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\pagebreakNum # Introduction and Contents ___ ### "I attack the dragon." Nothing wrong with that. For some people, though, it's not enough, and that's where this book comes in! It's hardly the first book to try and spice up martial combat, and it may not even be the best for your table, but it follows design goals that I feel no other martial supplements achieve and offers a fresh take on 5e games for less magical characters. This booklet was designed with many inspirations, but anyone familiar with 4th Edition D&D will notice most of these Exploits are adaptations of At-Will powers from 4e. One of the many goals was to include as much of that experience as possible without bogging the pace of combat down as higher level 4e games tended to do. There are a number of sections in here, and they all build off each other. While you may use them a la carte, many features from one section (say, the new Feat, Measured Fighter) depend on features from another section (say, the new weapon properties). This book will play best if you use everything together. Enjoy!
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Introduction & Contents
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I Attack the Dragon
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Weapons and Armor
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Simple Melee Weapons
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Simple Ranged Weapons
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Martial Melee Weapons
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Martial Ranged Weapons
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Weapon Properties
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Armor and Shields
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Optional Rules
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Feats
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Exploits
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\pagebreakNum # Weapons and Armor ___
##### Weapons | Name | Cost | Damage | Weight |Properties | |:--- |:---: |:---: |:---: |:--- | | *Simple Melee Weapons* | | Cestus | 1gp | 1d4 bludgeoning | 1/2 lb. | Covert, light | | Club | 1sp | 1d4 bludgeoning | 2 lb. | Chopping, covert, light | | Dagger | 2gp | 1d4 piercing | 1 lb. | Balanced, covert, finesse, light, thrown (20/60) | | Greatclub | 2sp | 1d8 bludgeoning | 10 lb. | Chopping, two-handed | | Handaxe | 5gp | 1d6 slashing | 2 lb. | Chopping, light, thrown (20/60) | | Javelin | 5sp | 1d6 piercing | 2 lb. | Thrown (30/120) | | Light Hammer | 2gp | 1d4 bludgeoning | 2 lb. | Chopping, light, thrown (20/60) | | Mace | 5gp | 1d6 bludgeoning | 4 lb. | Chopping | | Quarterstaff | 2sp | 1d6 bludgeoning | 4 lb. | Balanced, versatile (1d8) | | Scythe | 5gp | 1d8 slashing | 6 lb. | Chopping, finesse, two-handed, unwieldy | | Sickle | 1gp | 1d4 slashing | 2 lb. | Chopping, light | | Shortspear | 1gp | 1d6 piercing | 3 lb. | Balanced, thrown (20/60), versatile (1d8) | | *Simple Ranged Weapons* | | Blowgun | 5gp | 1 piercing | 1 lb. | Ammunition (30/120), covert, loading | | Crossbow, light | 25gp | 1d8 piercing | 5 lb. | Ammunition (80/320), loading, mechanical (+3), two-handed| | Dart | 5cp | 1d4 piercing | 1/4 lb. | Covert, finesse, thrown (20/60) | | Shortbow | 25gp | 1d6 piercing | 2 lb. | Ammunition (80/320), two-handed | | Sling | 1sp | 1d4 bludgeoning | 1/4 lb. | Ammunition (30/120) | |*Martial Melee Weapons* | | Battleaxe | 10gp | 1d8 slashing | 4 lb. | Chopping, versatile (1d10) | | Falcata | 10gp | 1d6 slashing | 3 lb. | Balanced, chopper | | Flail | 10gp | 1d8 bludgeoning | 2 lb. | Flexible | | Glaive | 20gp | 1d10 slashing | 6 lb. | Balanced, heavy, reach (10), two-handed | | Greataxe | 30gp | 1d12 slashing | 7 lb. | Chopping, heavy, two-handed | | Greatsword | 50gp | 2d6 slashing | 6 lb. | Balanced, heavy, two-handed | | Halberd | 20gp | 1d10 slashing | 6 lb. | Heavy, reach (10), two-handed | | Lance | 10gp | 1d12 piercing | 6 lb. | Reach (10), special | | Longspear | 5gp | 1d10 piercing | 6 lb. | Reach (10), two-handed | | Longsword | 15gp | 1d8 slashing | 3 lb. | Balanced, versatile (1d10) | | Maul | 10gp | 2d6 bludgeoning | 10 lb. | Chopping, heavy, two-handed | | Morningstar | 15gp | 1d8 piercing | 4 lb. | Chopping | | Nunchaku | 10gp | 1d6 bludgeoning | 3 lb. | Finesse, flexible | | Pike | 10gp | 1d12 piercing | 18 lb. | Heavy, reach (15), two-handed, unwieldy | | Rapier | 25gp | 1d8 piercing | 2 lb. | Balanced, finesse | | Rope Dart | 15gp | 1d4 piercing | 5 lb. | Finesse, flexible, reach (15), unwieldy |
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##### Weapons | Name | Cost | Damage | Weight | Properties | |:--- |:---: |:---: |:---: |:--- | | *Martial Melee Weapons, Contd.* | | Scimitar | 25gp | 1d6 slashing | 3 lb. | Balanced, finesse, light | | Shortsword | 10gp | 1d6 piercing | 2 lb. | Balanced, finesse, light | | War Pick | 5gp | 1d10 piercing | 4 lb. | Chopping, versatile (1d12), unwieldy | | Warhammer | 15gp | 1d8 bludgeoning | 2 lb. | Chopping, versatile (1d10) | | Whip | 2gp | 1d4 slashing | 3 lb. | Finesse, flexible, reach (15), unwieldy | | Zanbatou | 75gp | 2d8 slashing | 18 lb. | Chopping, heavy, two-handed, unwieldy | | *Martial Ranged Weapons* | | Bola | 2gp | 1 bludgeoning | 2 lb. | Special, thrown (20/60) | | Chakram | 10gp | 1d6 slashing | 2 lb. | Thrown (30/90), light | | Crossbow, Hand | 75gp | 1d6 piercing | 3 lb. | Ammunition (30/120), light, loading, mechanical (+3) | | Crossbow, Heavy | 50gp | 1d10 piercing | 18 lb. | Ammunition (100/400), heavy, loading, mechanical (+3), two-handed| | Greatbow | 75gp | 2d6 piercing | 5 lb. | Ammunition (150/600), heavy, special, two-handed | | Longbow | 50gp | 1d8 piercing | 2 lb. | Ammunition (100/400), heavy, two-handed | | Net | 1gp | - | 3 lb. | Special, thrown (5/15) |
### Weapon Properties Many weapons have new special properties related to their use, as shown in the Weapons table. ***Balanced.*** Balanced weapons are easy to defend with, having weighted bottoms double-sided hafts. When you use your action to dodge with a balanced weapon, you can disengage as a bonus action. ***Chopping.*** Chopping weapons are balanced toward the tip for top-heavy attacks and maximum impact. When you score a critical hit with a chopping weapon, you can roll the extra weapon die twice and take the better result. ***Covert.*** Covert weapons are easily concealed, and can even be hard to trace the origins of on a missed attack. You have advantage on Sleight of Hand checks to conceal a covert weapon on your person. When you are hidden from a creature and miss it with a covert weapon attack, making the attack doesn't reveal your position to that creature. ***Flexible.*** Flexible weapons involve the use of chains or ropes to reach around defenses. When attacking a creature with a flexible weapon, you may ignore any bonus the creatures gains to its AC as a reaction to your attack. ***Mechanical.*** Mechanical weapons do not gain damage from any ability score. Instead, they have a flat bonus (typically a +3) that you add to damage rolls with the weapon. ***Unwieldy.*** Unwieldy weapons are hard to land solid blows with at close ranges. You have disadvantage to hit a creature within 5 feet with unwieldy weapons. \columnbreak #### Special Weapons Weapons with special rules are described here. ***Bola.*** A Large or smaller creature hit by a bola is restrained until it is freed. Creatures with more than 2 legs instead cannot Dash but are not restrained. A bola has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to free itself or another creature within its reach. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola. When you use an action, bonus action, or reaction to attack with a bola, you can make only one attack regardless of the number of attacks you can normally make. ***Greatbow.*** Greatbows use your Strength modifier when calculating bonus damage instead of Dexterity. \pagebreakNum
##### Armor | Name | Cost | Armor Class (AC) | Strength | Stealth | Weight | |:--- |:---: |:--- |:---: |:--- |:---: | | *Light Armor* | | Padded | 5gp | 11 + Dex modifier | - | Disadvantage | 8 lb. | | Leather | 10gp | 11 + Dex modifier | - | - | 10 lb. | | Gambeson | 30gp | 11 + Dex modifier | - | - | 8 lb. | | Studded Leather | 45gp | 12 + Dex modifier | - | - | 13 lb. | | *Medium Armor* | | Hide | 10gp | 12 + Dex modifier (max 3) | - | - | 12 lb. | | Chain shirt | 50gp | 13 + Dex modifier (max 2) | - | - | 20 lb. | | Scale mail | 50gp | 14 + Dex modifier (max 2) | Str 13 | Disadvantage | 45 lb. | | Breastplate | 400gp | 14 + Dex modifier (max 2) | - | - | 20 lb. | | Half plate | 750gp | 15 + Dex modifier (max 2) | Str 13 | Disadvantage | 40 lb. | | *Heavy Armor* | | Ring mail | 30gp | 15 | - | Disadvantage | 40 lb. | | Chain mail | 75gp | 16 | Str 13 | Disadvantage | 55 lb. | | Splint | 200gp | 17 | Str 15 | Disadvantage | 60 lb. | | Plate | 1500gp| 18 | Str 15 | Disadvantage | 65 lb. | | *Shield* | | Buckler | 5gp | +1 | - | - | 5 lb. | | Full Shield | 10gp | +2 | - | - | 8 lb. | | Pavise | 200gp | +2 | Str 13 | - | 30 lb. |
### Armor and Shield Properties Armors and shields sometimes have special properties, listed below. ***Buckler.*** Bucklers are small shields that are gripped in hand rather than strapped to the forearm. Bucklers can be dropped as a free action, and they can be 'donned' with an item interaction like most items. ***Gambeson.*** A gambeson does not count as wearing armor for the purpose of any penalties related to wearing armor for extended periods. ***Pavise.*** Also known as tower shields, pavises are essentially portable walls that protect you from whatever happens to be in front of you. While wielding a pavise, you have disadvantage on attack rolls and half-cover. As a bonus action, you can set the shield in its current space. While set, you do not suffer disadvantage on your attack rolls. The shield is no longer set if you move. \pagebreakNum # Optional Rules ___ There are a number of rules here that support different styles of game. Here are a few that are not included in the DMG but may be fun additions to your campaign! Like the rest of the book, some of these rules are designed with the other chapters' inclusions in mind. Certain Exploits, for example, will not accomplish much if you are not using the new Conditions described below. #### Are They Dead? Using this variant, all death saving throws are rolled and recorded in secret by the DM. A player may roll a Medicine check (usually an action) to determine whether a creature is alive or not as normal. #### Democratized Inspiration Playing with this rule, once per session, your players can grant any player inspiration if they pass a unanimous vote. This should be for the same reasons the GM gives inspiration, but it can really be a reward for any behavior the players want. #### Fortifying Medicine Playing with this variant, creatures can use the Medicine skill to attend patients and increase their recovery times. At the beginning of a long rest, any creature can choose to make a DC10 Medicine check on another creature and attend to their care for the duration of the rest. If the rest is completely undisturbed, the environment is hospitable, and the check is successful, the attended creature has advantage on all checks against poisons and diseases it would make at the end of that rest. If you are playing with the Revised Lingering Injuries rule, successfully attended creatures can also reverse the loss of one ability score point at the end of the long rest. Attending a creature is considered light activity, so one could both attend a creature and potentially qualify for rest of their own. #### Level One Bonus Feat This variant rule allows all PCs to begin the game with one feat from a list determined by the DM. If your player characters are using Standard Arrays or Point Buy to determine their ability scores, it is recommended that you do not allow feats that grant improvements to ability scores. \columnbreak #### Lingering Injuries, Revised If you are using this rule, whenever a creature below half its maximum HP suffers a critical hit or whenever a creature is reduced to 0 HP but not killed outright, it suffers a gruesome injury. Roll a d6, assigning an ability score to each result of the roll. The creature loses 1 point to that ability score permanently. This can be reversed with proper medical attention and a week of rest, or a Greater Restoration spell. If a creature would suffer a 3rd lingering injury before having a chance to complete a short or long rest, instead have them roll on the Injury chart as described on page 272 of the DMG. #### New Conditions **Dazed.** While Dazed, if a creature takes an action, bonus action, or reaction, they cannot take any further actions that round unless they are Legendary actions. **Distracted.** Distracted creatures may not take reactions, and they have disadvantage on concentration checks. **Unbalanced.** While Unbalanced, a creature may not Dash, Disengage, or Dodge. An Unbalanced creature can spend half its movement on its turn to end this condition. #### Not-As-Gritty Realism In this variant, you keep the time for short and long rests identical to those in the PHB, but long rests no longer fully restore a character's hit points to their maximum, and hit dice must be spent as normal. Since characters still regain half their level's worth of hit dice after finishing a long rest, characters will still feel fine in most scenarios after a day or two, but they will be more likely to feel the attrition of a several-day-spanning excursion. This is a good option for campaigns that want to highlight the attrition of life in danger. Campaigns where characters might spend days trekking through dangerous wilds, or surviving sieges in a war, for instance, might do well with this option. #### Object Rules Expanded This expands the rules layed out on page 246 of the DMG as follows; * You have disadvantage on attacks against an object held, worn, or wielded by an opponent who is not Surprised. * Objects have a default Damage Threshhold (per page 246) equal to 2 + 2 for each size category above Tiny they are. \pagebreakNum # Feats ___ This section contains expanded feat options. As distinguished from an Exploit or a Fighting Style or even an Archetype/Subclass, feats represent a suite of highly specialized abilities that enable supporting niches in characters normally unavailable to them. Specifically, this document includes feats that support and broaden the use of Exploits and combat options for characters that want do more than swing their stick every round. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. Some feats are named identically to those found in the Player's Handbook. These feats are intended to replace those entries, and if you are using this document, you should at least not allow a character to take both versions of the same feat. ### Brutal *Prerequisites: Strength 15 or higher.* You are devastation on legs, and nothing stands up to you for long. You gain the following benefits: * When you attack an unattended object or structure, you do double damage. * When you score a critical hit with a melee weapon against a creature below half of its HP maximum (before rolling for damage), it must make a Constitution save with a DC of 10 or half the total damage dealt, whichever is greater. If they fail the save, they are immediately reduced to 0 HP. * You have advantage on Intimidation checks against creatures suffering from conditions. ### Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack. If you move at least 10 feet in a straight line immediately before taking this bonus action, choose one of the following benefits: * A creature of size Large or smaller hit by the attack is knocked prone or pushed back 10 feet. * A creature or object hit by the attack takes one additional weapon die of damage. ### Conduit You're unusually sensitive to the Weave, and you have honed this sense into something useful. You have the following benefits: * When an ally loses Concentration on a spell that targeted you, the effects of that spell persist until the end of your next turn. * You can detect the presence of magic within 30 feet of you with a successful Perception check. The DC is 15 - the spell's level, or DC 10 for magical effects that aren't spells. You can tell what direction it is from you, but nothing else. * You can be attuned to four magical items at once. \columnbreak ### Grappler You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: * You have advantage on attack rolls against a creature you are grappling. * You can use your action to try to pin a creature grabbed by you. To do so, make another grapple check. If you succeed, your target is restrained and you have disadvantage on Dexterity checks until the grapple ends. * You have advantage on checks to escape grapples. ### Heavy Armor Master *Prerequisite: Proficient with heavy armor.* You can use your armor to deflect strikes that would kill others. You gain the following benefits: * When you are hit by a critical attack while wearing heavy armor, you may use your reaction to turn the attack into a normal hit. You may do this a number of times equal to your proficiency bonus per long rest. * You gain +1 AC while wearing heavy armor. ### Incredible Vigor *Prerequisites: Constitution 13 or higher.* Hardy and resilient, you gain the following benefits: * When you roll a number of Hit Dice to recover hit points at the end of a short rest, you may recover HP as if you spent 1 more Hit Die. * You recover all exhaustion levels at the end of a long rest and have advantage on saving throws against exhaustion. * You have advantage on death saving throws. ### Measured Combatant * When making an attack with a Balanced weapon, you combine your Strength or Dexterity modifiers for the Attack and Damage Rolls, to a maximum of +4. At level 8, the maximum increases to +5. At level 15, the maximum increases to +6. * Whenever you would be knocked prone or disarmed, you can choose to ignore that effect as a reaction. You may do this a number of times equal to your proficiency bonus per long rest. \pagebreakNum ### Opportunist *Prerequisite: Wisdom 13 or higher.* You have eyes in the back of your head, and you are always looking for the perfect moment. You gain the following benefits: * You have a second reaction you can take each round, but it can only be used to make an attack of opportunity, and it cannot be taken in the same creature's turn as any other reaction you make. * You can use a bonus action to make Wisdom (Perception) checks. * You have proficiency with improvised weapons. ### Past Experience *Prerequisite: 1st level.* Before you were an adventurer, you mastered a craft of a different type. You become proficient in any combination of two languages, tools, or instruments. In addition, choose one skill or tool you are proficient with. Your proficiency bonus for this skill or tool is +5. At level 9, this bonus becomes +6. At level 17, this bonus becomes +7. ### Stalwart *Prerequisite: Constitution 15 or higher.* Your ability to shrug things off is legendary. You gain the following benefits: * Whenever a spell or effect calls for you to make a saving throw at the end of your turn, you may instead make it at the beginning of your turn. * Whenever a spell or effect would move you against your will, you can choose to reduce the distance moved in half as a reaction. * You may choose to ignore the effects of any exhaustion levels you have for 1 minute. Once you do, you cannot do so again until you finish a long rest. * Your movement is no longer affected by the Frightened condition. ### Sea Legs You grew up around and in the water, and swimming's as familiar as walking to you. You gain the following benefits: * You no longer spend an extra foot of movement for each foot you swim. * You can hold your breath for twice as long as normal. If you Dash or perform any strenuous activity, this extra time is reduced by 1 minute for each minute you are doing so, rounded up. * You do not have disadvantage on melee attacks while prone or underwater. * You have proficiency with sea vehicles. \columnbreak > #### Prerequisite: Level 1? > Using D&D5e published rules only, the only way to qualify for the Past Experience feat is by selecting either the Custom Lineage or the Variant Human options for your race. However, many DMs allow for an extra feat at first level, and this is a great option for campaigns of that type! ### Tactician *Prerequisite: Intelligence 13 or higher.* You have studied the art of war. You know yourself. You know your enemy. You gain the following benefits: * Immediately after rolling initiative, you may swap your result with another willing ally's. You may do this a number of times equal to your proficiency bonus per long rest. * Whenever you have advantage on an attack roll using Strength, Dexterity, Intelligence, or Wisdom, you can reroll one of the dice once. ### Team Fighter * When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. * When an ally you can see attacks a creature that is within 5 feet of you, you can use your reaction to give that ally advantage on the attack roll. * When you use an action to Help, you may immediately use your bonus action to Dodge. ### Trapper You are adept at setting traps and creating them on the fly. You gain the following benefits * You add your proficiency bonus to the DC to avoid any ball bearings, caltrops, or hunting traps you place, as well as the DC to escape nets you entangle a creature with. * You can set any non-Heavy weapon you are proficient with or any item that takes at most an action to deploy as a trap over the course of 1 minute. Pick one of the following triggers: tripwire (up to 5 feet wide), pressure plate (up to 1 square foot), or suspicious button. The DC to detect the trap, if it is able to be concealed, is 8 + your proficiency bonus + your Intelligence modifier. An enemy that triggers the trap causes the weapon to attack as if you had attacked with it or the item to deploy, and then the trap is disarmed. \pagebreakNum ### Weaver Form Master Your kata match the motions of spells, and you effortlessly blend one into the other. You gain the following benefits: * Whenever you cast a spell with a casting time of one action or less, it counts as having taken the Attack action with a weapon you are wielding for the purpose of bonus actions triggered by it (such as that granted by Polearm Master or Flurry of Blows). * Whenever you make a melee attack, the next spell you cast that turn does not require somatic components. * Whenever you cast a spell that requires Concentration, you may maintain Concentration on it without losing any previous spells until the end of that turn. ### Weightlifter You eat four to five dozen eggs a day, and you are roughly the size of a barge. You gain the following benefits: * You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. * You have advantage on Strength saving throws. * You may add your proficiency bonus to any Strength check you make that doesn't already use your proficiency bonus. \pagebreakNum # Exploits ___ This section contains special actions, bonus actions, and reactions called Exploits. There are a number of ways to gain access to use these exploits, but the easiest way is the Combat Expert fighting style. Later in this book you will see a number of class archetypes that gain access in other ways, and some DMs might even see fit to give their martial characters access to some number of Exploits for free. The intent is that these should be roughly equivalent in power and utility to low-level spells, in exchange for the consistent increases offered by other fighting styles. It gives the martial characters a small resource to keep track of. Some of them may stretch the limits of what is considered possible without magic, but I have strived not to add any that fully cross over into the realm of 'unquestionably magical'. > #### Fighting Style: Combat Expert > You learn 3 Exploits of your choice. At 5th, 11th, and 17th level, you learn one more. You can use Exploits a number of times equal to twice your proficiency modifier, and you regain all uses of Exploits when you finish a short or long rest.
If an Exploit calls for a saving throw, the DC is calculated as 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Exploits include prerequisites before listing their benefit. These prerequisites may include weapon types, actions, or more.
### Attack Exploits #### Acrobatic Strike *Trigger: You hit with a melee weapon attack with a light weapon.* You may move 5 feet in any direction without provoking attacks of opportunity. #### Bellringer *Trigger: You hit with a melee weapon attack with a chopping weapon.* If you beat the target's AC by 5 or more, the target is Dazed until the end of their next turn. #### Cheap Shot *Trigger: An enemy within your reach recovers from the Prone or Unbalanced condition and you are wielding a light weapon.* You may immediately make a melee weapon attack against the target as a Reaction. \columnbreak
You may notice some of these Exploits have considerable overlap with Battle Master maneuevers, but they have been made in such a way as to be complimentary to them, not detrimental. A Battle Master who is also a Combat Expert is a terror in the field of war, able to add maneuver effects to Exploits that connect for a dizzying array of options round to round.
#### Cleave *Trigger: You hit with a melee weapon attack with a chopping weapon.* Choose another target within 5 feet of the original target and within your range. If the attack would hit that creature as well, you may deal damage to it equal to your Strength modifier. #### Clench *Trigger: You hit a creature with a melee weapon attack and have two free hands.* The creature is Grappled and Unbalanced until the end of their next turn, or until you use your hands for anything else. #### Crushing Blow *Trigger: You hit a creature with a melee weapon attack with a chopping weapon.* Choose a weapon, shield, or armor worn by the creature. This attack also deals damage to that object equal to your Strength modifier. #### Distracting Blow *Trigger: You hit a creature with a melee weapon attack.* The creature is Distracted until the end of their next turn. #### Entangling Strike *Trigger: You hit a creature with a melee weapon attack with a flexible weapon.* The creature is Restrained until the end of their next turn, until you move out of your weapon's range, or until you use this weapon for anything else. #### Fending Blow *Trigger: You hit a creature with a melee weapon attack with a balanced weapon.* The creature has disadvantage on their next weapon attack roll against you until the end of your next turn. #### Hamstring *Trigger: You hit a creature with an attack of opportunity.* The creature is Unbalanced. \pagebreakNum
##### Exploit | Name | Trigger | Requirements | |:--- |:--- |:--- | |*Attack Exploits* | | Acrobatic Strike | Melee Weapon Attack | Wielding a light weapon | | Bellringer | Weapon Attack | Wielding a chopping weapon | | Cheap Shot | Enemy Spends 1/2 Movement | Wielding a light weapon | | Cleave | Melee Weapon Attack | Wielding a chopping weapon | | Clench | Melee Weapon Attack | Two free hands | | Crushing Blow | Melee Weapon Attack | Wielding a chopping weapon | | Distracting Blow | Weapon Attack | - | | Entangling Strike | Melee Weapon Attack | Wielding a flexible weapon | | Fending Blow | Melee Weapon Attack | Wielding a balanced weapon | | Hamstring | Enemy Leaves Threat | Wielding a slashing weapon | | Hindering Shot | Ranged Weapon Attack | Wielding a ranged weapon | | Hurling Charge | Ranged Weapon Attack | Wielding a thrown, non-light weapon | | Iaijutsu | Draw Your Weapon | Wielding a balanced weapon | | Limb Wrap | Melee Weapon Attack | Wielding a flexible weapon | | Luring Strike | Melee Weapon Attack | Wielding a balanced weapon | | Mug | Melee Weapon Attack | Wielding a covert melee weapon | | Parting Blow | Enemy Escapes Grab | Wielding a light weapon | | Pinning Shot | Ranged Weapon Attack | Wielding a ranged weapon | | Pressing Combo | Melee Weapon Attack | Wielding a balanced weapon | | Smith's Beat | Melee Weapon Attack | Wielding two chopping weapons | | Split Shot | Ranged Weapon Attack | Wielding a ranged weapon | | Synchronized Attack | Ally Makes an Attack | - | | Tide of Iron | Melee Weapon Attack | Wielding a shield | | Threatening Withdrawal | Enemy Enters Threat | Wielding a reach weapon | | Twisting Gouge | Melee Weapon Attack | Wielding a piercing or slashing weapon | | Whirlwind | Melee Weapon Attack | Wielding a heavy slashing weapon |
#### Hindering Shot *Trigger: You hit a creature with a ranged weapon attack.* The creature is Unbalanced. #### Hurling Charge *Trigger: You move at least 20 feet in a straight line toward an enemy and then hit with a thrown weapon attack.* If the target is Large or smaller, you either push it 5 feet away from you or knock it prone. \columnbreak #### Iaijutsu *Trigger: You draw your weapon within reach of a surprised opponent.* You have advantage on your next attack roll with the drawn weapon. #### Limb Wrap *Trigger: You hit a creature with a melee weapon attack with a flexible weapon.* The creature is Grappled as long as you wield the attacking weapon. This does not require an empty hand, but it does prevent you from using the weapon again until the Grapple ends. \pagebreakNum
##### Exploit | Name | Requirements | |:--- |:--- | |*Utility Exploits* | | Angle the Blow | Wearing heavy armor | | Brace | Wearing heavy armor | | Castle | - | | Feint | - | | Fancy Footwork | Wearing non-heavy armor | | Hit the Deck | - | | Pocket Sand | - | | Slip Through | Wearing non-heavy armor | | Stalk | - | | Taunt | - |
#### Luring Strike *Trigger: You hit an adjacent creature with a melee weapon attack with a balanced weapon.* You may move 5 feet away from the target without provoking attacks of opportunity. If you do, the creature moves into one of the spaces you vacated. #### Mug *Trigger: You hit a creature with a melee weapon attack with a covert weapon.* If you beat the target's AC by 5 or more and have an empty hand, you may steal one object that character is wearing but not holding. You cannot steal items securely fastened at the DM's discretion. #### Parting Blow *Trigger: A creature succeeds in a check to end a Grapple with you.* You may immediately make a melee weapon attack against the target as a Reaction. #### Pinning Shot *Trigger: You hit a creature with a ranged weapon attack.* If you beat the target's AC by 5 or more, the target is Restrained. They may use half of their movement on their turn to end this condition. #### Pressing Combo *Trigger: You miss a creature with a melee weapon attack with a balanced weapon.* You make the attack at disadvantage. If the attack misses, the creature has disadvantage on melee weapon attacks against you. This effect ends if they have not attacked you since the beginning of their last turn. \columnbreak #### Smith's Beat *Trigger: You make a melee weapon attack with a chopping weapon.* You make the attack at disadvantage. If the attack misses, you have advantage on future melee attacks against them. This effect ends if they have not been hit since the beginning of their last turn. #### Split Shot *Trigger: You make a ranged weapon attack.* Choose another target within 5 feet of the original target and within your normal range. If your attack roll would hit that target, you may deal damage to it equal to your Strength modifier. #### Synchronized Attack *Trigger: Your ally makes a weapon attack against a creature within your reach and you are wielding a non-heavy weapon.* You may immediately make a melee weapon attack against the target as a Reaction. #### Tide of Iron *Trigger: You hit with a melee weapon attack while wielding a shield.* If the target is Large or smaller, you may push it 5 feet away from you. If you do, you may immediately move into one of the target's vacated spaces. #### Threatening Withdrawal *Trigger: A creature enters your reach and you are wielding a reach weapon.* You may immediately make a melee weapon attack against the target as a Reaction. You must immediately move 5 feet away from the target if you're able to as part of this Reaction. \pagebreakNum #### Twisting Gouge *Trigger: You hit with a melee weapon attack while wielding a piercing or slashing weapon.* If you beat the target's AC by 5 or more, the target is Dazed until the end of their next turn. #### Whirlwind *Trigger: You make a melee weapon attack with a heavy slashing weapon.* You make the attack at disadvantage. Repeat this attack roll against all creatures within 5 feet of you. ### Utility Exploits #### Angle the Blow *Trigger: A creature makes a weapon attack against you.* That creature makes the attack with advantage, but you have Resistance to the damage. #### Brace As a bonus action, you may use this Exploit to brace yourself until the end of your next turn. While braced in this way, you have Resistance against the damage of the next weapon attack made against you, and you are immune to forced movement from attacks. #### Castle As a bonus action, you may use this Exploit to exchange positions with an ally adjacent to you. Neither of you provoke opportunity attacks while moving in this way. #### Feint As an action, choose a creature. You may use this Exploit and force the creature to make a Wisdom saving throw. If it fails, it is Unbalanced, Distracted, and you have advantage on all attacks against that creature until they are no longer Unbalanced. #### Fancy Footwork *Trigger: An enemy moves within 5 feet of you.* You may immediately move up to half your speed in any direction. Enemies have disadvantage on attacks made against you during this movement. #### Hit the Deck *Trigger: You are forced to make a Dexterity saving throw.* You may immediately fall Prone as a Reaction. If you do, you gain advantage on this saving throw. #### Pocket Sand As an action, choose a creature. You may use this Exploit and force the creature to make a Dexterity saving throw. If it fails, iti is Blinded until the end of its next turn. #### Slip Through As a bonus action, you may use this Exploit to Slip Through. Until the end of this turn, creatures cannot see you for the first 20 feet you move in open space, provided you begin that movement hidden under cover. While moving in this way, you may move through an opponent's space if they are your size or larger. \columnbreak #### Stalk Whenever a creature leaves your reach, as a reaction, you may use this Exploit to move up to your speed after they complete that movement. #### Taunt As a bonus action, choose a creature. You may use this Exploit and force the creature to make a Wisdom saving throw. if it fails, it has disadvantage on attack rolls against creatures other than you and is Distracted until the end of its next turn. \pagebreakNum # Credits ##### /u/dssnco