining hit points to 50 or less, you cut off one of its heads. If the creature cannot survive without the lost head, it is killed.
Creatures can use a Legendary Resistance to avoid being beheaded. Creatures that don't have or don't need a head are immune to this Exploit's effects, but still take the damage.
Vorpal Strike
5th-degree Exploit
- Classes: Fighter
- Prerequisites: 17th-level, Strength or Dexterity of 19
- Execution: On hit (melee weapon attack)
When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with legendary force, dealing bonus damage equal to four Exploit Dice.
If this attack reduces the creature's remaining hit points to 50 or less, you cut off one of its heads. If the creature cannot survive without the lost head, it is killed.
Creatures can use a Legendary Resistance to avoid being beheaded. Creatures that don't have or don't need a head are immune to this Exploit's effects, but still take the damage.
