Rank 1 Exploits
Rank 1 exploits require the expenditure of 1 exploit die; see Martial Exploits.
The flavor text after each exploit is meant as an example of how it operates. You may certainly reflavor it a bit according to the circumstances and your particular gear and opponent!
Adaptable Flanker
Rank 1 Exploit • Utility
If you are about to make an attack roll against a creature, and you and at least one ally are both within 5 feet of that creature, you can add your exploit die to the attack roll.
The mere presence of an ally gives you all the advantage you need. Adaptive Stratagem
Rank 1 Exploit • Skill, Utility
As a bonus action, choose one ally within 60 feet of you who can see or hear you and make an Intelligence (Insight) or Wisdom (Insight) check. Until the end of your next turn, the target adds your exploit die to their damage rolls and skill check against any enemy whose passive Insight DC you beat with your skill check.
Your companion has the ability and the will. You provide the plan and the motivation. Advance Lunge
Rank 1 Exploit • Offensive, Weapon
When you take the Attack action on your turn, you can safely move up to 5 feet before one of your attacks using a weapon. On a hit, add your exploit die to your attack’s damage. If you had advantage on the attack roll, you may also safely move up to 5 feet after the attack. If you made the attack with a light blade or a spear or polearm, you may double the distance you move with this exploit.
You spring forward to make a quick attack. Agile Footwork
Rank 1 Exploit • Utility
As a reaction, when an enemy ends its turn with you within its reach, or within 5 feet of you if it does not have a reach, you can safely move up to half your speed.
Though your foe wants to move in closely, you’d rather keep your distance, so you nimbly move away. Aid the Injured
Rank 1 Exploit • Skill, Utility
As an action, choose yourself or one ally you can see within 5 feet of you and make a Wisdom (Medicine) check, adding your exploit die to the check. The target not only stabilizes, stops bleeding or receives any other such standard benefit of your Medicine check, but can spend one hit die to regain hit points plus heals additional hit points equal to half of your check result.
Your presence is both a comfort and an inspiration to an ally. Alert Instinct
Rank 1 Exploit • Utility
When you would roll initiative, you may add your exploit die to your Initiative roll.
Your instincts are highly tuned for danger. Archer’s Stairway
Rank 1 Exploit • Utility, Weapon
As an action while wielding a bow or crossbow that doesn’t require an action to reload, you target a vertical surface within your weapon range that you can see, and release an amount of ammunition up to the size of your exploit die (e.g., 4 shots for a d4). You may target contiguous spaces up to the number of shots, or use up multiple shots to target individual spaces more than once. The DC for climbing these spaces is reduced by 2 for each piece of ammunition you spend on a space, up to 4 for two shots into a single space. These handholds last until removed or destroyed. The ammunition you spend in this way is not recoverable.
A stairway of arrows appears where you point your bow. Arm and Edge
Rank 1 Exploit • Stance
As a bonus action, you enter the Arm and Edge stance. Until the stance ends, whenever you make a ranged attack with a thrown weapon or a sling, you double the weapon’s normal and long range.
You sharpen your aim and flex your arm, preparing to hurl your weapon at a distant foe. Armor-Piercing Thrust
Rank 1 Exploit • Offensive, Weapon
As an action, while wielding a slashing or piercing melee weapon, choose one creature you can see within reach. You don’t make an attack roll; instead, the target must make a Dexterity saving throw. On a failure, the target takes piercing damage equal to your weapon damage and ability modifier per each attack you are giving up (e.g., 2x your weapon damage and ability modifier if you have Extra Attack x1), while on a success the target still takes half damage. If you are wielding a light blade or spear, add two exploit dice to the pre-save total damage.
You drive your weapon through a weak point in your foe's defenses. Avenging Charge
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy attacks your ally, you can move up to your speed and make a charging attack against the triggering enemy. On a hit, add your exploit die to your attack’s damage.
You take advantage of an enemy’s opening while it focuses on your ally. Bait and Switch
Rank 1 Exploit • Skill, Utility
As part of your movement if you are trained in Deception or Sleight of Hand, you can switch places with a creature up to one size larger than you and then safely move up to 5 feet further if you wish. If the creature is unwilling, you must roll the chosen skill against the target's Insight.
You elegantly weave around your ally or opponent, almost like a dancer. Battlefront Shift
Rank 1 Exploit • Utility
When you roll initiative, choose yourself or one ally within 30 feet who can see or hear you. The target can safely move up to half their speed (no action required).
As combat breaks out, you give a quick call, urging an ally to move or spurring yourself to take action. Beast Latch
Rank 1 Exploit • Offensive, Pet
When you take the Attack action on your turn, you can forgo one of your attacks to command your companion pet to use its reaction to make a melee weapon attack against one creature within its reach. On a hit, your pet adds your exploit die to its attack’s damage, and if the target moves before the end of your next turn, your companion can safely move with it without an action, ending in any space within 5 feet of the target. If your pet is the same size or larger as the target, the target’s speed is also reduced by 10 feet until the end of your next turn.
Your attack diverts your foe’s attention long enough for your companion pet to take hold, hampering your foe and allowing the pet to easily follow. Bell Ringer
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Constitution saving throw or be dazed until the end of your next turn. If you made the triggering attack using an axe, hammer, mace, or unarmed weapon, add two exploit dice instead.
You smash your weapon into your enemy, jarring their vitals. Bending Branch
Rank 1 Exploit • Skill, Utility
As a reaction, when you are subject to forced movement, negate it. In addition, if you are trained in Acrobatics, add your exploit die to your next melee attack roll against the triggering attacker before the end of your next turn.
You resist a foe’s attempt to move you, and like a great tree swaying in a storm, you snap back, ready to attack. Blinding Smash
Rank 1 Exploit • Offensive, Weapon
As an action, while wielding a melee weapon, choose one creature you can see within reach. You do not make an attack roll; instead, the target must make a Constitution saving throw. On a failed save the target takes damage equal to a hit with your weapon, plus your exploit die for each attack you would normally make with an attack action, and until the end of your next turn, the target is blinded. If you are wielding an axe, hammer, or mace, instead add two exploit dice.
A sharp blow leaves your enemy seeing only stars. Bloody Ending
Rank 1 Exploit • Offensive, Weapon
When you hit a bloodied creature with an attack using a weapon, add two exploit dice to your attack’s damage, and until the end of your next turn, your allies gain a +2 bonus to attack rolls against the target.
You cunningly aim to finish off a wounded foe. Bodyguard's Retaliation
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy within 10 feet of you hits one of your allies with an opportunity attack while you are wielding a shield, you can safely move up to 10 feet to a space where you are next to that enemy. The opportunity attack then hits you instead of the triggering ally, and you can make a melee attack using a weapon against the triggering enemy. On a hit, add your exploit die to your attack’s damage, and the triggering ally can then safely move up to 10 feet (no action required).
You step in front of an attack meant for your ally and give the attacker a staggering blow. Your friend can then move to a better position. Boundless Endurance
Rank 1 Exploit • Stance
As a bonus action, you enter the Boundless Endurance stance. Until the stance ends, if you are bloodied but above 0 hit points at the start of your turn, you gain temporary hit points equal to your exploit die. (Only the highest source of concurrent temporary hit points applies; they do not stack.)
You shake off the pain to focus on finishing the fight. Brace
Rank 1 Exploit • Offensive, Weapon
As a reaction when an enemy moves into the reach of your melee weapon, you may make an attack on them before they move or act further. If you hit, add your exploit die to your attack’s damage, or two exploit dice if you made this attack with a spear or polearm weapon.
You tense yourself as danger approaches, ready to immediately set your weapon against your foe. Bronze Monsoon
Rank 1 Exploit • Offensive, Weapon
If you attacked two or more times with a melee weapon this turn, deal psychic damage equal to your exploit die to each target you attacked (even if you missed them), and you can choose up to two allies within 30 feet of you who can see or hear you. Those allies can safely move up to 5 feet (no action required).
You leap into the fray with a wild, whirling attack, but your movements are carefully calculated to distract nearby enemies and give your allies a change to move into position. Brutal Trick
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a finesse or versatile weapon, add your exploit die to your attack’s damage, and you provoke an opportunity attack from the target, which must be made with disadvantage. If the target misses with the opportunity attack or does not take it, you deal psychic damage to the target as if you struck it with a normal weapon attack.
You create an opening that lulls your foe into a false sense of security. Then you unleash a devastating attack. Bull Charge
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Strength saving throw or be pushed up to 5 feet and knocked prone. Also on a failed save, you can safely move up to 5 feet to a space the target vacated. When you use this exploit as part of a charging attack, you can continue pushing the target for the remainder of your movement, or a minimum of 5 extra feet if you would out of movement by the end of the initial 5 foot push.
You run into your enemy, taking a brutal swing. Your force knocks your enemy backward and to the ground, allowing you to step forward. Comeback Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, you can spend one hit die to recover hit points and add your exploit die to the amount healed.
A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on. Commander's Strike
Rank 1 Exploit • Offensive
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding the exploit die to the attack's damage roll on a hit.
You see an opening and shout your orders to a ready teammate. Commanding Presence
Rank 1 Exploit • Skill, Utility
You may add your exploit die to a Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion) check.
Your imposing figure, grand gestures, and loud, clear voice demand attention. Concentrated Attack
Rank 1 Exploit • Offensive, Skill, Weapon
When you miss a creature with an attack using a weapon and you are trained in Deception or Sleight of Hand, one ally within 60 feet of you who can see or hear you can use their reaction to make a weapon attack against the target. On a hit, your ally adds your exploit die to their attack’s damage.
You feint, and your companion follows up with the actual attack. Confusion of Blades
Rank 1 Exploit • Offensive, Weapon
When you hit one creature with both of your weapons while you are wielding a separate melee weapon in each hand, or with two unarmed strikes, one of those attacks deals additional damage equal to your exploit die per each other enemy besides the target who is also within 5 feet of you.
Your twin blades become a whirl of slapping, jabbing, and cutting surfaces. Coordinated Offensive
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and up to two allies of your choice within 10 feet of you or the target may move 5 feet toward you or the target (no action required).
You draw the enemy’s attention long enough for your allies to move into position. Covering Attack
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add your exploit die to your attack’s damage, and one ally of your choice within the target’s reach can safely move up to 10 feet (no action required).
You launch a ferocious attack at your enemy, allowing one of your allies to safely retreat from it. Covering Volley
Rank 1 Exploit • Offensive, Weapon
As an action, spend ten pieces of ammunition and make one attack at disadvantage against each target in a 10 foot square within your weapon’s range, with a separate attack roll for each target. On a hit, add your exploit die to your attack’s damage. Any creature that moves into that square or ends its turn in that square until the start of your next turn automatically takes your weapon damage. If you would be giving up two or more attacks instead of just one (e.g., you have the Extra Attack class feature), you may spend an additional ten pieces of ammunition to expand the zone to a 15 foot square.
A series of shots convinces your foes to take a different path. Create a Target
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you make a Charisma (Deception) or Dexterity (Sleight of Hand) check against the target’s passive Insight. On a success, you can push the target up to 10 feet and it provokes an opportunity attack from one ally of your choice. On a failed check, you can push the target up to 5 feet.
You feint after striking your foe, tricking it into the line of fire. Create Opening
Rank 1 Exploit • Utility
As a bonus action, choose one creature you can see within 5 feet. The target is marked by you. This exploit provokes an opportunity attack against you from your target, but this attack suffers disadvantage on the attack roll, and if you are wielding no weapon, an unarmed weapon or an improvised weapon, you can safely move 5 feet after the target’s opportunity attack. Regardless of if the opportunity attack is taken, one ally of your choice within 5 feet of the target can use its reaction to safely move up to its speed.
You draw your enemy’s attention, allowing an ally to slip away. Crescendo of Violence
Rank 1 Exploit • Utility
As a reaction, when an ally within 30 feet who can see or hear you scores a critical hit, you allow the triggering ally to gain temporary hit points as if they spent a hit die plus your exploit die.
When one of your allies delivers a telling blow on a foe, you offer encouragement to help your friend finish the fight. Crucial Advice
Rank 1 Exploit • Skill, Utility
As a reaction, when an ally within 30 feet that you can see or hear makes an ability check using a skill you are proficient in, you can grant the ally your exploit die as a bonus on their check.
You are wise in all things. The sooner your friends realize this, the safer and better off they’ll be. Crushing Blow
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage. If you made the triggering attack using an axe, hammer, mace, or unarmed strike, roll the damage twice (including your exploit die) and take the better result.
Taking a full swing, you deliver a brutal blow to your foe. Cunning Adjustment
Rank 1 Exploit • Utility
When you hit an enemy with a melee attack, the target suffers the attack’s normal effects, and one ally within 5 feet of you who can see or hear you can use their reaction to safely move up to half their speed, and adds your exploit die on their next attack roll against the triggering enemy until the end of your next turn.
Your strike creates an opening your ally seizes to their advantage. Cunning Step
Rank 1 Exploit • Stance
As a bonus action, you enter the Cunning Step stance. Until the stance ends, you can safely move up to 5 feet before beginning any other movement, including movement granted as part of another exploit or action, and are allowed to move diagonally past blocking terrain like wall corners.
You cut corners and flow out of the reach of enemies, making it seem like you move with unnatural speed. Cut and Run
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon while you are wielding a separate melee weapon in each hand or a ranged weapon, add your exploit die to your attack’s damage, and you can safely move up to 10 feet. In addition, you can make one additional attack using your other weapon or the same ranged weapon against the same target, before, during or after the movement.
You attack twice while maneuvering yourself into the most advantageous position possible. Dance of Bronze
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you may safely move 5 or 10 feet as long as you stay adjacent to your target. If you made the triggering attack using an unarmed strike, flail, polearm or heavy blade, the target must also succeed on a Strength saving throw or its speed is reduced to 0 until the end of your next turn.
Testing your enemy’s defenses as you weave your weapon in and out, you lash out with a sudden attack that leaves your foe in pain. Daunting Onslaught
Rank 1 Exploit • Fear, Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target and each enemy within 5 feet of you or the target suffers a -2 penalty to attack rolls until the end of your next turn.
You bring down your rage upon an enemy, frightening nearby foes with your brutality. Dazing Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a bludgeoning weapon, add your exploit die to your attack’s damage, and the target must also succeed on an Intelligence saving throw or it is dazed until the end of your next turn.
An expert strike catches your foe by surprise and leaves them reeling from the pain. Deadly Distraction
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add your exploit die to your attack’s damage, and until the end of your next turn, you and each ally within 5 feet of the target do not provoke opportunity attacks from it.
You strike your foe hard, delivering a wound that keeps your enemy distracted while your team retreats. Defender’s Cohort
Rank 1 Exploit • Offensive, Weapon
When you hit a creature while it is marked by your ally or is your ally’s quarry, add two exploit dice to your attack’s damage.
Another warrior’s vigilance is all you need to find the soft spot in your enemy’s defenses. Defensive Stance
Rank 1 Exploit • Stance
As a bonus action while you are wielding a shield or are wielding a separate melee weapon in each hand, you enter the Defensive stance. Until the sta
nce ends, your speed is reduced by 10 feet and you gain a +2 bonus to AC, and whenever an enemy misses you with a melee attack, you can safely move up to 5 feet (no action required). Dropping into a cautious stance, you maneuver around your opponent’s attacks to get into position. Deflecting Shield
Rank 1 Exploit • Offensive, Weapon
As a reaction when an opponent hits you while you are wielding a shield, deal shield bash damage either to that opponent, or to another creature within reach of both you and the opponent that the opponent’s attack roll would be high enough to hit; add your exploit die to this damage.
As your foe hammers you with an attack, you move your shield to reflect some of its force. Destructive Surprise
Rank 1 Exploit • Offensive, Weapon
As an action, choose one ally you can see within 60 feet who can see or hear you. That ally can use its reaction to safely move up to half their speed and make a weapon attack against one creature. On a hit, your ally adds your exploit die to their attack’s damage.
You motivate an ally to strike true at just the right moment. Devastating Offensive
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a two-handed or bludgeoning weapon, add your exploit die to your attack’s damage, and the target must make a Strength saving throw. On a failed save, you can move the target up to 5 feet and you can move one ally within 5 feet of you up to 15 feet to the space the target vacated. Then the ally can use their reaction to make a melee weapon attack against the target.
You knock the enemy aside and call forth a nearby ally for a combined assault. Diabolic Stratagem
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, the target is marked until the end of your next turn, and the target of this attack gains advantage on attack rolls against you until the start of your next turn. Attacks the target makes against you before the start of your next turn provoke opportunity attacks from you and your allies.
A feint and attack marks a foe and seemingly leaves you defenseless, but it’s just a cunning move to allow you to make other attacks. Dicey Predicament
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack while at least two enemies are within 5 feet of you, add your exploit die to your attack’s damage, and until the end of your next turn, your allies who can see or hear you gain advantage on attack rolls against any enemy within 5 feet of you.
Surrounded by enemies, you fake weakness and make them careless. Then you suddenly strike. Disruptive Strike
Rank 1 Exploit • Offensive, Weapon
As a reaction, when you or an ally is hit with an attack by a creature you can see, you can make an attack using a weapon against the triggering creature which happens before the triggering attack. On a hit, in addition to damaging the target, the target must apply your exploit die as a penalty on the triggering attack roll, possibly causing it to miss.
You thwart an enemy’s attack with a timely thrust of your blade or a quick shot from your bow. Distracting Spate
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Dexterity saving throw or grant advantage on the next attack roll against it by someone other than you until the start of your next turn. If you made the triggering attack while you are wielding a versatile or improvised weapon, add two exploit dice instead.
Your flurry of feints and strikes leaves your foe’s defenses unsteady. Distracting Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a sling or a thrown weapon, add your exploit die to your attack’s damage, and you can choose one of your allies within 5 feet of the target. Until the end of your next turn, the chosen ally has advantage on attack rolls against the target.
Your attack draws your enemy’s attention long enough to give your ally an opening. Distracting Team
Rank 1 Exploit • Offensive, Pet, Weapon
When you hit a creature with a melee attack using a weapon, your companion pet can use its reaction to move up to its speed and make a melee weapon attack against the target. On a hit, add your exploit die to your pet’s damage, and the target must succeed on a Strength saving throw or be knocked prone.
You distract your foe while your companion pet moves in for the kill. Driving Attack
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a heavy or two-handed weapon, add your exploit die to your attack’s damage, and the target must make a Strength saving throw. On a failed save, you can move the target up to 5 feet and knock it prone. On a successful save, you can move the target up to 5 feet. Once the exploit is resolved, you can safely move up to 5 feet closer to the target.
You drive back your adversary with a hail of blows. Driving the Quarry
Rank 1 Exploit • Offensive, Pet, Quarry, Weapon
When you hit your quarry with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Strength saving throw. On a failed save, you can move the target up to 10 feet and you can move your companion pet up to 10 feet to a space within 5 feet of the target.
You fiercely assault your quarry, and your companion pet compels that same foe forward. Edge Block
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy within 5 feet of you misses on a melee attack against you while you are wielding a shield, you deal shield bash damage to the enemy and add your exploit die to this damage.
You block your foe’s attack with a quick slam of your shield’s edge, striking a powerful blow in the process. Enforced Threat
Rank 1 Exploit • Fear, Offensive, Weapon
When you hit a creature with a melee attack using a finesse or ranged weapon, add your exploit die to your attack’s damage, and the target suffers a -2 penalty to attack rolls until the end of your next turn. If the target is already suffering from a penalty to attack rolls, you also gain advantage on your next attack roll against the target before the end of your next turn.
Your weapon backs up your threats, extracting its toll in blood. Encircle the Prey
Rank 1 Exploit • Offensive, Pet, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Wisdom saving throw. On a failed save, you can move the target up to 5 feet and you can safely move up to 5 feet. Additionally, your companion pet can use its reaction to make a melee weapon attack against the target.
You lure your enemy into position. Then, your companion pet lunges. Encouraging Boost
Rank 1 Exploit • Utility
As a bonus action, choose one ally you can see within 30 feet who can hear you. The target can add your exploit die to one saving throw in the next minute, or subtract your exploit die from one enemy attack roll against the target in the next minute, after the attack is rolled but before its effects are determined.
You shout words of encouragement, giving your ally a necessary boost. Evasive Footwork
Rank 1 Exploit • Utility
When you move, you can roll your exploit die and add the result to your AC until you stop moving, or until the start of your next turn, whichever comes first.
You move with poise and grace but also determination, weaving quickly through the fray. Evasive Strike
Rank 1 Exploit • Offensive, Weapon
As a reaction when an attack misses you or you succeed at a Strength or Dexterity saving throw, you can safely move 5 feet if you wish, and then attack your enemy back in turn. On a hit, add your exploit die to your attack’s damage, or two exploit dice if you have a shield or polearm equipped.
You confound your enemies by weaving through the battlefield unscathed as you make your attacks. Feint
Rank 1 Exploit • Offensive, Weapon
As a bonus action you feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that later attack hits, add your exploit die to your attack's damage.
You feint one direction, while striking from another. Feral Ambush
Rank 1 Exploit • Offensive, Pet
When you take the Attack action on your turn, you can forgo one of your attacks to command your companion pet to make a melee weapon attack against one creature within its reach. On a hit, your pet’s attack adds two exploit dice to its damage if you are also within 5 feet of the target.
You distract an enemy while your pet lunges for the creature and savages it. Ferret an Opening
Rank 1 Exploit • Utility
As a bonus action, choose a creature within 5 feet of both you and an ally. Until the start of your next turn, you and your ally gain advantage on attack rolls against the target.
With a keen eye, you use one moment of advantage to create another. Flailing Shove
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a bludgeoning or heavy weapon, add your exploit die to your attack’s damage, and you can push the target up to 5 feet. After the push, each of your enemies within 5 feet of the target takes bludgeoning damage equal to your exploit die.
The enemy recoils from your weapon and accidentally strikes its allies. Flamboyant Strike
Rank 1 Exploit • Offensive, Skill, Weapon
You may elect to make a Charisma (Performance) check in place of an attack roll with a finesse or improvised weapon. If you do, you may safely move up to 5 feet before and after the attack, and if you hit, add your exploit die to your attack’s damage.
By distracting your foe with a colorful flourish, you manage to attack from an unexpected angle. Flash of Insight
Rank 1 Exploit • Skill, Utility
When you hit a creature with an attack, add your exploit die to your attack’s damage, and you may learn more information about the creature as if your passive skill was +5 higher if you are trained in the relevant skill - Arcana, History, Nature, or Religion, according to the creature's type.
You gauge how your foe reacts to your attack and understand more about it. Flattening Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a sling or thrown weapon, add your exploit die to your attack’s damage, and the target must make a Strength saving throw or you can push the target up to 5 feet and knock it prone.
Your shot careens toward an enemy and hits with a crack, knocking it over. Fleeting Ghost
Rank 1 Exploit • Skill, Utility
As a bonus action, you can take the Dash action or Hide action. If you have a class feature or other ability that allows you to do both of these actions as a bonus action already, such as the rogue’s Cunning Action, you can both Dash and Hide with the same bonus action.
You are stealthy and fleet of foot at the same time. Flickering Spirit Strike
Rank 1 Exploit • Offensive, Weapon
When you hit with an attack on your turn that you initiated while hidden, add your exploit die to your attack’s damage, and you can safely move up to half your speed. If you have concealment or cover where you end your movement, you can make a Dexterity (Stealth) check to become hidden again.
You dart from shadow to shadow, striking out along the way. Follow Me In
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you can choose one ally within 60 feet of you who can see or hear you. The ally’s speed increases by 10 feet until the end of your next turn. If the ally charges an enemy while the speed bonus is active, the ally’s movement does not provoke opportunity attacks.
You rush into battle with a decisive attack, rallying a friend behind you. Forceful Drag
Rank 1 Exploit • Utility
As a bonus action, choose one creature you have grappled who is up to one size category larger than you. You can move up to your speed, pulling the target along with you. At the end of this movement, you deal your exploit die in damage to the target, and can choose to end the grapple to knock the target prone.
You dig your fingers into a foe and drag the struggling opponent across the battlefield. Fox Shift
Rank 1 Exploit • Utility
When you hit a creature marked or quarried by an ally, you can safely move up to 5 feet, and once until the end of your next turn you can add your exploit die to either your AC or a saving throw against one of the target’s attacks or abilities.
Distracted by your ally, your foe can’t respond effectively to your sly maneuvering. Fox’s Cunning
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy hits or misses you with a melee attack, you can safely move up to 5 feet, then make an attack using a weapon against the triggering enemy. On a hit, add your exploit die to your attack’s damage, or two exploit dice if you are wielding a shield or an improvised weapon.
Using the momentum from your enemy’s blow to fall back or slip to one side, you make a sudden retaliatory attack as they stumble to regain their composure. Funneling Flurry
Rank 1 Exploit • Offensive, Weapon
When you hit one or more creatures using a weapon while you are wielding a separate melee weapon in each hand, add your exploit die to your attack’s damage for each target that is struck, and you can move each struck target up to 5 feet. Both effects apply only once per target, even if you hit the same target multiple times.
With snakelike strikes, you force two of your enemies to move where you want them. Get over Here
Rank 1 Exploit • Utility
As a bonus action, choose one ally up to 5 feet past your normal reach. You can move the target up to 15 feet to a space within 5 feet of you. That ally adds your exploit die to their AC or Dexterity or Strength save against the next attack made against them before the end of your next turn.
You pull one of your allies into a more advantageous position. Goading Maneuver
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you can safely move up to 10 feet. In addition, you can mark one or two enemies until the end of your next turn that are within 5 feet of you after your movement or after your choice not to move.
After a swift strike, you step to the side and draw another one or two foes into your trap. Grasping Strike
Rank 1 Exploit • Offensive, Skill, Weapon
As a bonus action after you hit a creature with a melee attack using a weapon and have a free hand, make a Strength (Athletics) check against your enemy and add your exploit die to the check. On a successful check, you grapple your target; whether you succeed or fail, add your exploit die to the triggering attack’s damage.
You slam your weapon through your foe’s defenses, creating an opening. You then step in and trap your enemy. Guarded Attack
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a finesse weapon, add your exploit die to your attack’s damage, and the target provokes an opportunity attack from you if it attacks you or an ally adjacent to you before the start of your next turn. The opportunity attack is made before the target makes its attack roll. On a hit, the target suffers disadvantage to the triggering attack roll.
Striking quickly, you remain ready to parry. Hack and Hew
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a two-handed weapon, add your exploit die to your attack’s damage, and you can make one additional melee attack against a different creature adjacent to the first target and within your reach. On a hit, add your exploit die to your attack’s damage.
You hack an enemy with one stroke and follow through with the continuing momentum of the swing. Hammer and Anvil
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and one ally within 5 feet of the target who can see or hear you can use their reaction to make a melee weapon attack against it. On a hit, your ally adds your exploit die to their attack’s damage.
You land a ringing blow against your foe, inspiring a nearby ally to do the same, but harder. Harrier’s Ploy
Rank 1 Exploit • Utility
When a creature you have hit with a melee attack since the start of your last turn moves away from you, you can use your reaction to deal your exploit die in damage to them in psychic damage, and move up to your speed to follow them as they move.
Your forceful attack promises your foe a pursuit that can end only when one of you is victorious. Hasty Alert
Rank 1 Exploit • Utility
When you roll initiative and you are surprised, you can use this exploit to not be surprised; alternately, if you are not surprised but an ally within 60 feet is surprised, choose one ally to not be surprised. Additionally, the chosen target adds your exploit die to saving throws during this first round of combat until the start of their second turn.
Your shout warns comrades of imminent danger in time for them to react. Hearten the Beast
Rank 1 Exploit • Pet, Utility
As a bonus action, if your companion pet is within 120 feet and can see or hear you, it can immediately make a saving throw against one effect that a save can end, and adds your exploit die to the roll.
With an encouraging shout, you give your beast companion the desire to fight harder. Hesitation Slash
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Wisdom saving throw or grant advantage on attack rolls against itself until the start of your next turn. If the triggering attack was made with a light blade, heavy blade, or spear, the advantage lasts until the end of your next turn instead.
You flick your weapon one way, then the next, slashing your opponent and making it unclear which direction your next attack will come. Hindering Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Dexterity saving throw or suffer disadvantage on all attack rolls and Strength or Dexterity based ability checks until the end of your next turn. An arrow in the arm impedes even the hardiest creature. Hold the Line
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage. Until the end of your next turn, allies adjacent to you gain a +2 bonus to AC and any forced movement to which they are subjected is halved.
With a snap series of commands, you keep your allies in formation and well defended as you assault your foe. Hunter’s Privilege
Rank 1 Exploit • Quarry, Stance
When you roll initiative, you enter the Hunter’s Privilege stance. You mark an enemy you can see or hear as a bonus Hunter’s Quarry without spending an action to do so, independent of and without interfering with your ability to “manually” set a Hunter’s Quarry, until the stance ends.
Your keen senses and uncanny instincts give you an edge over your enemies. Hunting-Partner Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a weapon attack with a versatile or improvised weapon while one of your allies is within 5 feet of the target and not incapacitated, add two exploit dice to your attack’s damage.
Working with an ally allows you that extra edge. Hunt’s End
Rank 1 Exploit • Offensive, Weapon
When you hit a bloodied creature with an attack using a weapon, add two exploit dice to your attack’s damage. If the target is your quarry, the triggering attack can score a critical hit on a roll of 19–20.
You carefully focus to make your attack spell your target’s end. Hurling Charge
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a thrown weapon, add your exploit die to your attack’s damage, and you can then charge the target. If you get within reach of your target, you retrieve your thrown weapon and use it to make a melee attack against the same target.
You hurl one of your weapons and then launch into a charge. Immediate Vengeance
Rank 1 Exploit • Skill, Offensive
As a reaction, when an enemy within 5 feet of you hits you or an ally with a melee attack while you have a free hand and a poisoner’s or alchemist's kit with which you are proficient, you force the target to make a Constitution saving throw. On a failed save, deal two exploit dice of acid or poison damage to the target, and the target is Weakened until the end of your next turn, including for resolving the triggering attack. On a successful save, you still deal the damage.
An attack gets through, but before the attacker can withdraw, you retaliate with a splash of noxious chemicals. Impact Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon on which you had advantage, add two exploit dice to your attack’s damage, and you can move the target up to 10 feet.
Your shot slams your foe at the right angle to make it stumble. Inspire Resilience
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon, you can choose any number of allies within 10 feet of you or the target who can see or hear you. Make a Charisma (Performance) check and add your exploit die; each ally gains temporary hit points equal to half the check result.
You deliver a powerful hit and battlecry that bolsters your allies. Inspiring War Cry
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage. Additionally, one ally of your choice within 30 feet of you who can see or hear you can make a saving throw against one effect that a save can end.
As you strike, you shout a fierce war cry that heartens a nearby ally, jolting your friend out of succumbing to their troubles. Inspiring Word
Rank 1 Exploit • Utility
As a bonus action, choose yourself or one ally within 30 feet who can hear you. The target can spend one hit die to regain hit points, and adds your exploit die plus your Charisma modifier to the amount healed.
You call out to a wounded ally and offer inspiring words of courage and determination to help that ally rally. Invigorating Walk
Rank 1 Exploit • Utility
In place of moving normally this turn, you can safely move up to your speed. If there are no enemies within 5 feet of you after this movement, you can spend one hit die as a bonus action to regain hit points and add your exploit die to this healing.
You back away from danger and catch your breath. Isolation Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and each other enemy within 5 feet of you or your target must succeed on an Intelligence saving throw or be pushed up to 10 feet away from you and your target.
Your flurry of attacks drives your opponents back warily, allowing you to focus on a single foe. Interrupting Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you can mark the target until the end of your next turn. While marked by this exploit, if the target makes an attack before the end of your next turn that does not include you as a target, one ally within 5 feet of the target can make an opportunity attack against it as a reaction. If the ally’s attack hits, the target suffers disadvantage to the triggering attack roll, possibly causing it to miss.
Your weapon strikes the foe and, if it seeks to attack another, your waiting ally can attempt an attack of their own first. Jumping Assault
Rank 1 Exploit • Offensive, Weapon
When you make a charging attack against your opponent and at least the last 10 feet of this charge was via jumping toward them, you gain advantage on your attack roll. If you hit, add your exploit die to your attack’s damage, and the target must make a Strength saving throw at disadvantage or it is knocked prone.
You deliver a flying kick to the face of your foe, knocking it to the ground. King’s Castle
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with an attack using a finesse or ranged weapon and you are trained in Acrobatics, add your exploit die to your attack’s damage, and you and one ally you can see within 5 feet of you can safely swap places.
You make a stinging strike against your foe and then retreat behind a nearby ally. Knight’s Move
Rank 1 Exploit • Utility
As a bonus action, choose one ally within 60 feet who can see or hear you. That ally can use their reaction to move up to their speed.
With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position. Lead by Example
Rank 1 Exploit • Offensive, Weapon
When you take the Attack action on your turn, you can safely move up to 5 feet before one of your attacks using a melee weapon. On a hit, add your exploit die to your attack’s damage, and an ally of your choice gains advantage on their next attack roll against the target before the start of your next turn.
You step forward to attack, showing your allies how it’s done–and whom to hit next. Leonine Surge
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using both weapons while you are wielding a separate melee weapon in each hand, the target takes a wound for Bleed equal to your exploit die.
Like a hunting lion, you throw yourself at your enemy put your victim down. Low Slash
Rank 1 Exploit • Offensive, Weapon
As a bonus action, you can make a melee attack using an unarmed, flail, spear or polearm weapon against one creature within reach. On a hit, add your exploit die to your attack’s damage, and you can move the target up to 5 feet and reduce its speed by 10 feet until the end of your next turn.
Your strike bites your enemy’s legs, momentarily hobbling them. Lunging Strike
Rank 1 Exploit • Offensive, Weapon
When you take the attack action on your turn, you can increase the reach of one of your attacks using a weapon by 5 feet. On a hit, add your exploit die to your attack’s damage.
You lunge at a foe that thought it was beyond your reach. Luring Focus
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and make a Charisma (Deception) or Charisma (Performance) check against a separate enemy you can see within 30 feet of you. On a success, you pull the chosen enemy up to 15 feet.
Your attack wounds your adversary, and another enemy moves closer, hoping to take advantage of your apparent tunnel vision. Lurker’s Cloak
Rank 1 Exploit • Utility
As a bonus action, until the end of your next turn, cover gives you concealment, and concealment gives you cover. If you would have both cover and concealment independent of this exploit, you gain a further +2 bonus to AC, Dexterity saving throws, and Stealth or Sleight of Hand checks.
You maximize the benefit of the obstacle or shadows hiding you. Maneuvering Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a polearm, spear, whip or unarmed strike, add your exploit die to your attack’s damage, and you can move the target up to 5 feet. If you move the target, one ally you can see gains advantage on attack rolls against the target until the end of your next turn. If you don’t move the target, you gain advantage on attack rolls against it until the end of your next turn.
Ducking to the side, you drive your weapon upward. You force your opponent to step away or face a devastating followup attack. Martial Cascade
Rank 1 Exploit • Utility
When you critically hit an enemy, you can choose any number of creatures within 60 feet of you who can see or hear you. Until the end of your next turn, any target who attacks the triggering enemy adds your exploit die as a bonus to their first damage roll against that enemy.
Your daring attack inspires your allies to follow your lead. Menacing Attack
Rank 1 Exploit • Fear, Offensive, Skill, Weapon
When you hit a creature with a weapon attack, and you are trained in Intimidation, add your exploit die to your attack's damage, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Your desire for nothing more nor less than your opponent's total annihilation is so apparent that your foe's blood runs cold. Mighty Leap
Rank 1 Exploit • Skill, Utility
When you make a long jump or a high jump, you are considered to have a running start, the distance of your long jump is increased by two exploit dice in feet (rounded up to the next multiple of 5), the distance of your high jump is increased by your exploit die in feet, and if you need to make a Strength (Athletics) check or Dexterity (Acrobatics) check as part of the jump you add your exploit die to the check.
You gather your strength for a truly impressive leap. Motivated Rally
Rank 1 Exploit • Utility
As a bonus action, choose one bloodied ally within 30 feet who can hear you. The target can spend one hit die to regain hit points and adds your exploit die to the HP recovered, and until the end of their next turn, the target can add your exploit die to one attack roll, saving throw, or ability or skill check one time.
At your encouragement, an injured ally exploits an opportunity to shine. Myrmidon Formation
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a shield, add your exploit die to your attack’s damage. Allies who can see and hear you can move up to 10 feet farther on their next turn if they are moving closer toward you, and at the start of your next turn, each ally within 10 feet of you gains temporary hit points equal to your exploit die plus your Charisma modifier.
Knowing that regrouping increases morale, you attack while calling for your allies to fall into line. Nasty Backswing
Rank 1 Exploit • Offensive, Weapon
As a reaction, when you miss an enemy with a melee attack, you can make one melee attack using a finesse weapon or an off-hand secondary weapon against the triggering enemy with advantage on the attack roll. On a hit, add your exploit die to your attack’s damage, and you can safely move up to 5 feet.
You follow a missed attack with a surprising strike and a hasty sidestep. Nimble Footwork
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack, add your exploit die to your attack’s damage, and you can safely move up to 5 feet. After you move, one ally within 10 feet of you can safely move up to 5 feet (no action required).
You attack and step to one side, allowing an ally to slip closer. No Opening
Rank 1 Exploit • Utility
As a reaction, when an enemy makes an attack roll against you with advantage and you are wielding either a shield or two separate weapons, you negate the advantage and until the end of your next turn, attack rolls against you by that enemy cannot gain advantage.
You raise your shield or weapons to block an opening in your defenses. Off-Hand Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a separate melee weapon in each hand or are attacking unarmed, add your exploit die to your attack’s damage, and you can make one additional melee attack using your other weapon or another unarmed strike. On a hit, add your exploit die to your attack’s damage.
A weapon in your off-hand allows for a quick attack. Opening Move
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with your first attack against it, add your exploit die to your attack’s damage, and before the end of your next turn gain advantage your next attack roll against that target, or another enemy that was within 5 feet of that target at the time of the triggering opening attack.
While your enemies fumble for weapons or stand and gape, you leap into the fray to score a deadly hit. Pack Alertness
Rank 1 Exploit • Pet, Utility
As a bonus action, you target yourself and your companion pet if it’s within 60 feet of you and you can see each other. Each target can make a Wisdom (Perception) or Intelligence (Investigation) check, add your exploit die, and share the better result. Also, if your companion pet becomes aware of something before the end of your next turn, you do as well, and vice versa.
Through subtle communications, you and your companion pet act almost as if you share senses. Paired Predators
Rank 1 Exploit • Offensive, Pet, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and your companion pet can use its reaction to make one melee weapon attack against the target if they’re within its reach, adding your exploit die to its attack’s damage on a hit. You can also reverse this, using this exploit to grant yourself an attack if your pet attacks first, otherwise operating as described above.
Coupling attacks, you and your pet effectively take it to your enemies. Parry
Rank 1 Exploit • Utility, Weapon
As a reaction, when an enemy deals damage to you with a physical attack, roll your exploit die plus the higher of your Strength or Dexterity modifier and subtract the result from the damage taken, to a minimum of 0 damage.
You bring your weapon up at the last second to partially deflect your foe's attack. Parting Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Dexterity saving throw or its speed is reduced by half until the end of your next turn. Regardless of the save result, after the attack you can safely move up to your speed.
You slash your enemy across the legs and then withdraw, leaving your foe hobbled. Pass Forward
Rank 1 Exploit • Utility
As a bonus action, note all foes within 5 feet of you and then move up to your speed. You do not provoke opportunity attacks for this movement so long as you always remain within 5 feet of at least one of those foes. You may then cause one of these foes to be marked by one willing ally until the end of your next turn.
With perfect timing, you slip by your foe without dropping your guard. Passing Attack
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a heavy weapon, add your exploit die to your attack’s damage, and you can safely move up to 5 feet. You can then make one additional melee attack using the same weapon against a different creature. On a hit, add your exploit die to your attack’s damage.
You strike one foe, allowing your momentum to carry you forward into a second strike against another enemy. Pin Cushion
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add your exploit die to your attack’s damage, and you and your allies gain a +2 bonus to ranged attack rolls against the target until the end of your next turn.
If your allies fire enough arrows at your foe, a few are bound to hit. Plant to the Hilt
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a separate melee weapon in each hand or are attacking unarmed, add your exploit die to your attack’s damage, then make one additional melee attack using your other weapon or another unarmed strike against the target. On a hit, the target suffers the attack’s normal effects, and you make an Athletics check; move the target a number of feet equal to your check result, rounding up to the next multiple of 5 feet.
You embed both of your weapons in your foe, and use them as grips to swing that foe around to a new position. Pole Vault
Rank 1 Exploit • Offensive, Skill, Weapon
When you take the Attack action on your turn to make a melee attack with a polearm or spear, and you are trained in Athletics or Acrobatics, you can safely move up to half your speed ignoring difficult terrain before one of your attacks, and add your exploit die to your attack’s damage, or two exploit dice if you are using a piercing weapon.
You bound into the air, driving your blade home as you land. Powerful Warning
Rank 1 Exploit • Offensive
As a reaction, when an ally within 30 feet of you who can hear you is hit by an enemy’s attack, you grant the triggering ally +2 to AC and saving throws against the enemy’s attack, possibly causing it to miss. After the attack is resolved, your ally can then use their reaction to make a weapon attack against the triggering enemy, and adds your exploit die to the damage of their attack if they hit.
You shout a warning that alerts your ally to an enemy attack, allowing your comrade to dodge and riposte. Precise Incision
Rank 1 Exploit • Offensive, Weapon
When you take the attack action on your turn while you are wielding a one-handed slashing or piercing weapon, you can forgo one of your attacks to force the target to succeed on a Dexterity saving throw or take bleed equal to your exploit die.
You target an opening in your foe’s armor and make a vicious cut. Press of Bronze
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a shield, add your exploit die to your attack’s damage, and if the target is within 5 feet of both you and solid terrain, you may make an Athletics check to use your shield to try to grapple your foe without needing a free hand. As long as you maintain the grapple, you do not get your shield bonus to AC except against the grappled opponent.
You attack your foe and then use your shield to pin it in place. Press the Advantage
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy within your reach becomes bloodied, you may make a melee weapon attack against the target. On a hit, add your exploit die to your attack’s damage.
Capitalizing on your ally wounding the enemy, you follow up with a finishing move. Provocative Order
Rank 1 Exploit • Offensive, Weapon
As an action, choose one ally within 30 feet who can see or hear you. The chosen ally can use their reaction to make a charging attack. On a hit, add two exploit dice to the damage of your ally’s attack.
You prompt an ally to take the fight to the enemy. Punishing Charge
Rank 1 Exploit • Offensive, Weapon
When you make a charging attack using a melee weapon you are wielding with two hands, you can move 50% further. On a hit, add your exploit die to your attack’s damage. Each enemy that attacks you with an opportunity attack triggered by the charging attack takes your exploit die in damage of the same type as the weapon you are wielding.
As you Charge into battle, your weapon opens a path to your chosen foe. Quick Escape
Rank 1 Exploit • Utility
As a bonus action, you can make an escape attempt, or you can make a saving throw against one effect that grapples or restrains you and that a save can end. Alternately, do this as an action instead of a bonus action, and add your exploit die to the check or saving throw.
You quickly try to shake off whatever’s holding you. Quick Toss
Rank 1 Exploit • Offensive, Weapon
As a bonus action, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add your exploit die to your attack's damage.
You draw and throw a weapon in one smooth action without breaking stride. Race the Arrow
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add your exploit die to your attack’s damage, and one ally of your choice can use their reaction to make a charging attack against the target. On a hit, your ally adds your exploit die to their attack’s damage.
You catch your comrade’s eye and designate a target. You fire a shot that diverts your foe’s attention, giving your ally the chance to attack. Rain of Blows
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a light weapon, add your exploit die to your attack’s damage, and you can make two additional melee attacks using the same weapon against the same target.
You become a blur of motion, raining a series of blows upon your opponent. Rapid Volley
Rank 1 Exploit • Offensive, Weapon
When you make ranged attack using a weapon against a creature, you can make one additional ranged attack using the same weapon against the same creature. If both attacks hit, add your exploit die to the damage of one of the attacks.
With amazing speed, you unleash a pair of arrows at your enemies. Raptor’s Gaze
Rank 1 Exploit • Skill, Stance
As a bonus action, you may enter the Raptor’s Gaze stance. At the end of each of your turns, designate an opponent you can see, or two opponents if you are trained in Investigation. At the start of your next turn, if you still have line of sight to one or both of the chosen foes, you gain a +2 bonus on ranged weapon attack rolls against the qualifying foes until the start of your next turn after that.
Your cold gaze tracks your foes and helps steady your hands. Reaver’s Hook
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target takes your exploit die plus Strength or Dexterity modifier in necrotic damage if it moves before the end of your next turn. If you made the triggering attack using an axe or pick, you can safely move up to 5 feet after the attack, pulling the target to the space you vacated.
Your mighty swing embeds your weapon in your foe. Repositioning Command
Rank 1 Exploit • Utility
As a bonus action, you can target yourself and any number of allies within 60 feet of you who can see or hear you. Each target can safely move up to 5 feet (no action required).
With a single word from you, your allies shift to a more advantageous positions. Rhino Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a charging attack using a weapon, add your exploit die to your attack’s damage. If you’re wielding a shield, the charging attack does not provoke opportunity attacks, and add two exploit dice to your attack’s damage instead.
Rushing into the thick of battle, you smash your foes with your eager attack. Riposte
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy within reach misses you or an ally with a melee attack, you can make a melee attack using a weapon against the triggering enemy. On a hit, add your exploit die to your attack’s damage, and the target must succeed on a Wisdom saving throw or grant advantage on attack rolls against itself to you and any ally adjacent to you until the end of your next turn.
You parry an attack and quickly counter with your own, throwing your foe off balance. Road to Victory
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a versatile weapon, add your exploit die to your attack’s damage, and each time you hit with an attack (including this one) until the end of your next turn, an ally of your choice within 60 feet who can see and hear you can safely move up to 5 feet.
Your unpredictable strikes clear a path through the battlefield for your ally. Rub Some Dirt on It
Rank 1 Exploit • Skill, Utility
As a bonus action, you can choose yourself if you are bloodied or one bloodied ally you can touch. Make a Wisdom (Nature) check and add your exploit die. The target heals hit points equal to half your check result (rounded down), and gains temporary hit points equal to half your check result (rounded up). A given target cannot benefit from this maneuver more than once until they take a short or long rest and spend hit dice.
With your swift application of practical knowledge, you give your wounded companion a little courage. Ruffling Sting
Rank 1 Exploit • Offensive, Weapon
As a bonus action, make a melee attack using a light weapon against one creature. On a hit, you gain advantage on one attack roll against the target before the end of your turn. If this second attack hits, add two exploit dice to your attack’s damage.
With a scorpion-like jab, you unsettle your opponent enough to gain a momentary advantage. Scattering Volley
Rank 1 Exploit • Offensive, Weapon
As an action, roll your exploit die, then make that many ranged attacks with one ranged weapon. Each time you hit with this exploit, you do half damage but can move the target up to 5 feet.
Your hail of shots causes your foes to dive for cover, clearing a path for your allies. Seize and Stab
Rank 1 Exploit • Offensive, Weapon
When you make a weapon attack against a target you have grappled, you give yourself advantage on the attack. If you hit, add your exploit die to your attack’s damage, and the target cannot attempt to escape the grapple on its next turn.
You grab your foe to make certain of your aim. Then you plunge your weapon into the creature. Seize the Upper Hand
Rank 1 Exploit • Fear, Skill, Utility
As a bonus action while you have advantage on attacks against a target, make a Charisma (Intimidate) check against them. If you succeed, you and your allies add your exploit die to the damage of any attack that hits the target until the start of your next turn while you have advantage against the target. If you fail, only you get this benefit and only this turn.
Your glare forces your foe to lower its defenses and create opportunities from your allies’ attacks. Serpent’s Coil
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Strength saving throw or suffer disadvantage on attack rolls until the end of your next turn. If you made the triggering attack using a flail or polearm, you can also grapple the target on a failed save. While the target is grappled in this way, your weapon cannot be used to make attacks.
Like a striking snake, your weapon flashes and catches the limbs of your foe. Set the Trap
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage. Additionally, one ally you can see can use their reaction to safely move up to half of their speed to a space where they have cover or are obscured and make a Dexterity (Stealth) check to become hidden.
You grab the enemy’s attention with an aggressive strike to give your ally a chance to set up an ambush. Setup Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a versatile weapon, add your exploit die to your attack’s damage, and an ally of your choice within 60 feet who can see or hear you gains advantage on attack rolls against the target until the end of your next turn.
You land a calculated blow that causes your enemy to drop its guard, leaving it vulnerable to attack. Shadow Strike
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with an attack using a finesse or ranged weapon, add your exploit die to your attack’s damage, and if you were hidden when you attacked and still have concealment or cover, you can make a Dexterity (Stealth) check to remain hidden after the attack.
You emerge from the darkness, delivering a quick strike before retreating back into the shadows. Shadow Wasp Strike
Rank 1 Exploit • Offensive, Quarry, Weapon
When you hit your quarry with an attack while hidden from them, add two exploit dice to your attack’s damage.
You strike quickly, like a shadow wasp flying out of the darkness, hitting where your foe is most vulnerable. Shake It Off
Rank 1 Exploit • Utility
As a bonus action, you can choose yourself or one ally within 60 feet who can see or hear you. The target can make a saving throw against one effect that a save can end; if the target is not you, they can add your exploit die to the saving throw.
You offer strong words of encouragement to offset a debilitating effect. Shield Slam
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee weapon attack while you are wielding a shield, you can follow up by making a shield bash attack. If you hit, add your exploit die to your attack’s damage, and the enemy is pushed up to 5 feet. You can safely move into the space vacated by the enemy.
You follow up a successful attack by slamming your shield into the enemy, knocking it aside. Shielded Assault
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a shield, add your exploit die to your attack’s damage. Additionally, until the end of your next turn, you gain a +2 bonus to AC, and your allies gain a +2 bonus to AC while within 5 feet of you.
You attack cautiously, protecting yourself and nearby allies with your shield. Shielding Shove
Rank 1 Exploit • Utility
As a bonus action while you are wielding a shield, choose one ally you can see within 5 feet. You push the target up to 20 feet. You can then mark an enemy within 5 feet of either you or the original position of your ally, and add your exploit die to the damage of the next attack you hit them with before the end of your next turn.
You shove an ally out of harm’s way with your shield. Shrewd Positioning
Rank 1 Exploit • Utility
As a reaction, when you are hit by an attack, you can safely move up to half your speed and then add your exploit die to your next attack roll or skill check before the end of your next turn.
An enemy’s attack lands, but you spot a way to better your tactics. Sidestep Maneuver
Rank 1 Exploit • Utility
As a reaction, when an enemy ends its movement in a space within 5 feet of you, you can safely move up to half your speed to a space still within 5 feet of the triggering enemy. The enemy subtracts your exploit die from attack rolls against you until the end of its turn, and you gain a +2 bonus to your next attack roll against the triggering enemy before the end of your next turn.
The enemy closes to strike, but you duck away and ready a nasty counterstrike. Singular Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon and there are no creatures within 5 feet of your target, add two exploit dice to your attack’s damage.
You single out a foe for a deadly attack. Skip the Rock
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a sling or thrown weapon, add your exploit die to your attack’s damage, and you can make one additional ranged attack using a sling against a different creature within your weapon’s range of the first target. On a hit, add your exploit die to your attack’s damage.
Your sling stone skips off the first target and smashes into another one. Skirmish Shot
Rank 1 Exploit • Offensive, Weapon
When you take the Attack action on your turn, you can move up to your speed before one of your ranged attacks using a weapon. On a hit, add your exploit die to your attack’s damage.
You rush across the battlefield and then let off a devastating shot. Skirmishing Stance
Rank 1 Exploit • Stance
As a bonus action, you enter the Skirmishing stance. Until the stance ends, whenever you move at least 20 feet away from where you started your turn, you gain a +1 bonus to AC and a +1 bonus to Dexterity and Intelligence saving throws until the start of your next turn, and you add your exploit die to the damage of your next attack that hits before the start of your next turn.
You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage. Slamming Rush
Rank 1 Exploit • Offensive, Weapon
When you hit a creature you are grappling with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Strength saving throw. On a failed save, you can move up to your speed, pulling the target along with you. If the target is within 5 feet of blocking terrain at the end of this movement, it takes your exploit die again in bludgeoning damage.
You yank your grabbed foe across the battlefield. Upon reaching your destination, you slam it against a wall. Snagging Grip
Rank 1 Exploit • Utility
As a reaction, when an enemy within 5 feet of you knocks you prone or forces you to move and is no more than one size category larger than you, you can knock it prone as well or pull it with you respectively. If the triggering enemy forced you to move, you can pull it to any space within 5 feet of where you end the movement. Either way, you can then do your exploit die plus the higher of your Strength or Dexterity modifier in bludgeoning damage to that enemy.
When knocked off balance, you grab hold of the enemy in front of you and bring it staggering along with you. Sneak in the Attack
Rank 1 Exploit • Utility
As a reaction when an ally attacks an enemy within 5 feet of you with advantage, you guide your ally and distract your enemy so that your ally’s attack adds two exploit dice to its damage. If you have the Sneak Attack ability, add a further bonus of +1 damage per your usual dice of Sneak Attack.
You give your ally the advantage they need to inflict a devastating attack. Staggering Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Strength saving throw or be pushed up to 10 feet. In addition, if the target moves at all during its next turn after failing this save, it falls prone at the end of its turn. If the target succeeds at the save, it is pushed up to 5 feet and does not fall prone from moving.
The impact of your shot leaves a foe reeling. Startling Offensive
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy enters a space within 15 feet of you, you can safely move up to 10 feet to a space within 5 feet of the triggering enemy. You can make one melee attack using a finesse or light weapon against the triggering enemy. On a hit, add your exploit die to your attack’s damage, and the target suffers a -2 penalty to attack rolls against you until the end of your next turn.
You strike before your foe even realizes that you are a threat. Surprising Stab
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a separate melee weapon in each hand, add your exploit die to your attack’s damage, and the target must make an Intelligence saving throw. On a failed save, you gain advantage on attack rolls against the target until the end of your next turn, and on a successful save, you still get advantage on your next attack against the target before the start of your next turn.
You slash at your enemy’s head and bring in your off-hand weapon with a fast, deadly strike. Sustaining Strike
Rank 1 Exploit • Utility
When you reduce an enemy to 0 hit points with an attack, you can regain hit points as if you had spent a hit die and add your exploit die.
You regain your strength for a future attack. Sweeping Blow
Rank 1 Exploit • Offensive, Weapon
As an action, while you are wielding either a two-handed melee weapon or a separate melee weapon in each hand, each enemy you can see within 5 feet must succeed on a Dexterity saving throw or take damage equal to that of a hit from one of your weapons plus your exploit die and then be pushed up to 5 feet. On a successful save, you still deal half damage.
You whirl your weapons fearsomely and drive your foes away from you. Synchronized Strike
Rank 1 Exploit • Offensive, Pet, Weapon
When you take the Attack action on your turn, you can forgo one of your attacks to command your companion pet to use its reaction to make a melee weapon attack against one creature within its reach. On a hit, you can make one additional melee attack using a weapon against the target, and add your exploit die to your attack’s damage.
You command your companion pet to tear into your opponent, opening a gap for you to exploit. Tactical Assessment
Rank 1 Exploit • Skill, Utility
When you make an Intelligence (Investigation), Intelligence (History), or Wisdom (Insight) check, you may add your exploit die to the check.
You have an almost innate understanding of how people live and work and how they operate in a space. Tactician’s Invitation
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Wisdom saving throw. On a failed save, the next time an ally hits the target before the end of your next turn, they add your exploit die to their attack’s damage, and can move the target up to 10 feet.
Your strike leaves the opponent swaying so that a feather’s touch can cause it to move from its position. Termination Threat
Rank 1 Exploit • Fear, Offensive, Weapon
When you hit a creature with a melee attack, add your exploit die to your attack’s damage, and the target suffers a -2 penalty to attack rolls until the end of your next turn. If the target was already suffering a penalty to attack rolls from any source, its speed is instead reduced to 0 until the end of your next turn.
Your attack unnerves your foe, possibly freezing it in its tracks. Terrain Advantage
Rank 1 Exploit • Skill, Utility
As a bonus action if you are trained in Survival, until the end of your next turn, you add your exploit die to your AC and your Strength, Constitution and Dexterity saving throws while you occupy a space of difficult terrain.
You use the terrain around you as your first line of defense. Thundertusk Boar Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with both weapons while wielding a separate melee weapon in each hand, or hit it two times with unarmed weapon attacks this turn, the target must make a Constitution saving throw. On a successful save, deal thunder damage equal to your exploit die, and the target can’t take reactions until the end of your next turn. On a failed save, deal thunder damage equal to two exploit dice, and the target is deafened and dazed until the end of your next turn.
Your weapons strike near both sides of the enemy’s head or box it upside the ears. Thwarting Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on an Intelligence saving throw or until the end of your next turn, the target’s speed is reduced by 10 feet and it suffers a -2 penalty to attack rolls and skill checks.
Your cutting projectile discombobulates your adversary for a moment. Torturous Strike
Rank 1 Exploit • Offensive, Weapon
When you critically hit a creature, add two exploit dice to your attack’s damage, and the target must succeed on a Constitution saving throw or it is dazed until the end of your next turn.
If you twist the blade in the wound just so, you can make your enemy howl in pain. Topple Over
Rank 1 Exploit • Offensive, Skill, Weapon
When you take the attack action on your turn, you can make a Strength (Acrobatics) or Dexterity (Acrobatics) check in place of your attack roll with a bludgeoning weapon. On a hit, add your exploit die to your attack’s damage, and the target is knocked prone.
Balance and momentum are your allies as you lunge forward, strike deftly, and knock your foe to the ground. Trickster’s Blade
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack using a finesse or versatile weapon, add your exploit die to your attack’s damage, and you gain a +2 bonus to AC until the start of your next turn.
You land an expert blow and follow up with a clever series of feints that bewilder your enemies. Unbalanced Parry
Rank 1 Exploit • Utility, Skill, Weapon
As a reaction, when an enemy misses you with a melee attack, you can make a Dexterity (Acrobatics) check with a DC of the target’s AC. On a “hit,” you can move the target up to 15 feet to a space within 5 feet of you, it can’t take opportunity attacks against you until the end of your next turn, and you add your exploit die to attack rolls against it until the end of your next turn. On a “miss,” you can still move the target up to 5 feet to a space within 5 feet of you and it can’t take opportunity attacks against you until the end of your next turn.
You deftly block your enemy’s strike and turn its momentum against it, causing it to stumble to the side. Unbalancing Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack, add your exploit die to your attack’s damage, the target’s speed is halved, and the target suffers disadvantage to Strength and Dexterity based ability checks until the end of your next turn.
The impact of your shot leaves your enemy wobbly. Unstoppable Advance
Rank 1 Exploit • Stance
As a bonus action, you enter the Unstoppable Advance stance. Until the stance ends, whenever you hit a creature with a melee weapon attack, you can push that creature up to 5 feet and can safely move into the space the creature vacated.
You swing with such fury that your foes are steadily driven back with each blow. Vengeance is Mine
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy hits you with an attack, you can make a melee weapon attack against the triggering enemy. On a hit, add your exploit die to your attack’s damage, and one ally within 30 feet of you who can see or hear you can use their reaction to move up to their speed and make a melee weapon attack against the triggering enemy.
You respond to an enemy’s attack with a riposte, and you call for an ally to join you against the offender. Walled Sides
Rank 1 Exploit • Utility
As a bonus action, while you are wielding a shield and have not attacked or moved yet this round, until the end of your next turn, you add your exploit die to AC, Strength, Constitution and Dexterity saving throws, you are immune to forced movement, and creatures cannot gain advantage on attack rolls against you, but your speed is reduced to 0 this turn, and you take a -2 penalty on your own attack rolls and offensive skill checks.
You whirl with your shield, concentrating on closing any holes in your defenses. Warding Attack
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you can choose one ally within 5 feet of you or the target who can see or hear you. That ally gains a +2 bonus to AC and to Strength and Dexterity saving throws against the target’s attacks until the end of your next turn.
With a calculated strike, you knock your enemy off balance, granting some protection against the villain’s attacks. Warlord’s Favor
Rank 1 Exploit • Offensive, Skill, Weapon
As a reaction when your attack reduces an enemy to 0 hit points, you can choose one ally within 30 feet of you. That ally adds your exploit die to all damage rolls and combat skill checks until the end of your next turn.
Your heroics inspire your ally to follow your example. Warlord’s Strike
Rank 1 Exploit • Utility
When you hit a creature with a weapon attack, until the end of your next turn, each ally who can see or hear you adds your exploit die to their damage rolls against the same target.
One convincing strike is all you need to expose the enemy’s weakness and spur your allies into finishing it off.
Adaptable Flanker
Rank 1 Exploit • Utility
If you are about to make an attack roll against a creature, and you and at least one ally are both within 5 feet of that creature, you can add your exploit die to the attack roll.
The mere presence of an ally gives you all the advantage you need. Adaptive Stratagem
Rank 1 Exploit • Skill, Utility
As a bonus action, choose one ally within 60 feet of you who can see or hear you and make an Intelligence (Insight) or Wisdom (Insight) check. Until the end of your next turn, the target adds your exploit die to their damage rolls and skill check against any enemy whose passive Insight DC you beat with your skill check.
Your companion has the ability and the will. You provide the plan and the motivation. Advance Lunge
Rank 1 Exploit • Offensive, Weapon
When you take the Attack action on your turn, you can safely move up to 5 feet before one of your attacks using a weapon. On a hit, add your exploit die to your attack’s damage. If you had advantage on the attack roll, you may also safely move up to 5 feet after the attack. If you made the attack with a light blade or a spear or polearm, you may double the distance you move with this exploit.
You spring forward to make a quick attack. Agile Footwork
Rank 1 Exploit • Utility
As a reaction, when an enemy ends its turn with you within its reach, or within 5 feet of you if it does not have a reach, you can safely move up to half your speed.
Though your foe wants to move in closely, you’d rather keep your distance, so you nimbly move away. Aid the Injured
Rank 1 Exploit • Skill, Utility
As an action, choose yourself or one ally you can see within 5 feet of you and make a Wisdom (Medicine) check, adding your exploit die to the check. The target not only stabilizes, stops bleeding or receives any other such standard benefit of your Medicine check, but can spend one hit die to regain hit points plus heals additional hit points equal to half of your check result.
Your presence is both a comfort and an inspiration to an ally. Alert Instinct
Rank 1 Exploit • Utility
When you would roll initiative, you may add your exploit die to your Initiative roll.
Your instincts are highly tuned for danger. Archer’s Stairway
Rank 1 Exploit • Utility, Weapon
As an action while wielding a bow or crossbow that doesn’t require an action to reload, you target a vertical surface within your weapon range that you can see, and release an amount of ammunition up to the size of your exploit die (e.g., 4 shots for a d4). You may target contiguous spaces up to the number of shots, or use up multiple shots to target individual spaces more than once. The DC for climbing these spaces is reduced by 2 for each piece of ammunition you spend on a space, up to 4 for two shots into a single space. These handholds last until removed or destroyed. The ammunition you spend in this way is not recoverable.
A stairway of arrows appears where you point your bow. Arm and Edge
Rank 1 Exploit • Stance
As a bonus action, you enter the Arm and Edge stance. Until the stance ends, whenever you make a ranged attack with a thrown weapon or a sling, you double the weapon’s normal and long range.
You sharpen your aim and flex your arm, preparing to hurl your weapon at a distant foe. Armor-Piercing Thrust
Rank 1 Exploit • Offensive, Weapon
As an action, while wielding a slashing or piercing melee weapon, choose one creature you can see within reach. You don’t make an attack roll; instead, the target must make a Dexterity saving throw. On a failure, the target takes piercing damage equal to your weapon damage and ability modifier per each attack you are giving up (e.g., 2x your weapon damage and ability modifier if you have Extra Attack x1), while on a success the target still takes half damage. If you are wielding a light blade or spear, add two exploit dice to the pre-save total damage.
You drive your weapon through a weak point in your foe's defenses. Avenging Charge
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy attacks your ally, you can move up to your speed and make a charging attack against the triggering enemy. On a hit, add your exploit die to your attack’s damage.
You take advantage of an enemy’s opening while it focuses on your ally. Bait and Switch
Rank 1 Exploit • Skill, Utility
As part of your movement if you are trained in Deception or Sleight of Hand, you can switch places with a creature up to one size larger than you and then safely move up to 5 feet further if you wish. If the creature is unwilling, you must roll the chosen skill against the target's Insight.
You elegantly weave around your ally or opponent, almost like a dancer. Battlefront Shift
Rank 1 Exploit • Utility
When you roll initiative, choose yourself or one ally within 30 feet who can see or hear you. The target can safely move up to half their speed (no action required).
As combat breaks out, you give a quick call, urging an ally to move or spurring yourself to take action. Beast Latch
Rank 1 Exploit • Offensive, Pet
When you take the Attack action on your turn, you can forgo one of your attacks to command your companion pet to use its reaction to make a melee weapon attack against one creature within its reach. On a hit, your pet adds your exploit die to its attack’s damage, and if the target moves before the end of your next turn, your companion can safely move with it without an action, ending in any space within 5 feet of the target. If your pet is the same size or larger as the target, the target’s speed is also reduced by 10 feet until the end of your next turn.
Your attack diverts your foe’s attention long enough for your companion pet to take hold, hampering your foe and allowing the pet to easily follow. Bell Ringer
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Constitution saving throw or be dazed until the end of your next turn. If you made the triggering attack using an axe, hammer, mace, or unarmed weapon, add two exploit dice instead.
You smash your weapon into your enemy, jarring their vitals. Bending Branch
Rank 1 Exploit • Skill, Utility
As a reaction, when you are subject to forced movement, negate it. In addition, if you are trained in Acrobatics, add your exploit die to your next melee attack roll against the triggering attacker before the end of your next turn.
You resist a foe’s attempt to move you, and like a great tree swaying in a storm, you snap back, ready to attack. Blinding Smash
Rank 1 Exploit • Offensive, Weapon
As an action, while wielding a melee weapon, choose one creature you can see within reach. You do not make an attack roll; instead, the target must make a Constitution saving throw. On a failed save the target takes damage equal to a hit with your weapon, plus your exploit die for each attack you would normally make with an attack action, and until the end of your next turn, the target is blinded. If you are wielding an axe, hammer, or mace, instead add two exploit dice.
A sharp blow leaves your enemy seeing only stars. Bloody Ending
Rank 1 Exploit • Offensive, Weapon
When you hit a bloodied creature with an attack using a weapon, add two exploit dice to your attack’s damage, and until the end of your next turn, your allies gain a +2 bonus to attack rolls against the target.
You cunningly aim to finish off a wounded foe. Bodyguard's Retaliation
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy within 10 feet of you hits one of your allies with an opportunity attack while you are wielding a shield, you can safely move up to 10 feet to a space where you are next to that enemy. The opportunity attack then hits you instead of the triggering ally, and you can make a melee attack using a weapon against the triggering enemy. On a hit, add your exploit die to your attack’s damage, and the triggering ally can then safely move up to 10 feet (no action required).
You step in front of an attack meant for your ally and give the attacker a staggering blow. Your friend can then move to a better position. Boundless Endurance
Rank 1 Exploit • Stance
As a bonus action, you enter the Boundless Endurance stance. Until the stance ends, if you are bloodied but above 0 hit points at the start of your turn, you gain temporary hit points equal to your exploit die. (Only the highest source of concurrent temporary hit points applies; they do not stack.)
You shake off the pain to focus on finishing the fight. Brace
Rank 1 Exploit • Offensive, Weapon
As a reaction when an enemy moves into the reach of your melee weapon, you may make an attack on them before they move or act further. If you hit, add your exploit die to your attack’s damage, or two exploit dice if you made this attack with a spear or polearm weapon.
You tense yourself as danger approaches, ready to immediately set your weapon against your foe. Bronze Monsoon
Rank 1 Exploit • Offensive, Weapon
If you attacked two or more times with a melee weapon this turn, deal psychic damage equal to your exploit die to each target you attacked (even if you missed them), and you can choose up to two allies within 30 feet of you who can see or hear you. Those allies can safely move up to 5 feet (no action required).
You leap into the fray with a wild, whirling attack, but your movements are carefully calculated to distract nearby enemies and give your allies a change to move into position. Brutal Trick
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a finesse or versatile weapon, add your exploit die to your attack’s damage, and you provoke an opportunity attack from the target, which must be made with disadvantage. If the target misses with the opportunity attack or does not take it, you deal psychic damage to the target as if you struck it with a normal weapon attack.
You create an opening that lulls your foe into a false sense of security. Then you unleash a devastating attack. Bull Charge
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Strength saving throw or be pushed up to 5 feet and knocked prone. Also on a failed save, you can safely move up to 5 feet to a space the target vacated. When you use this exploit as part of a charging attack, you can continue pushing the target for the remainder of your movement, or a minimum of 5 extra feet if you would out of movement by the end of the initial 5 foot push.
You run into your enemy, taking a brutal swing. Your force knocks your enemy backward and to the ground, allowing you to step forward. Comeback Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, you can spend one hit die to recover hit points and add your exploit die to the amount healed.
A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on. Commander's Strike
Rank 1 Exploit • Offensive
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding the exploit die to the attack's damage roll on a hit.
You see an opening and shout your orders to a ready teammate. Commanding Presence
Rank 1 Exploit • Skill, Utility
You may add your exploit die to a Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion) check.
Your imposing figure, grand gestures, and loud, clear voice demand attention. Concentrated Attack
Rank 1 Exploit • Offensive, Skill, Weapon
When you miss a creature with an attack using a weapon and you are trained in Deception or Sleight of Hand, one ally within 60 feet of you who can see or hear you can use their reaction to make a weapon attack against the target. On a hit, your ally adds your exploit die to their attack’s damage.
You feint, and your companion follows up with the actual attack. Confusion of Blades
Rank 1 Exploit • Offensive, Weapon
When you hit one creature with both of your weapons while you are wielding a separate melee weapon in each hand, or with two unarmed strikes, one of those attacks deals additional damage equal to your exploit die per each other enemy besides the target who is also within 5 feet of you.
Your twin blades become a whirl of slapping, jabbing, and cutting surfaces. Coordinated Offensive
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and up to two allies of your choice within 10 feet of you or the target may move 5 feet toward you or the target (no action required).
You draw the enemy’s attention long enough for your allies to move into position. Covering Attack
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add your exploit die to your attack’s damage, and one ally of your choice within the target’s reach can safely move up to 10 feet (no action required).
You launch a ferocious attack at your enemy, allowing one of your allies to safely retreat from it. Covering Volley
Rank 1 Exploit • Offensive, Weapon
As an action, spend ten pieces of ammunition and make one attack at disadvantage against each target in a 10 foot square within your weapon’s range, with a separate attack roll for each target. On a hit, add your exploit die to your attack’s damage. Any creature that moves into that square or ends its turn in that square until the start of your next turn automatically takes your weapon damage. If you would be giving up two or more attacks instead of just one (e.g., you have the Extra Attack class feature), you may spend an additional ten pieces of ammunition to expand the zone to a 15 foot square.
A series of shots convinces your foes to take a different path. Create a Target
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you make a Charisma (Deception) or Dexterity (Sleight of Hand) check against the target’s passive Insight. On a success, you can push the target up to 10 feet and it provokes an opportunity attack from one ally of your choice. On a failed check, you can push the target up to 5 feet.
You feint after striking your foe, tricking it into the line of fire. Create Opening
Rank 1 Exploit • Utility
As a bonus action, choose one creature you can see within 5 feet. The target is marked by you. This exploit provokes an opportunity attack against you from your target, but this attack suffers disadvantage on the attack roll, and if you are wielding no weapon, an unarmed weapon or an improvised weapon, you can safely move 5 feet after the target’s opportunity attack. Regardless of if the opportunity attack is taken, one ally of your choice within 5 feet of the target can use its reaction to safely move up to its speed.
You draw your enemy’s attention, allowing an ally to slip away. Crescendo of Violence
Rank 1 Exploit • Utility
As a reaction, when an ally within 30 feet who can see or hear you scores a critical hit, you allow the triggering ally to gain temporary hit points as if they spent a hit die plus your exploit die.
When one of your allies delivers a telling blow on a foe, you offer encouragement to help your friend finish the fight. Crucial Advice
Rank 1 Exploit • Skill, Utility
As a reaction, when an ally within 30 feet that you can see or hear makes an ability check using a skill you are proficient in, you can grant the ally your exploit die as a bonus on their check.
You are wise in all things. The sooner your friends realize this, the safer and better off they’ll be. Crushing Blow
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage. If you made the triggering attack using an axe, hammer, mace, or unarmed strike, roll the damage twice (including your exploit die) and take the better result.
Taking a full swing, you deliver a brutal blow to your foe. Cunning Adjustment
Rank 1 Exploit • Utility
When you hit an enemy with a melee attack, the target suffers the attack’s normal effects, and one ally within 5 feet of you who can see or hear you can use their reaction to safely move up to half their speed, and adds your exploit die on their next attack roll against the triggering enemy until the end of your next turn.
Your strike creates an opening your ally seizes to their advantage. Cunning Step
Rank 1 Exploit • Stance
As a bonus action, you enter the Cunning Step stance. Until the stance ends, you can safely move up to 5 feet before beginning any other movement, including movement granted as part of another exploit or action, and are allowed to move diagonally past blocking terrain like wall corners.
You cut corners and flow out of the reach of enemies, making it seem like you move with unnatural speed. Cut and Run
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon while you are wielding a separate melee weapon in each hand or a ranged weapon, add your exploit die to your attack’s damage, and you can safely move up to 10 feet. In addition, you can make one additional attack using your other weapon or the same ranged weapon against the same target, before, during or after the movement.
You attack twice while maneuvering yourself into the most advantageous position possible. Dance of Bronze
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you may safely move 5 or 10 feet as long as you stay adjacent to your target. If you made the triggering attack using an unarmed strike, flail, polearm or heavy blade, the target must also succeed on a Strength saving throw or its speed is reduced to 0 until the end of your next turn.
Testing your enemy’s defenses as you weave your weapon in and out, you lash out with a sudden attack that leaves your foe in pain. Daunting Onslaught
Rank 1 Exploit • Fear, Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target and each enemy within 5 feet of you or the target suffers a -2 penalty to attack rolls until the end of your next turn.
You bring down your rage upon an enemy, frightening nearby foes with your brutality. Dazing Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a bludgeoning weapon, add your exploit die to your attack’s damage, and the target must also succeed on an Intelligence saving throw or it is dazed until the end of your next turn.
An expert strike catches your foe by surprise and leaves them reeling from the pain. Deadly Distraction
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add your exploit die to your attack’s damage, and until the end of your next turn, you and each ally within 5 feet of the target do not provoke opportunity attacks from it.
You strike your foe hard, delivering a wound that keeps your enemy distracted while your team retreats. Defender’s Cohort
Rank 1 Exploit • Offensive, Weapon
When you hit a creature while it is marked by your ally or is your ally’s quarry, add two exploit dice to your attack’s damage.
Another warrior’s vigilance is all you need to find the soft spot in your enemy’s defenses. Defensive Stance
Rank 1 Exploit • Stance
As a bonus action while you are wielding a shield or are wielding a separate melee weapon in each hand, you enter the Defensive stance. Until the sta
nce ends, your speed is reduced by 10 feet and you gain a +2 bonus to AC, and whenever an enemy misses you with a melee attack, you can safely move up to 5 feet (no action required). Dropping into a cautious stance, you maneuver around your opponent’s attacks to get into position. Deflecting Shield
Rank 1 Exploit • Offensive, Weapon
As a reaction when an opponent hits you while you are wielding a shield, deal shield bash damage either to that opponent, or to another creature within reach of both you and the opponent that the opponent’s attack roll would be high enough to hit; add your exploit die to this damage.
As your foe hammers you with an attack, you move your shield to reflect some of its force. Destructive Surprise
Rank 1 Exploit • Offensive, Weapon
As an action, choose one ally you can see within 60 feet who can see or hear you. That ally can use its reaction to safely move up to half their speed and make a weapon attack against one creature. On a hit, your ally adds your exploit die to their attack’s damage.
You motivate an ally to strike true at just the right moment. Devastating Offensive
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a two-handed or bludgeoning weapon, add your exploit die to your attack’s damage, and the target must make a Strength saving throw. On a failed save, you can move the target up to 5 feet and you can move one ally within 5 feet of you up to 15 feet to the space the target vacated. Then the ally can use their reaction to make a melee weapon attack against the target.
You knock the enemy aside and call forth a nearby ally for a combined assault. Diabolic Stratagem
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, the target is marked until the end of your next turn, and the target of this attack gains advantage on attack rolls against you until the start of your next turn. Attacks the target makes against you before the start of your next turn provoke opportunity attacks from you and your allies.
A feint and attack marks a foe and seemingly leaves you defenseless, but it’s just a cunning move to allow you to make other attacks. Dicey Predicament
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack while at least two enemies are within 5 feet of you, add your exploit die to your attack’s damage, and until the end of your next turn, your allies who can see or hear you gain advantage on attack rolls against any enemy within 5 feet of you.
Surrounded by enemies, you fake weakness and make them careless. Then you suddenly strike. Disruptive Strike
Rank 1 Exploit • Offensive, Weapon
As a reaction, when you or an ally is hit with an attack by a creature you can see, you can make an attack using a weapon against the triggering creature which happens before the triggering attack. On a hit, in addition to damaging the target, the target must apply your exploit die as a penalty on the triggering attack roll, possibly causing it to miss.
You thwart an enemy’s attack with a timely thrust of your blade or a quick shot from your bow. Distracting Spate
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Dexterity saving throw or grant advantage on the next attack roll against it by someone other than you until the start of your next turn. If you made the triggering attack while you are wielding a versatile or improvised weapon, add two exploit dice instead.
Your flurry of feints and strikes leaves your foe’s defenses unsteady. Distracting Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a sling or a thrown weapon, add your exploit die to your attack’s damage, and you can choose one of your allies within 5 feet of the target. Until the end of your next turn, the chosen ally has advantage on attack rolls against the target.
Your attack draws your enemy’s attention long enough to give your ally an opening. Distracting Team
Rank 1 Exploit • Offensive, Pet, Weapon
When you hit a creature with a melee attack using a weapon, your companion pet can use its reaction to move up to its speed and make a melee weapon attack against the target. On a hit, add your exploit die to your pet’s damage, and the target must succeed on a Strength saving throw or be knocked prone.
You distract your foe while your companion pet moves in for the kill. Driving Attack
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a heavy or two-handed weapon, add your exploit die to your attack’s damage, and the target must make a Strength saving throw. On a failed save, you can move the target up to 5 feet and knock it prone. On a successful save, you can move the target up to 5 feet. Once the exploit is resolved, you can safely move up to 5 feet closer to the target.
You drive back your adversary with a hail of blows. Driving the Quarry
Rank 1 Exploit • Offensive, Pet, Quarry, Weapon
When you hit your quarry with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Strength saving throw. On a failed save, you can move the target up to 10 feet and you can move your companion pet up to 10 feet to a space within 5 feet of the target.
You fiercely assault your quarry, and your companion pet compels that same foe forward. Edge Block
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy within 5 feet of you misses on a melee attack against you while you are wielding a shield, you deal shield bash damage to the enemy and add your exploit die to this damage.
You block your foe’s attack with a quick slam of your shield’s edge, striking a powerful blow in the process. Enforced Threat
Rank 1 Exploit • Fear, Offensive, Weapon
When you hit a creature with a melee attack using a finesse or ranged weapon, add your exploit die to your attack’s damage, and the target suffers a -2 penalty to attack rolls until the end of your next turn. If the target is already suffering from a penalty to attack rolls, you also gain advantage on your next attack roll against the target before the end of your next turn.
Your weapon backs up your threats, extracting its toll in blood. Encircle the Prey
Rank 1 Exploit • Offensive, Pet, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Wisdom saving throw. On a failed save, you can move the target up to 5 feet and you can safely move up to 5 feet. Additionally, your companion pet can use its reaction to make a melee weapon attack against the target.
You lure your enemy into position. Then, your companion pet lunges. Encouraging Boost
Rank 1 Exploit • Utility
As a bonus action, choose one ally you can see within 30 feet who can hear you. The target can add your exploit die to one saving throw in the next minute, or subtract your exploit die from one enemy attack roll against the target in the next minute, after the attack is rolled but before its effects are determined.
You shout words of encouragement, giving your ally a necessary boost. Evasive Footwork
Rank 1 Exploit • Utility
When you move, you can roll your exploit die and add the result to your AC until you stop moving, or until the start of your next turn, whichever comes first.
You move with poise and grace but also determination, weaving quickly through the fray. Evasive Strike
Rank 1 Exploit • Offensive, Weapon
As a reaction when an attack misses you or you succeed at a Strength or Dexterity saving throw, you can safely move 5 feet if you wish, and then attack your enemy back in turn. On a hit, add your exploit die to your attack’s damage, or two exploit dice if you have a shield or polearm equipped.
You confound your enemies by weaving through the battlefield unscathed as you make your attacks. Feint
Rank 1 Exploit • Offensive, Weapon
As a bonus action you feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that later attack hits, add your exploit die to your attack's damage.
You feint one direction, while striking from another. Feral Ambush
Rank 1 Exploit • Offensive, Pet
When you take the Attack action on your turn, you can forgo one of your attacks to command your companion pet to make a melee weapon attack against one creature within its reach. On a hit, your pet’s attack adds two exploit dice to its damage if you are also within 5 feet of the target.
You distract an enemy while your pet lunges for the creature and savages it. Ferret an Opening
Rank 1 Exploit • Utility
As a bonus action, choose a creature within 5 feet of both you and an ally. Until the start of your next turn, you and your ally gain advantage on attack rolls against the target.
With a keen eye, you use one moment of advantage to create another. Flailing Shove
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a bludgeoning or heavy weapon, add your exploit die to your attack’s damage, and you can push the target up to 5 feet. After the push, each of your enemies within 5 feet of the target takes bludgeoning damage equal to your exploit die.
The enemy recoils from your weapon and accidentally strikes its allies. Flamboyant Strike
Rank 1 Exploit • Offensive, Skill, Weapon
You may elect to make a Charisma (Performance) check in place of an attack roll with a finesse or improvised weapon. If you do, you may safely move up to 5 feet before and after the attack, and if you hit, add your exploit die to your attack’s damage.
By distracting your foe with a colorful flourish, you manage to attack from an unexpected angle. Flash of Insight
Rank 1 Exploit • Skill, Utility
When you hit a creature with an attack, add your exploit die to your attack’s damage, and you may learn more information about the creature as if your passive skill was +5 higher if you are trained in the relevant skill - Arcana, History, Nature, or Religion, according to the creature's type.
You gauge how your foe reacts to your attack and understand more about it. Flattening Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a sling or thrown weapon, add your exploit die to your attack’s damage, and the target must make a Strength saving throw or you can push the target up to 5 feet and knock it prone.
Your shot careens toward an enemy and hits with a crack, knocking it over. Fleeting Ghost
Rank 1 Exploit • Skill, Utility
As a bonus action, you can take the Dash action or Hide action. If you have a class feature or other ability that allows you to do both of these actions as a bonus action already, such as the rogue’s Cunning Action, you can both Dash and Hide with the same bonus action.
You are stealthy and fleet of foot at the same time. Flickering Spirit Strike
Rank 1 Exploit • Offensive, Weapon
When you hit with an attack on your turn that you initiated while hidden, add your exploit die to your attack’s damage, and you can safely move up to half your speed. If you have concealment or cover where you end your movement, you can make a Dexterity (Stealth) check to become hidden again.
You dart from shadow to shadow, striking out along the way. Follow Me In
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you can choose one ally within 60 feet of you who can see or hear you. The ally’s speed increases by 10 feet until the end of your next turn. If the ally charges an enemy while the speed bonus is active, the ally’s movement does not provoke opportunity attacks.
You rush into battle with a decisive attack, rallying a friend behind you. Forceful Drag
Rank 1 Exploit • Utility
As a bonus action, choose one creature you have grappled who is up to one size category larger than you. You can move up to your speed, pulling the target along with you. At the end of this movement, you deal your exploit die in damage to the target, and can choose to end the grapple to knock the target prone.
You dig your fingers into a foe and drag the struggling opponent across the battlefield. Fox Shift
Rank 1 Exploit • Utility
When you hit a creature marked or quarried by an ally, you can safely move up to 5 feet, and once until the end of your next turn you can add your exploit die to either your AC or a saving throw against one of the target’s attacks or abilities.
Distracted by your ally, your foe can’t respond effectively to your sly maneuvering. Fox’s Cunning
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy hits or misses you with a melee attack, you can safely move up to 5 feet, then make an attack using a weapon against the triggering enemy. On a hit, add your exploit die to your attack’s damage, or two exploit dice if you are wielding a shield or an improvised weapon.
Using the momentum from your enemy’s blow to fall back or slip to one side, you make a sudden retaliatory attack as they stumble to regain their composure. Funneling Flurry
Rank 1 Exploit • Offensive, Weapon
When you hit one or more creatures using a weapon while you are wielding a separate melee weapon in each hand, add your exploit die to your attack’s damage for each target that is struck, and you can move each struck target up to 5 feet. Both effects apply only once per target, even if you hit the same target multiple times.
With snakelike strikes, you force two of your enemies to move where you want them. Get over Here
Rank 1 Exploit • Utility
As a bonus action, choose one ally up to 5 feet past your normal reach. You can move the target up to 15 feet to a space within 5 feet of you. That ally adds your exploit die to their AC or Dexterity or Strength save against the next attack made against them before the end of your next turn.
You pull one of your allies into a more advantageous position. Goading Maneuver
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you can safely move up to 10 feet. In addition, you can mark one or two enemies until the end of your next turn that are within 5 feet of you after your movement or after your choice not to move.
After a swift strike, you step to the side and draw another one or two foes into your trap. Grasping Strike
Rank 1 Exploit • Offensive, Skill, Weapon
As a bonus action after you hit a creature with a melee attack using a weapon and have a free hand, make a Strength (Athletics) check against your enemy and add your exploit die to the check. On a successful check, you grapple your target; whether you succeed or fail, add your exploit die to the triggering attack’s damage.
You slam your weapon through your foe’s defenses, creating an opening. You then step in and trap your enemy. Guarded Attack
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a finesse weapon, add your exploit die to your attack’s damage, and the target provokes an opportunity attack from you if it attacks you or an ally adjacent to you before the start of your next turn. The opportunity attack is made before the target makes its attack roll. On a hit, the target suffers disadvantage to the triggering attack roll.
Striking quickly, you remain ready to parry. Hack and Hew
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a two-handed weapon, add your exploit die to your attack’s damage, and you can make one additional melee attack against a different creature adjacent to the first target and within your reach. On a hit, add your exploit die to your attack’s damage.
You hack an enemy with one stroke and follow through with the continuing momentum of the swing. Hammer and Anvil
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and one ally within 5 feet of the target who can see or hear you can use their reaction to make a melee weapon attack against it. On a hit, your ally adds your exploit die to their attack’s damage.
You land a ringing blow against your foe, inspiring a nearby ally to do the same, but harder. Harrier’s Ploy
Rank 1 Exploit • Utility
When a creature you have hit with a melee attack since the start of your last turn moves away from you, you can use your reaction to deal your exploit die in damage to them in psychic damage, and move up to your speed to follow them as they move.
Your forceful attack promises your foe a pursuit that can end only when one of you is victorious. Hasty Alert
Rank 1 Exploit • Utility
When you roll initiative and you are surprised, you can use this exploit to not be surprised; alternately, if you are not surprised but an ally within 60 feet is surprised, choose one ally to not be surprised. Additionally, the chosen target adds your exploit die to saving throws during this first round of combat until the start of their second turn.
Your shout warns comrades of imminent danger in time for them to react. Hearten the Beast
Rank 1 Exploit • Pet, Utility
As a bonus action, if your companion pet is within 120 feet and can see or hear you, it can immediately make a saving throw against one effect that a save can end, and adds your exploit die to the roll.
With an encouraging shout, you give your beast companion the desire to fight harder. Hesitation Slash
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Wisdom saving throw or grant advantage on attack rolls against itself until the start of your next turn. If the triggering attack was made with a light blade, heavy blade, or spear, the advantage lasts until the end of your next turn instead.
You flick your weapon one way, then the next, slashing your opponent and making it unclear which direction your next attack will come. Hindering Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Dexterity saving throw or suffer disadvantage on all attack rolls and Strength or Dexterity based ability checks until the end of your next turn. An arrow in the arm impedes even the hardiest creature. Hold the Line
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage. Until the end of your next turn, allies adjacent to you gain a +2 bonus to AC and any forced movement to which they are subjected is halved.
With a snap series of commands, you keep your allies in formation and well defended as you assault your foe. Hunter’s Privilege
Rank 1 Exploit • Quarry, Stance
When you roll initiative, you enter the Hunter’s Privilege stance. You mark an enemy you can see or hear as a bonus Hunter’s Quarry without spending an action to do so, independent of and without interfering with your ability to “manually” set a Hunter’s Quarry, until the stance ends.
Your keen senses and uncanny instincts give you an edge over your enemies. Hunting-Partner Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a weapon attack with a versatile or improvised weapon while one of your allies is within 5 feet of the target and not incapacitated, add two exploit dice to your attack’s damage.
Working with an ally allows you that extra edge. Hunt’s End
Rank 1 Exploit • Offensive, Weapon
When you hit a bloodied creature with an attack using a weapon, add two exploit dice to your attack’s damage. If the target is your quarry, the triggering attack can score a critical hit on a roll of 19–20.
You carefully focus to make your attack spell your target’s end. Hurling Charge
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a thrown weapon, add your exploit die to your attack’s damage, and you can then charge the target. If you get within reach of your target, you retrieve your thrown weapon and use it to make a melee attack against the same target.
You hurl one of your weapons and then launch into a charge. Immediate Vengeance
Rank 1 Exploit • Skill, Offensive
As a reaction, when an enemy within 5 feet of you hits you or an ally with a melee attack while you have a free hand and a poisoner’s or alchemist's kit with which you are proficient, you force the target to make a Constitution saving throw. On a failed save, deal two exploit dice of acid or poison damage to the target, and the target is Weakened until the end of your next turn, including for resolving the triggering attack. On a successful save, you still deal the damage.
An attack gets through, but before the attacker can withdraw, you retaliate with a splash of noxious chemicals. Impact Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon on which you had advantage, add two exploit dice to your attack’s damage, and you can move the target up to 10 feet.
Your shot slams your foe at the right angle to make it stumble. Inspire Resilience
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon, you can choose any number of allies within 10 feet of you or the target who can see or hear you. Make a Charisma (Performance) check and add your exploit die; each ally gains temporary hit points equal to half the check result.
You deliver a powerful hit and battlecry that bolsters your allies. Inspiring War Cry
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage. Additionally, one ally of your choice within 30 feet of you who can see or hear you can make a saving throw against one effect that a save can end.
As you strike, you shout a fierce war cry that heartens a nearby ally, jolting your friend out of succumbing to their troubles. Inspiring Word
Rank 1 Exploit • Utility
As a bonus action, choose yourself or one ally within 30 feet who can hear you. The target can spend one hit die to regain hit points, and adds your exploit die plus your Charisma modifier to the amount healed.
You call out to a wounded ally and offer inspiring words of courage and determination to help that ally rally. Invigorating Walk
Rank 1 Exploit • Utility
In place of moving normally this turn, you can safely move up to your speed. If there are no enemies within 5 feet of you after this movement, you can spend one hit die as a bonus action to regain hit points and add your exploit die to this healing.
You back away from danger and catch your breath. Isolation Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and each other enemy within 5 feet of you or your target must succeed on an Intelligence saving throw or be pushed up to 10 feet away from you and your target.
Your flurry of attacks drives your opponents back warily, allowing you to focus on a single foe. Interrupting Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you can mark the target until the end of your next turn. While marked by this exploit, if the target makes an attack before the end of your next turn that does not include you as a target, one ally within 5 feet of the target can make an opportunity attack against it as a reaction. If the ally’s attack hits, the target suffers disadvantage to the triggering attack roll, possibly causing it to miss.
Your weapon strikes the foe and, if it seeks to attack another, your waiting ally can attempt an attack of their own first. Jumping Assault
Rank 1 Exploit • Offensive, Weapon
When you make a charging attack against your opponent and at least the last 10 feet of this charge was via jumping toward them, you gain advantage on your attack roll. If you hit, add your exploit die to your attack’s damage, and the target must make a Strength saving throw at disadvantage or it is knocked prone.
You deliver a flying kick to the face of your foe, knocking it to the ground. King’s Castle
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with an attack using a finesse or ranged weapon and you are trained in Acrobatics, add your exploit die to your attack’s damage, and you and one ally you can see within 5 feet of you can safely swap places.
You make a stinging strike against your foe and then retreat behind a nearby ally. Knight’s Move
Rank 1 Exploit • Utility
As a bonus action, choose one ally within 60 feet who can see or hear you. That ally can use their reaction to move up to their speed.
With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position. Lead by Example
Rank 1 Exploit • Offensive, Weapon
When you take the Attack action on your turn, you can safely move up to 5 feet before one of your attacks using a melee weapon. On a hit, add your exploit die to your attack’s damage, and an ally of your choice gains advantage on their next attack roll against the target before the start of your next turn.
You step forward to attack, showing your allies how it’s done–and whom to hit next. Leonine Surge
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using both weapons while you are wielding a separate melee weapon in each hand, the target takes a wound for Bleed equal to your exploit die.
Like a hunting lion, you throw yourself at your enemy put your victim down. Low Slash
Rank 1 Exploit • Offensive, Weapon
As a bonus action, you can make a melee attack using an unarmed, flail, spear or polearm weapon against one creature within reach. On a hit, add your exploit die to your attack’s damage, and you can move the target up to 5 feet and reduce its speed by 10 feet until the end of your next turn.
Your strike bites your enemy’s legs, momentarily hobbling them. Lunging Strike
Rank 1 Exploit • Offensive, Weapon
When you take the attack action on your turn, you can increase the reach of one of your attacks using a weapon by 5 feet. On a hit, add your exploit die to your attack’s damage.
You lunge at a foe that thought it was beyond your reach. Luring Focus
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and make a Charisma (Deception) or Charisma (Performance) check against a separate enemy you can see within 30 feet of you. On a success, you pull the chosen enemy up to 15 feet.
Your attack wounds your adversary, and another enemy moves closer, hoping to take advantage of your apparent tunnel vision. Lurker’s Cloak
Rank 1 Exploit • Utility
As a bonus action, until the end of your next turn, cover gives you concealment, and concealment gives you cover. If you would have both cover and concealment independent of this exploit, you gain a further +2 bonus to AC, Dexterity saving throws, and Stealth or Sleight of Hand checks.
You maximize the benefit of the obstacle or shadows hiding you. Maneuvering Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a polearm, spear, whip or unarmed strike, add your exploit die to your attack’s damage, and you can move the target up to 5 feet. If you move the target, one ally you can see gains advantage on attack rolls against the target until the end of your next turn. If you don’t move the target, you gain advantage on attack rolls against it until the end of your next turn.
Ducking to the side, you drive your weapon upward. You force your opponent to step away or face a devastating followup attack. Martial Cascade
Rank 1 Exploit • Utility
When you critically hit an enemy, you can choose any number of creatures within 60 feet of you who can see or hear you. Until the end of your next turn, any target who attacks the triggering enemy adds your exploit die as a bonus to their first damage roll against that enemy.
Your daring attack inspires your allies to follow your lead. Menacing Attack
Rank 1 Exploit • Fear, Offensive, Skill, Weapon
When you hit a creature with a weapon attack, and you are trained in Intimidation, add your exploit die to your attack's damage, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Your desire for nothing more nor less than your opponent's total annihilation is so apparent that your foe's blood runs cold. Mighty Leap
Rank 1 Exploit • Skill, Utility
When you make a long jump or a high jump, you are considered to have a running start, the distance of your long jump is increased by two exploit dice in feet (rounded up to the next multiple of 5), the distance of your high jump is increased by your exploit die in feet, and if you need to make a Strength (Athletics) check or Dexterity (Acrobatics) check as part of the jump you add your exploit die to the check.
You gather your strength for a truly impressive leap. Motivated Rally
Rank 1 Exploit • Utility
As a bonus action, choose one bloodied ally within 30 feet who can hear you. The target can spend one hit die to regain hit points and adds your exploit die to the HP recovered, and until the end of their next turn, the target can add your exploit die to one attack roll, saving throw, or ability or skill check one time.
At your encouragement, an injured ally exploits an opportunity to shine. Myrmidon Formation
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a shield, add your exploit die to your attack’s damage. Allies who can see and hear you can move up to 10 feet farther on their next turn if they are moving closer toward you, and at the start of your next turn, each ally within 10 feet of you gains temporary hit points equal to your exploit die plus your Charisma modifier.
Knowing that regrouping increases morale, you attack while calling for your allies to fall into line. Nasty Backswing
Rank 1 Exploit • Offensive, Weapon
As a reaction, when you miss an enemy with a melee attack, you can make one melee attack using a finesse weapon or an off-hand secondary weapon against the triggering enemy with advantage on the attack roll. On a hit, add your exploit die to your attack’s damage, and you can safely move up to 5 feet.
You follow a missed attack with a surprising strike and a hasty sidestep. Nimble Footwork
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack, add your exploit die to your attack’s damage, and you can safely move up to 5 feet. After you move, one ally within 10 feet of you can safely move up to 5 feet (no action required).
You attack and step to one side, allowing an ally to slip closer. No Opening
Rank 1 Exploit • Utility
As a reaction, when an enemy makes an attack roll against you with advantage and you are wielding either a shield or two separate weapons, you negate the advantage and until the end of your next turn, attack rolls against you by that enemy cannot gain advantage.
You raise your shield or weapons to block an opening in your defenses. Off-Hand Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a separate melee weapon in each hand or are attacking unarmed, add your exploit die to your attack’s damage, and you can make one additional melee attack using your other weapon or another unarmed strike. On a hit, add your exploit die to your attack’s damage.
A weapon in your off-hand allows for a quick attack. Opening Move
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with your first attack against it, add your exploit die to your attack’s damage, and before the end of your next turn gain advantage your next attack roll against that target, or another enemy that was within 5 feet of that target at the time of the triggering opening attack.
While your enemies fumble for weapons or stand and gape, you leap into the fray to score a deadly hit. Pack Alertness
Rank 1 Exploit • Pet, Utility
As a bonus action, you target yourself and your companion pet if it’s within 60 feet of you and you can see each other. Each target can make a Wisdom (Perception) or Intelligence (Investigation) check, add your exploit die, and share the better result. Also, if your companion pet becomes aware of something before the end of your next turn, you do as well, and vice versa.
Through subtle communications, you and your companion pet act almost as if you share senses. Paired Predators
Rank 1 Exploit • Offensive, Pet, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and your companion pet can use its reaction to make one melee weapon attack against the target if they’re within its reach, adding your exploit die to its attack’s damage on a hit. You can also reverse this, using this exploit to grant yourself an attack if your pet attacks first, otherwise operating as described above.
Coupling attacks, you and your pet effectively take it to your enemies. Parry
Rank 1 Exploit • Utility, Weapon
As a reaction, when an enemy deals damage to you with a physical attack, roll your exploit die plus the higher of your Strength or Dexterity modifier and subtract the result from the damage taken, to a minimum of 0 damage.
You bring your weapon up at the last second to partially deflect your foe's attack. Parting Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Dexterity saving throw or its speed is reduced by half until the end of your next turn. Regardless of the save result, after the attack you can safely move up to your speed.
You slash your enemy across the legs and then withdraw, leaving your foe hobbled. Pass Forward
Rank 1 Exploit • Utility
As a bonus action, note all foes within 5 feet of you and then move up to your speed. You do not provoke opportunity attacks for this movement so long as you always remain within 5 feet of at least one of those foes. You may then cause one of these foes to be marked by one willing ally until the end of your next turn.
With perfect timing, you slip by your foe without dropping your guard. Passing Attack
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a heavy weapon, add your exploit die to your attack’s damage, and you can safely move up to 5 feet. You can then make one additional melee attack using the same weapon against a different creature. On a hit, add your exploit die to your attack’s damage.
You strike one foe, allowing your momentum to carry you forward into a second strike against another enemy. Pin Cushion
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add your exploit die to your attack’s damage, and you and your allies gain a +2 bonus to ranged attack rolls against the target until the end of your next turn.
If your allies fire enough arrows at your foe, a few are bound to hit. Plant to the Hilt
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a separate melee weapon in each hand or are attacking unarmed, add your exploit die to your attack’s damage, then make one additional melee attack using your other weapon or another unarmed strike against the target. On a hit, the target suffers the attack’s normal effects, and you make an Athletics check; move the target a number of feet equal to your check result, rounding up to the next multiple of 5 feet.
You embed both of your weapons in your foe, and use them as grips to swing that foe around to a new position. Pole Vault
Rank 1 Exploit • Offensive, Skill, Weapon
When you take the Attack action on your turn to make a melee attack with a polearm or spear, and you are trained in Athletics or Acrobatics, you can safely move up to half your speed ignoring difficult terrain before one of your attacks, and add your exploit die to your attack’s damage, or two exploit dice if you are using a piercing weapon.
You bound into the air, driving your blade home as you land. Powerful Warning
Rank 1 Exploit • Offensive
As a reaction, when an ally within 30 feet of you who can hear you is hit by an enemy’s attack, you grant the triggering ally +2 to AC and saving throws against the enemy’s attack, possibly causing it to miss. After the attack is resolved, your ally can then use their reaction to make a weapon attack against the triggering enemy, and adds your exploit die to the damage of their attack if they hit.
You shout a warning that alerts your ally to an enemy attack, allowing your comrade to dodge and riposte. Precise Incision
Rank 1 Exploit • Offensive, Weapon
When you take the attack action on your turn while you are wielding a one-handed slashing or piercing weapon, you can forgo one of your attacks to force the target to succeed on a Dexterity saving throw or take bleed equal to your exploit die.
You target an opening in your foe’s armor and make a vicious cut. Press of Bronze
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a shield, add your exploit die to your attack’s damage, and if the target is within 5 feet of both you and solid terrain, you may make an Athletics check to use your shield to try to grapple your foe without needing a free hand. As long as you maintain the grapple, you do not get your shield bonus to AC except against the grappled opponent.
You attack your foe and then use your shield to pin it in place. Press the Advantage
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy within your reach becomes bloodied, you may make a melee weapon attack against the target. On a hit, add your exploit die to your attack’s damage.
Capitalizing on your ally wounding the enemy, you follow up with a finishing move. Provocative Order
Rank 1 Exploit • Offensive, Weapon
As an action, choose one ally within 30 feet who can see or hear you. The chosen ally can use their reaction to make a charging attack. On a hit, add two exploit dice to the damage of your ally’s attack.
You prompt an ally to take the fight to the enemy. Punishing Charge
Rank 1 Exploit • Offensive, Weapon
When you make a charging attack using a melee weapon you are wielding with two hands, you can move 50% further. On a hit, add your exploit die to your attack’s damage. Each enemy that attacks you with an opportunity attack triggered by the charging attack takes your exploit die in damage of the same type as the weapon you are wielding.
As you Charge into battle, your weapon opens a path to your chosen foe. Quick Escape
Rank 1 Exploit • Utility
As a bonus action, you can make an escape attempt, or you can make a saving throw against one effect that grapples or restrains you and that a save can end. Alternately, do this as an action instead of a bonus action, and add your exploit die to the check or saving throw.
You quickly try to shake off whatever’s holding you. Quick Toss
Rank 1 Exploit • Offensive, Weapon
As a bonus action, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add your exploit die to your attack's damage.
You draw and throw a weapon in one smooth action without breaking stride. Race the Arrow
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add your exploit die to your attack’s damage, and one ally of your choice can use their reaction to make a charging attack against the target. On a hit, your ally adds your exploit die to their attack’s damage.
You catch your comrade’s eye and designate a target. You fire a shot that diverts your foe’s attention, giving your ally the chance to attack. Rain of Blows
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a light weapon, add your exploit die to your attack’s damage, and you can make two additional melee attacks using the same weapon against the same target.
You become a blur of motion, raining a series of blows upon your opponent. Rapid Volley
Rank 1 Exploit • Offensive, Weapon
When you make ranged attack using a weapon against a creature, you can make one additional ranged attack using the same weapon against the same creature. If both attacks hit, add your exploit die to the damage of one of the attacks.
With amazing speed, you unleash a pair of arrows at your enemies. Raptor’s Gaze
Rank 1 Exploit • Skill, Stance
As a bonus action, you may enter the Raptor’s Gaze stance. At the end of each of your turns, designate an opponent you can see, or two opponents if you are trained in Investigation. At the start of your next turn, if you still have line of sight to one or both of the chosen foes, you gain a +2 bonus on ranged weapon attack rolls against the qualifying foes until the start of your next turn after that.
Your cold gaze tracks your foes and helps steady your hands. Reaver’s Hook
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target takes your exploit die plus Strength or Dexterity modifier in necrotic damage if it moves before the end of your next turn. If you made the triggering attack using an axe or pick, you can safely move up to 5 feet after the attack, pulling the target to the space you vacated.
Your mighty swing embeds your weapon in your foe. Repositioning Command
Rank 1 Exploit • Utility
As a bonus action, you can target yourself and any number of allies within 60 feet of you who can see or hear you. Each target can safely move up to 5 feet (no action required).
With a single word from you, your allies shift to a more advantageous positions. Rhino Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a charging attack using a weapon, add your exploit die to your attack’s damage. If you’re wielding a shield, the charging attack does not provoke opportunity attacks, and add two exploit dice to your attack’s damage instead.
Rushing into the thick of battle, you smash your foes with your eager attack. Riposte
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy within reach misses you or an ally with a melee attack, you can make a melee attack using a weapon against the triggering enemy. On a hit, add your exploit die to your attack’s damage, and the target must succeed on a Wisdom saving throw or grant advantage on attack rolls against itself to you and any ally adjacent to you until the end of your next turn.
You parry an attack and quickly counter with your own, throwing your foe off balance. Road to Victory
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a versatile weapon, add your exploit die to your attack’s damage, and each time you hit with an attack (including this one) until the end of your next turn, an ally of your choice within 60 feet who can see and hear you can safely move up to 5 feet.
Your unpredictable strikes clear a path through the battlefield for your ally. Rub Some Dirt on It
Rank 1 Exploit • Skill, Utility
As a bonus action, you can choose yourself if you are bloodied or one bloodied ally you can touch. Make a Wisdom (Nature) check and add your exploit die. The target heals hit points equal to half your check result (rounded down), and gains temporary hit points equal to half your check result (rounded up). A given target cannot benefit from this maneuver more than once until they take a short or long rest and spend hit dice.
With your swift application of practical knowledge, you give your wounded companion a little courage. Ruffling Sting
Rank 1 Exploit • Offensive, Weapon
As a bonus action, make a melee attack using a light weapon against one creature. On a hit, you gain advantage on one attack roll against the target before the end of your turn. If this second attack hits, add two exploit dice to your attack’s damage.
With a scorpion-like jab, you unsettle your opponent enough to gain a momentary advantage. Scattering Volley
Rank 1 Exploit • Offensive, Weapon
As an action, roll your exploit die, then make that many ranged attacks with one ranged weapon. Each time you hit with this exploit, you do half damage but can move the target up to 5 feet.
Your hail of shots causes your foes to dive for cover, clearing a path for your allies. Seize and Stab
Rank 1 Exploit • Offensive, Weapon
When you make a weapon attack against a target you have grappled, you give yourself advantage on the attack. If you hit, add your exploit die to your attack’s damage, and the target cannot attempt to escape the grapple on its next turn.
You grab your foe to make certain of your aim. Then you plunge your weapon into the creature. Seize the Upper Hand
Rank 1 Exploit • Fear, Skill, Utility
As a bonus action while you have advantage on attacks against a target, make a Charisma (Intimidate) check against them. If you succeed, you and your allies add your exploit die to the damage of any attack that hits the target until the start of your next turn while you have advantage against the target. If you fail, only you get this benefit and only this turn.
Your glare forces your foe to lower its defenses and create opportunities from your allies’ attacks. Serpent’s Coil
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Strength saving throw or suffer disadvantage on attack rolls until the end of your next turn. If you made the triggering attack using a flail or polearm, you can also grapple the target on a failed save. While the target is grappled in this way, your weapon cannot be used to make attacks.
Like a striking snake, your weapon flashes and catches the limbs of your foe. Set the Trap
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage. Additionally, one ally you can see can use their reaction to safely move up to half of their speed to a space where they have cover or are obscured and make a Dexterity (Stealth) check to become hidden.
You grab the enemy’s attention with an aggressive strike to give your ally a chance to set up an ambush. Setup Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a versatile weapon, add your exploit die to your attack’s damage, and an ally of your choice within 60 feet who can see or hear you gains advantage on attack rolls against the target until the end of your next turn.
You land a calculated blow that causes your enemy to drop its guard, leaving it vulnerable to attack. Shadow Strike
Rank 1 Exploit • Offensive, Skill, Weapon
When you hit a creature with an attack using a finesse or ranged weapon, add your exploit die to your attack’s damage, and if you were hidden when you attacked and still have concealment or cover, you can make a Dexterity (Stealth) check to remain hidden after the attack.
You emerge from the darkness, delivering a quick strike before retreating back into the shadows. Shadow Wasp Strike
Rank 1 Exploit • Offensive, Quarry, Weapon
When you hit your quarry with an attack while hidden from them, add two exploit dice to your attack’s damage.
You strike quickly, like a shadow wasp flying out of the darkness, hitting where your foe is most vulnerable. Shake It Off
Rank 1 Exploit • Utility
As a bonus action, you can choose yourself or one ally within 60 feet who can see or hear you. The target can make a saving throw against one effect that a save can end; if the target is not you, they can add your exploit die to the saving throw.
You offer strong words of encouragement to offset a debilitating effect. Shield Slam
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee weapon attack while you are wielding a shield, you can follow up by making a shield bash attack. If you hit, add your exploit die to your attack’s damage, and the enemy is pushed up to 5 feet. You can safely move into the space vacated by the enemy.
You follow up a successful attack by slamming your shield into the enemy, knocking it aside. Shielded Assault
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a shield, add your exploit die to your attack’s damage. Additionally, until the end of your next turn, you gain a +2 bonus to AC, and your allies gain a +2 bonus to AC while within 5 feet of you.
You attack cautiously, protecting yourself and nearby allies with your shield. Shielding Shove
Rank 1 Exploit • Utility
As a bonus action while you are wielding a shield, choose one ally you can see within 5 feet. You push the target up to 20 feet. You can then mark an enemy within 5 feet of either you or the original position of your ally, and add your exploit die to the damage of the next attack you hit them with before the end of your next turn.
You shove an ally out of harm’s way with your shield. Shrewd Positioning
Rank 1 Exploit • Utility
As a reaction, when you are hit by an attack, you can safely move up to half your speed and then add your exploit die to your next attack roll or skill check before the end of your next turn.
An enemy’s attack lands, but you spot a way to better your tactics. Sidestep Maneuver
Rank 1 Exploit • Utility
As a reaction, when an enemy ends its movement in a space within 5 feet of you, you can safely move up to half your speed to a space still within 5 feet of the triggering enemy. The enemy subtracts your exploit die from attack rolls against you until the end of its turn, and you gain a +2 bonus to your next attack roll against the triggering enemy before the end of your next turn.
The enemy closes to strike, but you duck away and ready a nasty counterstrike. Singular Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon and there are no creatures within 5 feet of your target, add two exploit dice to your attack’s damage.
You single out a foe for a deadly attack. Skip the Rock
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a sling or thrown weapon, add your exploit die to your attack’s damage, and you can make one additional ranged attack using a sling against a different creature within your weapon’s range of the first target. On a hit, add your exploit die to your attack’s damage.
Your sling stone skips off the first target and smashes into another one. Skirmish Shot
Rank 1 Exploit • Offensive, Weapon
When you take the Attack action on your turn, you can move up to your speed before one of your ranged attacks using a weapon. On a hit, add your exploit die to your attack’s damage.
You rush across the battlefield and then let off a devastating shot. Skirmishing Stance
Rank 1 Exploit • Stance
As a bonus action, you enter the Skirmishing stance. Until the stance ends, whenever you move at least 20 feet away from where you started your turn, you gain a +1 bonus to AC and a +1 bonus to Dexterity and Intelligence saving throws until the start of your next turn, and you add your exploit die to the damage of your next attack that hits before the start of your next turn.
You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage. Slamming Rush
Rank 1 Exploit • Offensive, Weapon
When you hit a creature you are grappling with a melee attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Strength saving throw. On a failed save, you can move up to your speed, pulling the target along with you. If the target is within 5 feet of blocking terrain at the end of this movement, it takes your exploit die again in bludgeoning damage.
You yank your grabbed foe across the battlefield. Upon reaching your destination, you slam it against a wall. Snagging Grip
Rank 1 Exploit • Utility
As a reaction, when an enemy within 5 feet of you knocks you prone or forces you to move and is no more than one size category larger than you, you can knock it prone as well or pull it with you respectively. If the triggering enemy forced you to move, you can pull it to any space within 5 feet of where you end the movement. Either way, you can then do your exploit die plus the higher of your Strength or Dexterity modifier in bludgeoning damage to that enemy.
When knocked off balance, you grab hold of the enemy in front of you and bring it staggering along with you. Sneak in the Attack
Rank 1 Exploit • Utility
As a reaction when an ally attacks an enemy within 5 feet of you with advantage, you guide your ally and distract your enemy so that your ally’s attack adds two exploit dice to its damage. If you have the Sneak Attack ability, add a further bonus of +1 damage per your usual dice of Sneak Attack.
You give your ally the advantage they need to inflict a devastating attack. Staggering Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on a Strength saving throw or be pushed up to 10 feet. In addition, if the target moves at all during its next turn after failing this save, it falls prone at the end of its turn. If the target succeeds at the save, it is pushed up to 5 feet and does not fall prone from moving.
The impact of your shot leaves a foe reeling. Startling Offensive
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy enters a space within 15 feet of you, you can safely move up to 10 feet to a space within 5 feet of the triggering enemy. You can make one melee attack using a finesse or light weapon against the triggering enemy. On a hit, add your exploit die to your attack’s damage, and the target suffers a -2 penalty to attack rolls against you until the end of your next turn.
You strike before your foe even realizes that you are a threat. Surprising Stab
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a separate melee weapon in each hand, add your exploit die to your attack’s damage, and the target must make an Intelligence saving throw. On a failed save, you gain advantage on attack rolls against the target until the end of your next turn, and on a successful save, you still get advantage on your next attack against the target before the start of your next turn.
You slash at your enemy’s head and bring in your off-hand weapon with a fast, deadly strike. Sustaining Strike
Rank 1 Exploit • Utility
When you reduce an enemy to 0 hit points with an attack, you can regain hit points as if you had spent a hit die and add your exploit die.
You regain your strength for a future attack. Sweeping Blow
Rank 1 Exploit • Offensive, Weapon
As an action, while you are wielding either a two-handed melee weapon or a separate melee weapon in each hand, each enemy you can see within 5 feet must succeed on a Dexterity saving throw or take damage equal to that of a hit from one of your weapons plus your exploit die and then be pushed up to 5 feet. On a successful save, you still deal half damage.
You whirl your weapons fearsomely and drive your foes away from you. Synchronized Strike
Rank 1 Exploit • Offensive, Pet, Weapon
When you take the Attack action on your turn, you can forgo one of your attacks to command your companion pet to use its reaction to make a melee weapon attack against one creature within its reach. On a hit, you can make one additional melee attack using a weapon against the target, and add your exploit die to your attack’s damage.
You command your companion pet to tear into your opponent, opening a gap for you to exploit. Tactical Assessment
Rank 1 Exploit • Skill, Utility
When you make an Intelligence (Investigation), Intelligence (History), or Wisdom (Insight) check, you may add your exploit die to the check.
You have an almost innate understanding of how people live and work and how they operate in a space. Tactician’s Invitation
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add your exploit die to your attack’s damage, and the target must make a Wisdom saving throw. On a failed save, the next time an ally hits the target before the end of your next turn, they add your exploit die to their attack’s damage, and can move the target up to 10 feet.
Your strike leaves the opponent swaying so that a feather’s touch can cause it to move from its position. Termination Threat
Rank 1 Exploit • Fear, Offensive, Weapon
When you hit a creature with a melee attack, add your exploit die to your attack’s damage, and the target suffers a -2 penalty to attack rolls until the end of your next turn. If the target was already suffering a penalty to attack rolls from any source, its speed is instead reduced to 0 until the end of your next turn.
Your attack unnerves your foe, possibly freezing it in its tracks. Terrain Advantage
Rank 1 Exploit • Skill, Utility
As a bonus action if you are trained in Survival, until the end of your next turn, you add your exploit die to your AC and your Strength, Constitution and Dexterity saving throws while you occupy a space of difficult terrain.
You use the terrain around you as your first line of defense. Thundertusk Boar Strike
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with both weapons while wielding a separate melee weapon in each hand, or hit it two times with unarmed weapon attacks this turn, the target must make a Constitution saving throw. On a successful save, deal thunder damage equal to your exploit die, and the target can’t take reactions until the end of your next turn. On a failed save, deal thunder damage equal to two exploit dice, and the target is deafened and dazed until the end of your next turn.
Your weapons strike near both sides of the enemy’s head or box it upside the ears. Thwarting Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add your exploit die to your attack’s damage, and the target must succeed on an Intelligence saving throw or until the end of your next turn, the target’s speed is reduced by 10 feet and it suffers a -2 penalty to attack rolls and skill checks.
Your cutting projectile discombobulates your adversary for a moment. Torturous Strike
Rank 1 Exploit • Offensive, Weapon
When you critically hit a creature, add two exploit dice to your attack’s damage, and the target must succeed on a Constitution saving throw or it is dazed until the end of your next turn.
If you twist the blade in the wound just so, you can make your enemy howl in pain. Topple Over
Rank 1 Exploit • Offensive, Skill, Weapon
When you take the attack action on your turn, you can make a Strength (Acrobatics) or Dexterity (Acrobatics) check in place of your attack roll with a bludgeoning weapon. On a hit, add your exploit die to your attack’s damage, and the target is knocked prone.
Balance and momentum are your allies as you lunge forward, strike deftly, and knock your foe to the ground. Trickster’s Blade
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with an attack using a finesse or versatile weapon, add your exploit die to your attack’s damage, and you gain a +2 bonus to AC until the start of your next turn.
You land an expert blow and follow up with a clever series of feints that bewilder your enemies. Unbalanced Parry
Rank 1 Exploit • Utility, Skill, Weapon
As a reaction, when an enemy misses you with a melee attack, you can make a Dexterity (Acrobatics) check with a DC of the target’s AC. On a “hit,” you can move the target up to 15 feet to a space within 5 feet of you, it can’t take opportunity attacks against you until the end of your next turn, and you add your exploit die to attack rolls against it until the end of your next turn. On a “miss,” you can still move the target up to 5 feet to a space within 5 feet of you and it can’t take opportunity attacks against you until the end of your next turn.
You deftly block your enemy’s strike and turn its momentum against it, causing it to stumble to the side. Unbalancing Shot
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack, add your exploit die to your attack’s damage, the target’s speed is halved, and the target suffers disadvantage to Strength and Dexterity based ability checks until the end of your next turn.
The impact of your shot leaves your enemy wobbly. Unstoppable Advance
Rank 1 Exploit • Stance
As a bonus action, you enter the Unstoppable Advance stance. Until the stance ends, whenever you hit a creature with a melee weapon attack, you can push that creature up to 5 feet and can safely move into the space the creature vacated.
You swing with such fury that your foes are steadily driven back with each blow. Vengeance is Mine
Rank 1 Exploit • Offensive, Weapon
As a reaction, when an enemy hits you with an attack, you can make a melee weapon attack against the triggering enemy. On a hit, add your exploit die to your attack’s damage, and one ally within 30 feet of you who can see or hear you can use their reaction to move up to their speed and make a melee weapon attack against the triggering enemy.
You respond to an enemy’s attack with a riposte, and you call for an ally to join you against the offender. Walled Sides
Rank 1 Exploit • Utility
As a bonus action, while you are wielding a shield and have not attacked or moved yet this round, until the end of your next turn, you add your exploit die to AC, Strength, Constitution and Dexterity saving throws, you are immune to forced movement, and creatures cannot gain advantage on attack rolls against you, but your speed is reduced to 0 this turn, and you take a -2 penalty on your own attack rolls and offensive skill checks.
You whirl with your shield, concentrating on closing any holes in your defenses. Warding Attack
Rank 1 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add your exploit die to your attack’s damage, and you can choose one ally within 5 feet of you or the target who can see or hear you. That ally gains a +2 bonus to AC and to Strength and Dexterity saving throws against the target’s attacks until the end of your next turn.
With a calculated strike, you knock your enemy off balance, granting some protection against the villain’s attacks. Warlord’s Favor
Rank 1 Exploit • Offensive, Skill, Weapon
As a reaction when your attack reduces an enemy to 0 hit points, you can choose one ally within 30 feet of you. That ally adds your exploit die to all damage rolls and combat skill checks until the end of your next turn.
Your heroics inspire your ally to follow your example. Warlord’s Strike
Rank 1 Exploit • Utility
When you hit a creature with a weapon attack, until the end of your next turn, each ally who can see or hear you adds your exploit die to their damage rolls against the same target.
One convincing strike is all you need to expose the enemy’s weakness and spur your allies into finishing it off.

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