Martial Exploits
Martial exploits are basic maneuvers that can be performed at will. They are designed to make martial combat more dynamic and engaging.
Performing a Martial Exploit
A martial exploit requires a single action to perform. If you have the Extra Attack feature, you can perform one of your exploits in place of one of those attacks.
Exploits Known
To determine the number of martial exploits you know, add the levels of of all classes you posses that do not have a Cantrips Known column on their class table, then consult the Exploits Known table below.
Exploits Known
Total Levels | Exploits |
---|---|
2 | 2 |
5 | 3 |
11 | 4 |
17 | 5 |
Special Terms
Martial exploits make use of keywords described below.
Opening Move. You cannot perform an opening move if you have already made an attack this turn.
Finishing Move. When you perform a finishing move, you cannot make any additional attacks for the rest of the turn.
Shift. When you shift, you move without provoking opportunity attacks. Shifting does not cost movement, but you can't shift if your speed is 0.
Martial Exploits
Acrobatic Strike
Type: Finishing Move
Requirement: You must be proficient in Acrobatics.
Effect: Make a melee weapon attack. You can shift 5 feet before or after the attack.
Aimed Shot
Type: Opening Move
Effect: Make a ranged weapon attack with advantage.
Special: You can use this exploit only if you haven’t moved during this turn, and after you use this exploit, your speed is 0 until the end of the turn.
Cheap Shot
Type: Opening Move
Effect: Make an unarmed strike. If the attack hits, the target is unable to take reactions until the start of your next turn.
Dual Strike
Type: Opening Move
Requirement: You must be wielding two melee weapons.
Effect: Make a melee weapon attack, with each weapon you are wielding (maximum 2 attacks). Do not add your ability modifier to the damage rolls of these attacks.
Footwork Lure
Type: Finishing Move
Effect: Make a melee weapon attack. If the attack hits, you can shift up to 5 feet and move the target the same distance into the space you left.
Forceful Blow
Type: Finishing Move
Effect: Make a melee weapon attack. If the attack hits, the target is pushed up to 5 feet away from you.
Hit and Run
Type: Opening Move
Effect: Make a melee weapon attack. If the attack hits, you can shift up to 10 feet.
Leap Attack
Type: Opening Move
Effect: Jump 10 feet, then make a melee weapon attack.
Mighty Throw
Type: Finishing Move
Effect: Make an unarmed strike against a target that is no more than one size larger than you. If the attack hits, you push the target up to 10 feet away from you.
Mountain Hammer
Type: Finishing Move
Requirement: You must be wielding a heavy weapon.
Effect: Make a melee weapon attack. If the attack hits, you can attempt to shove the target as a bonus action.
Nimble Shot
Type: Finishing Move
Effect: Shift 5 feet, then make a ranged weapon attack.
Quick Lunge
Type: Opening Move
Effect: Shift 5 feet, then make a melee weapon attack. After the attack, shift 5 feet back to your initial space.
Shield Wall
Type: Finishing Move
Requirement: You must be using a shield.
Effect: Make a melee weapon attack. Until the start of your next turn, allies within 5 feet of you have half cover.
Sly Flourish
Type: Finishing Move
Requirement: You must be wielding a finesse weapon.
Effect: Make a melee weapon attack. If the attack hits, the target has disadvantage on the next attack roll it makes before the start of your next turn.
Smash and Grab
Type: Opening Move
Requirement: You must have a free hand.
Effect: Make an unarmed strike. If the attack hits, you grapple the target.
Snap Shot
Type: Opening Move
Requirement: You must be wielding a light weapon.
Effect: Make a ranged weapon attack. You do not suffer disadvantage on this attack as a result of being within 5 feet of a hostile creature.
Special: When an enemy provokes an opportunity attack from you, you can use this exploit in place a melee weapon attack.
Spring Attack
Type: Opening Move
Effect: Make a melee weapon attack. Until the end of the turn, you do not provoke opportunity attacks from the target.
Staggering Strike
Type: Finishing Move
Effect: Make a melee weapon attack. If the attack hits, the target’s speed is halved until the start of your next turn.
Steel Blitz
Type: Opening Move
Effect: Shift up to 10 feet, then make a melee weapon attack.
Sweeping Strike
Type: Finishing Move
Effect: Make two melee weapon attacks. Each of these attacks must be made against a target that you have not attacked this turn. Do not add your ability modifier to the damage rolls of these attacks.
Takedown Attack
Type: Opening Move
Effect: Make an unarmed strike against a target that is no more than one size larger than you. If the attack hits, you can knock the target prone.
Tide of Iron
Type: Opening Move
Requirement: You must be using a shield.
Effect: Make a melee weapon attack. If the attack hits, you can push the target up to 5 feet away from you. You then shift the same distance into the space that the target left.
Twin Shot
Type: Opening Move
Effect: Make two ranged weapon attacks. Each of these attacks deals half damage.
Victory Rush
Type: Finishing Move
Effect: Make a melee weapon attack. If the attack hits, you gain temporary hit points equal to half your proficiency bonus + your Constitution modifier.
Wall of Blades
Type: Opening Move
Requirement: You must be wielding two melee weapons.
Effect: Make a melee weapon attack. You gain a +1 bonus to your AC until the start of your next turn.