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## 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. \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak
MARTIAL EXPLOITS | IMSOLOST
#### 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.