Rank 2 Exploits
Rank 2 exploits require the expenditure of 2 exploit dice; see Martial Exploits.
This is a stand-in page, proofreading and editing this before Session Zero was not a priority when the campaign does not start at this level!
A Rock and a Hard Place
Rank 2 Exploit • Stance, Weapon
As a bonus action, you enter the Rock and a Hard Place stance. Until the stance ends, when an enemy within 5 feet of you attacks one of your allies and misses while you are wielding a melee weapon, you can deal your exploit die in damage of the same type as your weapon to that enemy (no action or attack rollrequired). You must be able to take reactions against the target to deal this damage. If the enemy is marked or quarried by an ally, it takes two exploit dice in damage instead.
You focus to work in concert with your companion, harrying your opponent with relentless blows. Abrasive Assault
Rank 2 Exploit • Offensive, Weapon
When you hit a creature for piercing or slashing damage while you are wielding a separate melee weapon in each hand and or a ranged weapon, add your exploit die to your attack’s damage, and you can make one additional attack using your other weapon or the same ranged weapon against a creature within reach. On a hit, add your exploit die to your attack’s damage. If both attacks hit the same target, the target suffers Bleed equal to your exploit die; if you strike different targets, deal your exploit die to each target again instead.
Your cutting attacks might have different results. Agile Approach
Rank 2 Exploit • Utility
As a bonus action, you can safely move up to your speed if not wearing heavy armor, or up to half your speed if wearing heavy armor, but you must end the movement within 5 feet or melee reach of an enemy.
You make a quick shift to a better position. Agonizing Assault
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit a creature with an attack using a weapon while you have a free hand and a poisoner’s kit with which you are proficient, add your exploit die to your attack’s damage, half your total damage is poison damage, and the target must succeed on a Constitution saving throw or be poisoned for 1 minute. While poisoned by this exploit, the target takes one exploit die in poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If you have expertise with said kit, the immediate and ongoing poison damage is two dice.
Your attack on an opponent’s tenders carries a venomous rider. Ambuscade
Rank 2 Exploit • Skill, Utility
When you would roll initiative and are in or within 10 feet of cover or concealment, you may safely move up to 10 feet into a space where you have cover or concealment, and may add your exploit die to an immediate Dexterity (Stealth) check to try to start the encounter hidden.
Your fight or flight instinct funnels you to get the drop on those who present a danger to you. Anchor the Line
Rank 2 Exploit • Utility
As a bonus action, choose one ally within 10 feet, and safely move up to 10 feet toward them if not already next to them. You can choose to either move them up to half their speed, or stand them up and move them up to 5 feet, or make an Athletics or Strength check, as applicable, on their behalf to attempt to break them out of a grapple or restraining effect, adding your exploit die as a bonus to the check.
You help an ally stand or guide a friend back into formation. Armored Assault
Rank 2 Exploit • Offensive
As an action, you can move up to your speed. At any point during this movement, you can make a shield bash attack against one creature within 5 feet. On a hit, add two exploit dice to your attack’s damage for each attack you are giving up this way (e.g., if you have Extra Attack), and the target must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone; on a successful saving throw, the target is still pushed up to 5 feet.
Burying your shoulder into your shield, you plow forward through any foe. Arrow of the Savior
Rank 2 Exploit • Utility, Weapon
As a reaction, when a creature within 120 feet of you falls and there is a wall or floor within 5 feet of that creature while you are wielding a bow or crossbow, you can fire a shot that permits the triggering creature to roll a Dexterity saving throw or Dexterity (Acrobatics) skill check, DC equal to the initial save or attack roll that caused the fall in the first place. The creature adds your exploit die to this new save or check. On a success, you can move the creature up to 5 feet to a horizontal surface, or to a vertical surface that the creature is now climbing rather than falling past.
Your arrow saves a falling friend by pinning them to a nearby wall, or by presenting a sudden handhold. Assess and Strike
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while wielding a separate melee weapon in each hand, add your exploit die to your attack’s damage, and you can make one additional melee attack using your other weapon against the target, ignoring disadvantage and attack penalties to the attack roll, even those imposed by spells or exploits. On a hit, add your exploit die to your attack’s damage.
A brush with your off-hand weapon marks a spot on your enemy for a more accurate thrust from your main weapon. Back to Back
Rank 2 Exploit • Stance
As a bonus action, you enter the Back to Back stance. Until the stance ends, while you are within 5 feet of an ally, you and that ally gain a +2 bonus to attack rolls.
You take heart from the ally guarding your back. Bare-Knuckled Rebuke
Rank 2 Exploit • Stance
As a bonus action, you enter the Bare-Knuckled Rebuke stance. Until the stance ends, whenever an enemy within 5 feet of you misses you with an attack, you can make an unarmed strike against the target as an opportunity attack. On a hit, add your exploit die to your attack’s damage and if that enemy then misses you again before your next turn, you can respond with this attack again without using an action.
Your enemies leave themselves open to your powerful jabs when they miss with their attacks. Bash and Toss
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a melee weapon in one hand and a thrown weapon in the other, or when you are using a thrown weapon as a melee weapon, add your exploit die to your attack’s damage. Also on a hit, you can make one additional ranged attack using a thrown weapon against a different creature within range. On a hit, add two exploit dice to your attack’s damage. This ranged does not suffer disadvantage on the attack roll for being in melee.
You drive your weapons into a nearby enemy and then hurl a weapon into the face of another foe. Bastion of Victory
Rank 2 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 ally within 30 feet of you who can see or hear you gains your exploit die + Charisma modifier in temporary hit points, and each also gains a +1 bonus to AC and saving throws until the end of your next turn. Double all of the benefits to your allies if this attack defeated the triggering enemy.
You strike your foe a mighty blow, rallying your friends as they witness the path to glory. Bat Aside
Rank 2 Exploit • Offensive, Weapon
When you hit a creature up to one size larger than you with a melee attack using a bludgeoning or two-handed weapon, add two exploit dice to your attack’s damage, and the target must make a Strength saving throw. On a failure, you can move the target up to 15 feet, whereupon it falls prone. If it ends in a space within 5 feet of one or more of its allies, choose one of those allies, and the chosen secondary target must then make a Dexterity saving throw in turn or it takes two exploit dice in damage and also falls prone. On a successful initial Strength save, you can still move the target up to 5 feet.
You ram into your foe, sending it flying back into the enemy ranks. Battering Command
Rank 2 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 Weakened until the end of your next turn. Whether the save succeeds or fails, one ally within 5 feet of the target can use their reaction to make a melee weapon attack against it, and adds your exploit die to their attack’s damage if they hit.
You slam your weapon into your foe’s gut and cause the creature to double over, enabling an ally to smash it. Battle Awareness
Rank 2 Exploit • Utility
When you roll initiative and would be surprised, you may roll your exploit die and add it to your passive Perception or Insight. If this would make you no longer surprised, you also add that die result to your initiative check.
You can sense danger before the threat is fully realized. Battle Fury
Rank 2 Exploit • Stance
As a bonus action, you enter the Battle Fury stance. Until the stance ends, you add your exploit die to all of your damage rolls with melee weapons, but suffer a -2 penalty to AC and to Dexterity and Intelligence saving throws. This stance ends early if you regain hit points. You cannot end this stance willingly on the same turn that you activate it.
You throw your full weight into each blow, ruining your defenses but scoring crippling harm with each strike. Battlefield Sprint
Rank 2 Exploit • Stance
As a bonus action, you enter the Battlefield Sprint stance. Until the stance ends, your speed increases by half whenever you either charge an opponent or take the Dash action. Additionally, when you charge or dash, opportunity attacks triggered by your movement are made at disadvantage.
You move with astonishing speed, making it hard for your foes to track your movement. Beast Rush
Rank 2 Exploit • Offensive, Pet, Weapon
When you take the Attack action on your turn and are trained in Animal Handling, you can forgo all of your attacks to let your pet attack that many extra times instead. On each hit, add your exploit die to your pet’s damage. If you have expertise in the skill, your pet can safely move up to its speed in total before, during, or after these attacks.
You designate an enemy to your companion pet, and the pet savages the enemy. Beastly Protector
Rank 2 Exploit • Offensive, Pet
When you take the Attack action on your turn while you are bloodied, 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, add two exploit dice to your pet’s damage, and you gain that many temporary hit points. Additionally, for 1 minute, each time an enemy within 5 feet of your companion pet makes a melee attack against you, your pet deals your exploit die in damage of the same type as one of its melee weapon attacks (no action required) to the triggering enemy.
Your situation looks bleak, but your companion comes quickly to your rescue. Biting Volley
Rank 2 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 can make one additional ranged attack using a weapon against the same creature. On a hit, add your exploit die to your attack’s damage. Each attack can score a critical hit on a roll of 19–20.
Two lucky shots find chinks in your target’s armor. Blind Spot Advantage
Rank 2 Exploit • Utility
As a bonus action, you become heavily obscured from one enemy you can see until the end of your next turn.
You take advantage of your enemy’s blind spot to ensure that you won’t be hit. Blinding Assault
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add one exploit dice to your attack’s damage, and the target must make a Dexterity saving throw. On a failed save, the target Bleeds for one exploit die, and while bleeding, the target is blinded. On a successful save, the target instead suffers a -2 penalty to attack rolls and checks requiring sight until the end of its next turn.
Delivering a wicked strike, you briefly rob your opponent of sight. Bloodbath
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a piercing or slashing weapon, add your exploit die to your attack’s damage, and the target suffers Bleed equal to your exploit die. If the target is bloodied before or after your attack, the Bleed is two exploit dice instead.
You slice your foes artery, inflicting a gushing wound. Bloodied Frenzy
Rank 2 Exploit • Offensive, Pet
As a reaction, when you or your companion pet are bloodied by an enemy’s attack, you can order your pet to make an opportunity attack against the triggering enemy; the pet can move up to its speed before or after the attack, and does not provoke opportunity attacks from the triggering enemy. On a hit, add two exploit dice to your pet’s damage, and the target must succeed on a Strength saving throw or its speed is reduced to 0 until the end of its next turn.
Injury, whether yours or your companion’s provokes an instant assault from the pet that leaves your adversary momentarily hobbled. Bloody the Field
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, or three exploit dice if you made the attack with an axe, a hammer or a mace. If the target is bloodied after the attack, it must make an Intelligence saving throw or it is also dazed until the end of your next turn. On a successful save, it still cannot take reactions until the start of its next turn.
You raise your weapon high, recognizing that the time has come to finish off your foe. Bodyguard’s Stance
Rank 2 Exploit • Stance
As a bonus action, you enter the Bodyguard’s stance. Until the stance ends, whenever an ally within 5 feet of you takes damage, you can reduce that damage by your exploit die. You must use this ability anytime you are able. When you do so, you take damage equal to the amount you reduced, which cannot be redirected to anyone else in turn, but if you wield a shield the damage to you is halved.
You stand poised, ready to block attacks made against your allies with your shield, or failing that, your body. Brave Warriors
Rank 2 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, you gain advantage to attack rolls on charging attacks, and your allies within 60 feet who can see or hear you gain advantage to attack rolls on charging attacks, and you and your allies can safely move the first 5 feet at the start of a charging attack.
Your charge emboldens your allies to do the same. Bristling Defense
Rank 2 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 you can make one additional melee attack using your other weapon against a different creature within reach. On a hit, add your exploit die to this second attack’s damage as well. Neither target hit by this exploit can gain advantage on attack rolls against you, nor can mark or quarry you, nor can sneak attack you, nor can critically hit you, until the end of your next turn.
You throw your arms wide and strike two foes, each with a different weapon, and keep them at arm’s length. Calculated Assault
Rank 2 Exploit • Offensive, Weapon
As an action, make an attack with a weapon against an enemy and add your Intelligence modifier to your attack roll. If you hit, add your Intelligence modifier and your exploit die to your attack’s damage, and one of your allies of your choice within 60 feet adds your exploit die to damage rolls against the target for 1 minute while they can see or hear you. You can transfer this bonus to another ally within 60 feet of you as a bonus action, sharing the same duration among all your allies; as part of the same bonus action, you can change the enemy target of this exploit to another enemy you have hit since the beginning of your last turn.
Your strategy proves your superior command of the situation. Chameleon
Rank 2 Exploit • Skill, Utility
As a reaction, when you were hidden but would no longer have cover from or be obscured from a creature, you can make a Dexterity (Stealth) check and add your exploit die to this check. If this beats that creature's Perception, you remain hidden from it, and until the end of your next turn you are hidden from that creature without needing to be obscured or covered.
You blend into your surroundings. Circling Predator
Rank 2 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 you can safely move up to half your speed to a different space within 5 feet of your target. You can then make one additional melee attack using a finesse weapon against the target. On a hit, add your exploit die to your attack’s damage, and you gain advantage on attack rolls against the target until the end of your next turn.
You wheel around your foe, attacking mercilessly. Clamorous Motivation
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a flail, a hammer, or another weapon the DM agrees is much noisier than most other weapons, add two exploit dice to your attack’s damage, half your damage is thunder damage, and each ally within 30 feet of you who can see or hear you may take the Dash action as a bonus action on their next turn.
Your passionate strike inspires a burst of motivation in your allies, sending them darting across the battlefield. Claws of the Griffon
Rank 2 Exploit • Offensive, Weapon
As a reaction when an enemy within your reach misses you with an attack while you are wielding a separate melee weapon in each hand or while you are unarmed, attack the enemy with both of your weapons or with two unarmed strikes. On each hit, add your exploit die to your attack’s damage.
Your blades flash menacingly as you taunt your foes with parries and cut deep wounds into their flesh. Clever Teamwork
Rank 2 Exploit • Pet, Utility
As a bonus action, choose up to your exploit die size (e.g., 8 for a d8) in target creatures within 30 feet of you who can see or hear you. Each target can safely move up to 5 feet (no action required). If your companion pet is one of the targets, it can safely move up to 10 feet instead of 5 feet. You can target a creature multiple times, just not twice in a row, so you can move person A, then person B, then person A again if you deem that it is beneficial to do so.
You maneuver around your enemies, thanks to your collaboration with your allies. Close Combat Shot
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy enters a space within 5 feet of you, you can make a ranged attack using a weapon against the triggering creature. You do not have disadvantage on this attack for being in melee. On a hit, add two exploit dice to your attack’s damage.
You punish your enemy for closing with you. Cloud of Bronze
Rank 2 Exploit • Offensive, Weapon
As an action, make a ranged attack using a weapon against any number of creatures within a 30-foot cone originating from you. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. On a hit, add your exploit die to your attack’s damage.
You shower your enemies in sharp metal. Come and Get It
Rank 2 Exploit • Offensive, Skill, Weapon
As an action, while you are wielding a melee weapon, choose any number of enemies you can see within 15 feet of you and make one Charisma (Persuasion) skill check against all of them. Each target you succeed against is pulled up to 10 feet closer to you, but only if it can end the pull within 5 feet of you. For each target within 5 feet of you after the pull, deal your weapon damage plus exploit die to that target, or two exploit dice if you have expertise in the skill. Regardless of whether you succeed at the check, each target is marked by you until the end of your next turn and can’t take reactions or opportunity attacks prompted by anyone other than you for this time.
You brandish your weapon and call out to your foes, luring them close through their overconfidence, and then deliver a spinning strike against them all. Compel the Craven
Rank 2 Exploit • Fear, Offensive, Weapon
When your attack against an enemy is the first successful hit against that target in this encounter, or causes them to become bloodied, or is a critical hit, add two exploit dice to your attack’s damage as psychic damage, and the target must succeed on a Wisdom saving throw. On failure, it must use its reaction, if available, to move as far as its speed allows away from you. The target doesn’t move into obviously dangerous ground, such as a fire or a pit. If the save fails but the target doesn’t have a reaction to use, add two exploit dice to your attack’s damage again as psychic damage.
Your unnerving attack forces your foe to run away from you, heedless of its enemies. Confounding Attack
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a flail, unarmed strike, or improvised weapon, and the target missed someone with a melee or ranged attack since your last turn, add two exploit dice of psychic damage to your attack’s damage, and the target must make an Intelligence saving throw or they must use their main currently available attack option against a creature of your choice within its reach. If the target would have advantage on attack rolls against the second creature, the target adds two exploit dice to their attack’s damage against the second creature. If your damage is enough to fell your primary target, it automatically fails the Intelligence save and still gets off the attack against the secondary target before it falls.
Your attack causes your opponent to accidentally wallop its ally. Crack the Shell
Rank 2 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 the target must succeed on a Constitution saving throw or take Bleed equal to your exploit die. While bleeding from this exploit, the target suffers a -2 penalty to AC and saving throws.
Seeing an opportunity, you strike your foe hard and fast, delivering a painful wound that hampers its defenses. Create Opportunity
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add two exploit dice to your attack’s damage, and one ally of your choice within 5 feet of the target can use their reaction to either make a melee weapon attack against it or safely move up to half their speed.
Your precisely timed shots disrupt your foe’s concentration, buying time for an ally to act. Curve Throw
Rank 2 Exploit • Offensive, Weapon
When you take the attack action with a thrown weapon, you can ignore cover, interposing barriers or foes, and any penalties for making a ranged attack into melee, if you can trace a path from you to your target that does not double back, take any hard corners of 90 degrees or higher, nor go through the space of creatures of your size or larger. If you attack a target you can’t see, you take disadvantage on your attack; but if you attack a target you can see whom you already had a clear straight line path to attack, you gain advantage on this attack. If you hit the target, add two exploit dice to your attack’s damage, and your weapon can return to you even if it is not magical if you can trace a similar path back to you continuing from the angle at which you hit your foe.
You launch your weapon at your foe from an unexpected angle. Dancing Defense
Rank 2 Exploit • Stance, Weapon
As a bonus action, you enter the Dancing Defense stance. Until the stance ends, once per round 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 wielding a polearm, you can either make one additional melee attack using your other weapon or the butt of your polearm (as a club) against a different creature within 5 feet, or you gain the benefits of the Disengage action. If you choose to Disengage, you also gain a +2 bonus to AC and to Dexterity saving throws until the start of your next turn.
Each time your blade connects you strike gain – or feint, allowing you to dance away. Daring Glare
Rank 2 Exploit • Utility
As a bonus action, choose any number of enemies you can see that have reach to you. Each target is marked by you until the end of your next turn. Additionally, you gain temporary hit points equal to two exploit dice + twice the number of targets you marked using this exploit.
You challenge nearby enemies to attack you, bolstering your own courage. Deadly Returns
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and you can choose one ally within 30 feet of you. Until the end of your next turn, if the target makes an attack against you or your chosen ally, the other of the two can make an opportunity attack against the target, even with a ranged or thrown weapon, and add your exploit die to that attack’s damage on a hit.
You create an opening that allows an ally to capitalize on your foe’s aggression. Death Threat
Rank 2 Exploit • Quarry, Utility
As a reaction, when you reduce your quarry to 0 hit points, you can choose one enemy you can see within 60 feet of you. You designate that enemy as your quarry, and add your exploit die to attack rolls against it until the end of your next turn.
You bring down your quarry and then fix your hunter eyes on another foe. Deceptive Hand
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit an enemy with an opportunity attack using a weapon while you are wielding a separate melee weapon in each hand and you are trained in Deception or Sleight of Hand, add your exploit die to your attack’s damage, and you can make one additional melee attack using your other weapon against the triggering enemy. On a hit, add your exploit die to your attack’s damage, and you are lightly obscured from the target and you gain advantage on your next attack roll against the target. If you have expertise in the chosen skill, you have advantage on attack rolls against the target until the end of your next turn.
An off-hand attack your foe never saw coming causes disorientation as well as pain. Deduce Deficiency
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit a creature with two attacks with a weapon in the same turn, add your exploit die to each attack’s damage, and make an Intelligence (Investigation) check against the target’s passive Insight. If successful, you and all allies that can see or hear you add your exploit die to all attack rolls against the target until the end of your next turn. If you have expertise in the skill, then even if you fail, you still get this bonus on your own next attack against it before the end of your next turn.
Striking your foe several times and assessing its response, you find a vulnerable spot in its defenses. Deep Cut
Rank 2 Exploit • Offensive, Weapon
When you roll maximum damage with a weapon (base damage, not including any bonus dice such as from a class feature or exploit), the target takes Bleed of two exploit dice.
Each drop of blood is another nail in your enemy’s coffin. Defensive Training
Rank 2 Exploit • Stance
As a bonus action, you enter the Defensive Training stance. Until the stance ends, you gain a +1 bonus to AC and saving throws. Whenever someone attacks you or forces you to make a saving throw, this bonus increases by +1 until the end of your next turn after that attack resolves.
With a soldier’s discipline, you fend off attacks that would overcome a lesser person. Disarming Blow
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack with a weapon, add two exploit dice to your attack’s damage, and you declare an item you are trying to divest from your enemy. The target must make a Strength saving throw if you target a weapon or item in their hand, or a Dexterity saving throw if you target a relatively loose item on their person like a necklace or belt pouch. On a failed save, the item lands in a space adjacent to them as per the grenade scatter table, or in their own space if they only failed the save by 1; or if you attacked with a flail or unarmed weapon and have a free hand, you take the item.
You feint with both weapons, taking your adversary aback. Dismaying Strike
Rank 2 Exploit • Fear, Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are flanking them with an ally, add two exploit dice to your attack’s damage, and the target suffers a -2 penalty to saving throws until the end of your next turn.
The pressure of being surrounded by deadly foes saps your opponent’s determination. Double Flinch
Rank 2 Exploit • Offensive, Weapon
As a bonus action while you are wielding a separate melee weapon in each hand, one creature within reach must make both a Dexterity and Intelligence saving throw. On one failed save, you have a +2 bonus to AC, saving throws, and attack rolls against the target until the start of your next turn. On two failed saves, you deal two exploit dice plus your weapon ability modifier in psychic damage to the target, and they can't take reactions until the start of your next turn.
You feint with both weapons, taking your adversary aback. Downward Spiral
Rank 2 Exploit • Offensive, Weapon
As an action, while you are wielding a two-handed weapon, choose any number of creatures you can see within 5 feet of you. Each target must succeed on a Dexterity saving throw or take twice your weapon damage plus your exploit die. Additionally, you knock each target who fails the save prone. On a successful save, each target only takes half damage.
You spin about with your weapon, toppling your enemies. Dragon’s Tenacity
Rank 2 Exploit • Utility
As a bonus action, you can choose yourself and any number of bloodied allies within 30 feet of you who can see or hear you. Each target adds your exploit die to all attack rolls until the end of your next turn.
You and your companions become as fierce and indomitable as dragons, striking harder the more you’re hurt. Driving Assault
Rank 2 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 you can push the target up to 5 feet and move into its previous space, and you can make one additional melee attack using a finesse weapon against the target. On a hit, add your exploit die to your attack’s damage, and you can push the target up to 5 feet and knock it prone, and you can safely move up to 5 feet into its previous space.
The force of your rapid attacks throws your enemy from its feet. Duelist’s Prowess
Rank 2 Exploit • Stance, Weapon
As a bonus action, you enter the Duelist’s Prowess stance. Until the stance ends, whenever a creature within 5 feet of you hits or misses you with an attack by a margin of only 2 or less, it provokes an opportunity attack from you with a finesse or versatile weapon; add your exploit die to the damage of this attack if you hit.
The way you stand appears to allow a foe an opening, but in truth your skill is such that you use your foe’s attack to draw it in for your own quick strike. Echoing Assault
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, or three with an axe, hammer or mace, and if the target is within 5 feet of you at the start of your next turn, you can make one melee weapon attack against the target (no action required) as the first thing you do during your turn.
You batter the foe with a mighty swing and prepare to catch it with the backswing if it doesn’t move. Encouraging Stance
Rank 2 Exploit • Stance
As a bonus action, you enter the Encouraging stance. Until the stance ends, when you hit a creature with a melee weapon attack, you can choose one bloodied ally within 30 feet of you who can see or hear you. That ally gains your exploit die + your Charisma modifier in temporary hit points. You can choose to grant the temporary hit points on a miss as well, but the target of your attack gains advantage on attack rolls against you until the end of your next turn.
With a daunting bearing, you unleash a litany of oaths as you attack, pushing your allies onward. Excruciating Shot
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add two exploit dice to your attack’s damage, and the target must succeed on a Constitution saving throw or they are Weakened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
One well-placed arrow leaves your enemy hunched over and howling in pain. Fearless Rescue
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy within your movement speed in distance of you reduces one of your allies to 0 hit points, you can move to the nearest unoccupied space within reach of the triggering enemy and make a melee attack using a weapon against it. On a hit, add two exploit dice to your attack’s damage. Additionally, the triggering ally can spend one hit die to regain hit points, and adds your exploit die to the amount healed for each opportunity attack you provoked to get to your ally.
One of your allies falls, and without regard for your own well-being, you rush to make the attacker pay. Your bravery inspires your ally to fight on. Fetch
Rank 2 Exploit • Offensive, Pet, Weapon
When you hit a creature that is within 5 feet of your companion pet with a ranged attack using a thrown weapon, add two exploit dice to your attack’s damage, and you can make a Wisdom (Animal Handling) check with a DC equal to the target's AC. On a hit, your pet can safely move up to half its speed and can either pull the target along with it to a space within 5 feet of it, or can disarm the target of one loose item in its hand or on its person and bring that item along with it.
After your weapon strikes a foe, your pet grabs the creature and drags it away. Fierce Reply
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy within 15 feet of you hits one of your allies, you can safely move up to 15 feet and make one attack using a weapon against the triggering enemy. On a hit, add two exploit dice to your attack’s damage.
You answer an attacker’s hit against an ally with a vicious riposte. Finishing Touch
Rank 2 Exploit • Offensive, Weapon
When you hit a bloodied or prone creature with an attack using a weapon from within 10 feet of that target, add two exploit dice to your attack’s damage, and add another exploit die if they are both bloodied and prone, and another if you used a heavy weapon.
You execute a swift attack against a foe, attempting to finish off the creature. Flanking Assault
Rank 2 Exploit • Offensive, Weapon
When you hit an enemy with a melee attack using a weapon while you are flanking that target, add your exploit die to your attack’s damage, plus one for each of your allies within 5 feet of the target.
The presence of so many enemies overwhelms your foe, giving you the opportunity to land a vicious blow. Flashy Riposte
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy hits you with a melee attack, you can make one melee attack using a finesse weapon against the triggering enemy. On a hit, add two exploit dice to your attack’s damage, and your next attack roll against the triggering enemy before the end of your next turn has advantage.
Under attack, you elegantly whirl and let your blade give a sharp reply, leaving your foe off balance. Flying Shards
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add two exploit dice to your attack’s damage. Additionally for 1 minute, if the target ends its turn without benefiting from cover against you, this provokes an opportunity attack from you, which you can make with a projectile or thrown weapon. This effect ends early if you end your own turn in a position where the target has cover from you.
Your arrows force your opponent to take cover. Fortuitous Dodge
Rank 2 Exploit • Utility
As a reaction, when a creature misses you with a melee or ranged attack, choose one creature within 5 feet of you other than the attacker, and the attacker must make an Intelligence saving throw. The triggering attack is rerolled against the chosen creature; if the attacker succeeded at the save, they can choose to make this attack with disadvantage. You can then safely move up to 5 feet.
You duck out of the way of an incoming attack, and it strikes another target. Forward Observer
Rank 2 Exploit • Utility
As a bonus action, choose one enemy you can see. Until the end of your next turn, the target gains no benefits from any cover or concealment less than total cover or total concealment against allies who can see or hear you.
Discerning the proper angle of fire, you point out concealed enemies to your allies. From the Shadows
Rank 2 Exploit • Offensive, Skill, Weapon
When you take the Attack action on your turn, you can safely move up to half your speed before one of your attacks using a finesse or ranged weapon. If you were hidden from the target before this movement, you gain advantage on the attack roll, as if you were still hidden from them. On a hit, add two exploit dice to your attack’s damage, and you can safely move up to half your speed again. If you have any cover or are obscured after this movement, you can make a Dexterity (Stealth) check (no action required).
You spring from the shadows to strike, and then you fade away as if you were never there. Full Extension
Rank 2 Exploit • Utility
As a bonus action, until the end of your next turn, your reach with melee weapons increases by 5 feet, and you add your exploit die to the damage of your attacks that hit from beyond your normal reach.
You lunge forward, hitting a spot well beyond where your foes thought you could reach. General’s Gift
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add two exploit dice to your attack’s damage. Additionally, until the end of your next turn, whenever an ally who can see or hear you spends a hit die to regain hit points, you can spend a hit die on that ally’s behalf (no action required). You regain no hit points from spending the hit die, and the ally gains the benefit as if they had spent that hit die in addition to their own, and adds your exploit die plus your Charisma modifier to the amount healed.
Your generous presence alone keeps an ally from surrendering to weariness and wounds. Get Down!
Rank 2 Exploit • Utility
As a bonus action, choose one ally within 30 feet who can see or hear you. The target can use their reaction to safely move up to half their speed to a space where they are obscured or have cover, and can make a Dexterity (Stealth) check to become hidden and they add your exploit die to the check.
Your barked order draws attention to you long enough for a concealed ally to hide. Guide the Charge
Rank 2 Exploit • Utility
As a reaction, when an ally within 60 feet of you who can see or hear you hits a creature with a charging attack, that ally adds two exploit dice to their attack’s damage, and they can push their target up to 10 feet. The ally can then safely move up to 10 feet to a space within 5 feet of their target (no action required).
You direct your ally’s charge, allowing them to strike a deadly blow that pushes the foe backward. Guileful Switch
Rank 2 Exploit • Utility
When you start your turn, instead of taking your turn, you can choose one ally who can see or hear you. You and the chosen ally switch places in the initiative order for the remainder of the encounter. Your turn ends when you use this exploit, and the ally takes their next turn immediately, even if they already acted during this round. You then act when your ally would have acted.
You spring a trap on your opponents, surprising them with your clever stratagem. Hampering Flurry
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while wielding a separate melee weapon in each hand or while unarmed, add your exploit die to your attack’s damage, and the target’s speed is halved until the end of your next turn. You can then make one additional melee attack using your other weapon or another unarmed strike against the target. On a hit, add your exploit die to your attack’s damage, and the target’s speed is reduced to 0 until the end of your next turn.
Using both weapons, you attack your opponent’s legs and hinder it with painful wounds. Hand of the Scribe
Rank 2 Exploit • Skill, Utility
As an action, if you are trained in calligrapher's tools or the Arcana skill, you may cast a spell from a spell scroll without an ability check even though the spell is not on your class spell list, or you do not have spellcasting as a feature of your class. If you are trained in both, you can also cast a spell from a spell scroll without an ability check even though it would be too high in spell level for a native caster of your level to cast; e.g., a 4th level spell even though you are a 5th level character and a native caster wouldn't get spells of that tier until 7th level. For either of those tools or that skill in which you have expertise, you may apply one sorcery point of sorcerer metamagic to the spell as you cast it.
You can channel the magic from a scroll through the flowing motions of your calligraphy, even though you can't cast a single spell. Harrying Hunter Stance
Rank 2 Exploit • Pet, Stance
As a bonus action, you enter the Harrying Hunter stance. Until the stance ends, you and your companion pet gain advantage on attack rolls against any enemy when you are both within 5 feet of that foe. Additionally, when both you and your pet each hit a creature in the same turn with one or more attacks that had advantage granted by this exploit, add your exploit die to the damage of one of those attacks.
Through careful positioning and an instinctive connection, you and your companion mercilessly harry the foe. Hawk’s Talon
Rank 2 Exploit • Offensive, Weapon
When you make an attack roll against a creature using a weapon, you gain +2 bonus to the attack roll and the target gains no bonus from anything less than total cover or total concealment. On a hit, add three exploit dice to your attack’s damage.
Like the hawk, you strike with calculated precision. Healing Herbs
Rank 2 Exploit • Skill, Utility
As a bonus action, make a Wisdom (Herbalism Kit) check targeting one ally within 5 feet of you. The target may spend a hit die to heal, and if they do, regains additional hit points equal to half the total result of your check. The target can also make a saving throw against one ongoing poison or acid effect that a save can end, or any other ongoing effect from a “biological substance” at the DM’s discretion, and adds your exploit die to the save.
You aid a wounded companion by quickly slapping a poultice of healing herbs on them. Hectoring Strikes
Rank 2 Exploit • Offensive, Weapon
When you and your allies within 30 feet who can see or hear you have, between you, hit a single target with three or more attacks since the start of your most recent turn, add three exploit dice to the third attack’s damage, and until the end of your next turn, the enemy suffers a -2 penalty to AC and attack rolls, and you and those allies can move the target up to 5 feet each time one of you hit them.
You harass your foe with your repeated attacks. Hemming Flurry
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a finesse weapon, add two exploit dice to your attack’s damage, and the target must succeed on a Wisdom saving throw or its speed is reduced to 0 for 1 minute. While the target’s speed is reduced by this exploit, you have a +2 bonus on attack rolls against it. This effect ends early if you end your turn without attacking the target, if you end your turn and are not within 5 feet of the target, or if you are unable to take reactions.
You hem your foe in with a series of deadly strikes. It cannot move as long as your weapon is ready to strike. Heroic Effort
Rank 2 Exploit • Utility
As a bonus action, while you are bloodied, you and each ally within 60 feet of you who can see or hear you adds your exploit die to their first damage roll each turn in the next minute or until you are no longer bloodied.
On the brink of exhaustion, you still manage to rally your allies. Hidden Blade
Rank 2 Exploit • Skill, Utility
As a bonus action, you gain advantage on the next attack roll you make with a sheathed or concealed finesse or light weapon before the end of your turn. You draw the weapon as part of the attack (no action required). If you hit, roll Dexterity (Sleight of Hand) plus your exploit die, and add half the total as bonus damage.
You conceal a small weapon until it’s time to strike. Hounding Longarm
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a reach weapon, add two exploit dice to your attack’s damage, and you can move the target up to 5 feet. Additionally, for 1 minute, each time the target moves or makes an attack against a creature other than you, as a reaction, you can move up to your speed toward the target and then make a melee weapon attack against the target if they are within your reach after this movement.
With a sharp jab, you shove your enemy backward, continuing to guard against it with your polearm. Hunting Confrontation
Rank 2 Exploit • Offensive, Quarry, Weapon
When you hit your quarry with an attack using a weapon, add two exploit dice to your attack’s damage, and until the target is no longer your quarry, your critical range against the target increases by 1; e.g., from a natural 20 to a natural 19-20.
Each of your attacks tests your foes’ defenses until you find where to hit to make it count. Hydra Charge
Rank 2 Exploit • Offensive, Weapon
As an action, move up to twice your speed and make as many melee weapon attacks as you like against any number of creatures you can reach as you move, but no more than one attack per target, and each attack has disadvantage. If you hit, add your exploit die to your attack’s damage, or two exploit dice with a versatile or flail weapon, and your movement does not provoke opportunity attacks from that target.
Your advance seems brash, but it’s actually a flurry of perfectly timed strikes that bewilder your foes. Imperiling Strike
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a finesse weapon, add two exploit dice to your attack’s damage, and until the end of your next turn, the target suffers a -2 penalty to AC and your exploit die is added to all damage it takes.
You pierce right through the chink in your enemy’s armor, creating a gaping opening in their defenses. Inertia Strike
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a versatile or two-handed weapon, add two exploit dice to your attack’s damage, and each enemy within 5 feet of you other than the target takes two exploit dice in damage of the same type as your weapon.
Your tremendous swing carries your weapon through one enemy and into anyone else in your reach. Inspiring Reaction
Rank 2 Exploit • Utility
As a reaction, when you or an ally within 30 feet of you who can see or hear you takes damage, reduce the damage to the triggering creature by your exploit die plus your Charisma modifier, and the triggering creature can also spend and roll a hit die to further reduce the damage taken by that amount. If damage is reduced below zero and a hit die was spent, the triggering creature heals by the excess amount.
As soon as an ally is wounded, you shout encouragement to keep your friend standing. Intimidating Reminder
Rank 2 Exploit • Stance
As a bonus action, you enter the Intimidating Reminder stance. Until the stands ends, while you are wielding a shield, enemies suffer a -2 penalty to Strength, Constitution, and Dexterity saving throws while within your reach and cannot Disengage move safely while within your reach.
Just the sight of your shield keeps the memory of its use fresh in the minds of your enemies. Invigorate the Beast
Rank 2 Exploit • Pet, Skill, Utility
As a bonus action, you target your companion pet if it’s within 5 feet of you. Make a Wisdom (Animal Handling) check and add your exploit die; your companion recovers hit points equal to the check result.
Your urging but loving hand pushes your beast companion onward, despite fatigue and injury. Iron Bulwark
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack with a weapon while wielding a shield or while wielding a separate melee weapon in each hand, add two exploit dice to your attack’s damage, and until the end of your next turn, you gain a +2 bonus to AC.
You parry one blow after another, denying your foes the satisfaction of getting in a solid hit. I’ve Got Your Back
Rank 2 Exploit • Offensive, Stance, Weapon
When you hit a creature with a melee attack using a weapon and at least one ally is within 5 feet of you, add two exploit dice to your attack’s damage, and you enter the I’ve Got Your Back stance. While in this stance, your allies gain a +2 bonus to AC and saving throws while they are within 5 feet of you, and you receive the same benefit while within 5 feet of an ally.
Standing together, you and your comrades form a bastion that can withstand the enemy assault. Jaws of the Wolf
Rank 2 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 while you are attack unarmed, until the end of your next turn, all of your attacks against that target (including this one) add your exploit die to your attack’s damage.
You use your weapons to hedge in your foe and trick them into a mistake in poise, at which point you strike. Killer’s Ambush
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit a creature with an attack using a finesse or ranged weapon while hidden, make a Dexterity (Stealth) check and add your exploit die, dealing half the result in additional damage to the target.
Your enemy doesn’t see you until it’s too late, and by then, you’ve left it a gaping wound to remember you by. Lashing Leaves
Rank 2 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. Until the end of your next turn, once per turn when an enemy enters a space within 5 feet of you or starts its turn there, you can make a melee attack using a finesse or versatile weapon against the triggering enemy (no action required). On a hit, add your exploit die to your attack’s damage, and the target subtracts your exploit die from their damage rolls against you until the end of their turn.
You shift deftly between guarding and lashing out, making it difficult to approach you. Lasting Threat
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and the target is marked by you for 1 minute. No mark can supersede this one.
Following up your challenge with a solid attack, you force your enemy to engage you. Leader’s Intercession
Rank 2 Exploit • Utility
As a reaction, when an attack hits an ally within 5 feet of you, you can switch places with the triggering ally. If you do so, the attack hits you instead, and you, the triggering ally, or both can spend up to two hit dice to regain hit points, adding one of your exploit dice per hit die spent to the amount healed.
Brash impulse places you in the attack’s path to spare an ally from harm. Leaf on the Wind
Rank 2 Exploit • Offensive, Weapon
When you hit a creature within 10 feet with an attack using a weapon, add two exploit dice to your attack’s damage, and the target must succeed on a Dexterity saving throw or swap positions with you or one of your allies within 10 feet of it. (This movement is not an action.)
As if your enemy were a leaf caught in the autumn wind, your attack maneuvers it as you wish, forcing it to yield ground to one of your allies. Ledge Grab
Rank 2 Exploit • Skill, Utility, Weapon
As a reaction when you fall but are within reach of a ledge or notable protrusion, and you are wielding an axe, flail or unarmed weapon, you catch yourself and stop falling, and reduce any falling damage you’ve already “accumulated” by two exploit dice. You may then make a Dexterity (Acrobatics) or Strength (Athletics) check and add your exploit die to immediately kip up to a standing position on the ledge or protrusion.
You have the reflexes of a cat, if a cat was armed with heavy weapons. Line in the Sand
Rank 2 Exploit • Skill, Utility
As a bonus action, you create a zone in a 5-foot radius circle centered on you. The zone lasts for 1 minute or until you leave the zone. You can choose to make Charisma (Intimidation) or Strength (Intimidation) checks in place of attack rolls against any enemy within the zone, and add your exploit die to the damage of all attacks you make against any enemy within the zone.
You trace a line on the ground with your weapon, daring your enemies to cross it. Lounging Assault
Rank 2 Exploit • Offensive, Skill, Weapon
As an action when you are prone or grappled, you can make a Dexterity (Acrobatics) or Charisma (Performance) check in place of an attack roll with a finesse or unarmed weapon, and do not suffer disadvantage on this roll. If you hit, add two exploit dice to your attack’s damage, and the target must make a Dexterity saving throw or you reverse your positions, either becoming standing while they become prone, or becoming the grappler while they are the one grappled.
You seem to be acutely vulnerable, but it is just a ruse, for you are as capable lying down as standing up. Makeshift Shield
Rank 2 Exploit • Utility
As a reaction, when an enemy would hit you with an attack and you have a free hand, and there is a loose object within your reach at least as big as your arm, you add your exploit die as a bonus to AC and to Strength and Dexterity saving throws until the start of your next turn, including against the triggering attack.
You snatch a piece of furniture, a body, or a discarded item to block an enemy’s attack. Martial Excitation
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add two exploit dice to your attack’s damage, and you can safely move up to half your speed. Additionally, until the end of your next turn, whenever an ally that can see or hear you spends Inspiration, they can safely move up to half their speed (no action required) before or after gaining the benefits of the Inspiration.
Your attack’s success fills your allies with the urge to push further and fight harder. Mocking Strike
Rank 2 Exploit • Offensive, Skill, Weapon
When you take the attack action on your turn, you may make a Charisma (Performance) or Dexterity (Sleight of Hand) check against an enemy's passive Insight in place of one attack with a weapon. If your check is successful, your weapon hits the target, you add two exploit dice to your attack’s damage, and the target must succeed on a Wisdom saving throw or suffer a -2 penalty to AC and saving throws against your attacks, spells and abilities for 1 minute.
You mimic your foe’s movements, causing the creature to second-guess itself. Not So Fast
Rank 2 Exploit • Offensive, Weapon
When you hit an enemy with an opportunity attack with a weapon for leaving your reach, add two exploit dice to your attack’s damage, and the enemy’s speed is reduced by half until the end of its next turn. If you made the attack with an axe, flail, or unarmed strike, the target’s speed is reduced to 0 until the end of its next turn instead and they are unable to leave your reach.
Your foe tries to slip away, but you sneak your weapon inside and keep them right where you want them. Numinous Strike
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit an enemy with a weapon attack, you know an offensive cantrip, and you are trained in History for a bard cantrip, Arcana for an arcane cantrip, Nature for a primal cantrip, or Religion for a divine cantrip, add your exploit die to your attack's damage, and you may make a cantrip attack against the same target if it is within the cantrip's range. On a hit, add your exploit die to your cantrip's damage. If you have expertise in the chosen skill, your cantrip's range is irrelevant, and it can be carried on the triggering attack (such as an arrow fired from your bow) regardless of range.
Your foe tries to slip away, but you sneak your weapon inside and keep them right where you want them. Off-Hand Defense
Rank 2 Exploit • Stance
As a bonus action, you enter the Off-Hand Defense stance. Until the stand ends, you gain a +2 bonus to AC and to Strength and Dexterity saving throws while you are conscious and wielding a separate melee weapon in each hand. If you attack with only one of your two weapons on your turn, you also get a +2 bonus on opportunity and reaction attack rolls until the start of your next turn.
You keep your off-hand weapon ready to block enemy attacks. On My Mark
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add your exploit die to your attack’s damage. Additionally, you can choose an ally who can see or hear you. That ally can use their reaction to safely move up to half their speed and make a weapon attack against the target. On a hit, add your exploit die to the damage of your ally’s attack.
You catch the eye of your comrade and nod toward a foe. Together, you and the ally then strike. Painful Throw
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a sling or thrown weapon, add two exploit dice to your attack’s damage, and you can make another sling or thrown weapon attack against the same target. If it hits, add two exploit dice to your attack’s damage.
You hit your foe in a vital spot, causing it to reel in pain and exposing it to another attack. Pelvic Crush
Rank 2 Exploit • Offensive, Weapon
When you critically hit an enemy with a weapon attack, or you hit an enemy by a margin of 5 or more with a bludgeoning weapon attack, add two exploit dice to your attack’s damage, and until the end of its next turn, the target is Weakened, it has disadvantage on ability checks, and its speed is halved. If it moves during its next turn, it takes necrotic damage equal to two exploit dice.
You deliver a crushing strike to your enemy’s groin that causes it to crumple in pain. Phalanx Formation
Rank 2 Exploit • Stance
As a bonus action, you enter the Phalanx Formation stance. Until the stance ends, while you are wielding a shield and within 5 feet of any ally who is also using a shield, you and the ally gain a +2 bonus to AC and saving throws, and if the two of you are between an ally and an enemy, the two of you are “half cover” for the ally.
You and your allies link shields for better defense. Pike Hedge
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy enters a space within your reach, you can make an opportunity attack against the triggering enemy using a reach weapon. On a hit, add two exploit dice to your attack’s damage. Additionally, for 1 minute or until you move more than 5 feet in a turn, whenever an enemy enters a space within your reach, that enemy provokes an opportunity attack from you. This effect does not actually give you more opportunity attacks than you would normally be allowed, but instead expands the circumstances in which you are allowed to take one.
Setting yourself to foil enemy movement, you’re ready to strike anyone who comes near. Pommel Smash
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a one-handed weapon, add two exploit dice to your attack’s damage, and the target suffers a -2 penalty to attack rolls and to Intelligence, Wisdom, and Charisma based saves and checks for 1 minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
You pound the pommel of your weapon into your enemy’s face, rattling its brain. Provoke Overextension
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and the target must succeed on a Wisdom saving throw or be forced to use its reaction, if available to make a melee weapon attack against you and subtract your exploit die from their attack roll. After the attack is resolved, an ally of your choice who can see or hear you can make an opportunity attack against the target. On a hit, your ally adds your exploit die to their attack’s damage.
You goad the enemy into pressing too far, setting up your ally’s counterstrike. Quicken Step
Rank 2 Exploit • Utility
As a bonus action, choose one ally within 60 feet who can see or hear you. The chosen ally’s speed increases by half for 1 minute so long as they can see or hear you when they move, and they add your exploit die to AC and saves against attacks provoked by their movement.
You spur an ally to move faster. Rattle the Senses
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add two exploit dice to your attack’s damage, and the target must succeed on an Intelligence saving throw or it cannot take reactions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, the target loses blindsight, scent, tremorsense, truesight, and any other special sense granted by an ability, spell or item (such as the detect magic spell) while this exploit is in effect.
A precise strike makes your enemy reel in disorientation, robbing it of its ability to use its specialized senses. Ready to Retaliate
Rank 2 Exploit • Stance, Weapon
As a bonus action, you enter the Ready to Retaliate stance. Until the stance ends, while you are wielding a melee weapon, you can mark any creature that makes a melee attack against you, or while you are wielding a ranged weapon, you can mark any creature that makes a ranged attack against you and can make ranged opportunity attacks against enemies so marked. The mark lasts until the end of the enemy’s next turn.
You hold your weapon high overhead, ready to swing at any foe that attacks you. Reassuring Gesture
Rank 2 Exploit • Utility
When you allow an ally within 5 feet of you to regain hit points, that ally also gains temporary hit points equal to two exploit dice, plus your Charisma modifier.
Verbal reassurance is good, but a hearty clap on the shoulder is better. Reckless Strike
Rank 2 Exploit • Offensive, Weapon
When you make a melee attack against creature using a weapon, you can take disadvantage to the attack roll, or a -2 penalty if you already have disadvantage. If you do so, add four exploit dice to your attack’s damage on a hit, and you roll the attack's total damage twice and take the better result.
You trade precision for power. Rejoin the Fray
Rank 2 Exploit • Utility
As a reaction, when an ally allows you to regain hit points, add three exploit dice to the amount of hit points you heal. Additionally, if you’re prone, you can stand up and safely move up to half your speed; if you are standing, you can instead safely move up to your speed.
Reinvigorated by your ally’s healing, you rush back into the fray. Relentless Wounding
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add your exploit die to your attack’s damage. For 1 minute, the first time each subsequent round you hit the same target, deal one more exploit die to the target than last time; so the first round you hit after landing this exploit you add two exploit dice, then the next round you add three exploit dice, and so on. This exploit’s effect ends at the end of your turn if you have not successfully hit the target since the beginning of your previous turn.
Your attack wounds a foe, making it susceptible to further attacks on that spot. Rock Steady
Rank 2 Exploit • Stance
As a bonus action, you enter the Rock Steady stance. Until the stance ends, you cannot be knocked prone, and if you are subject to forced movement, you can reduce the distance you move by half or by 10 feet, whichever is greater. If you are grappled, you get an immediate bonus Strength or Dexterity saving throw (your choice) to prevent the grapple.
You sink your center of gravity into the ground below you and grit your teeth. You are going nowhere. Roll!
Rank 2 Exploit • Pet, Utility
As a reaction, when your companion pet is hit by an attack and it can see or hear you, it adds two exploit dice as a bonus to its AC and/or to its Strength or Dexterity saving throw against the triggering attack, possibly causing it to miss. If the attack is a critical hit but would miss due to this AC bonus if not for the natural 20, it becomes a normal instead of critical hit.
Puffing up defensively, your pet rolls with a blow. Rousing Words
Rank 2 Exploit • Utility
As a bonus action, choose yourself or one ally within 30 feet of you who can hear you. The target can spend up to four hit dice to regain hit points plus one exploit die per hit die they spend, and adds your Charisma modifier to the amount healed if they spend at least one hit die.
As your ally’s spirit wanes, you manage to pick just the right words to inspire them. Sacrificial Lure
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a two-handed or improvised weapon, add two exploit dice to your attack’s damage, and one ally within 30 feet of you who can see or hear you gets advantage on their next attack roll against the target and adds two exploit dice to their next damage roll against the target, both before the end of your next turn. Additionally, all attacks against you gain advantage until the start of your next turn.
Your wild strike lands solidly and inspires a comrade, but it leaves you vulnerable. Sand in the Eyes
Rank 2 Exploit • Offensive, Weapon
When you take the attack action and have a free hand, in place of one attack, you may roll a Intelligence (Sleight of Hand) or Intelligence (Deception) check against the target's passive Perception or Insight respectively. On success, you hit with your weapon and add two exploit dice to your attack’s damage, and the target is blinded until the end of your next turn.
You scoop up a handful of sand or dirt or pebbles, strike your foe, and then throw the grit in its face to blind it. Savage Parry
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy within 5 feet of you hits an ally with a melee attack, you can make an opportunity attack against the triggering enemy. On a hit, add your exploit die to your attack’s damage, or two dice with an axe, heavy blade or light blade, and the triggering attack deals only half damage.
With predatory speed, you violently parry, exerting pain as the penalty for your foe’s impudent attack. Scoundrel’s Luck
Rank 2 Exploit • Offensive, Weapon
As a reaction, when you miss with an attack for the second time in a row (not necessarily in the same turn), you can reroll the attack against the same target and add your exploit die to the attack roll. On a hit, add your exploit die to your attack’s damage.
A gifted scoundrel can turn failure into fortune. Scything Blow
Rank 2 Exploit • Offensive, Weapon
As an action, you can safely move up to half your speed and make a melee attack using a bludgeoning or slashing weapon against one or two creatures within reach, with a separate attack roll for each target. On a hit, add your exploit die to your attack’s damage, and the target must succeed on a Strength saving throw or be knocked prone. You can then make another melee attack against each target, with a separate attack roll for each. On a hit, add your exploit die to your attack’s damage, and you can move the target up to 20 feet and the target cannot stand up from prone until after their next turn.
You lash out with your weapon in a wide arc, knocking two foes to the ground, then backswing over them, causing them to tumble like so much chaff. Serpentine Dodge
Rank 2 Exploit • Skill, Utility
When you move and start within 10 feet of at least two enemies, and are trained in Acrobatics or Stealth, your movement is safe. Until the end of your next turn, you gain a bonus to AC and saving throws equal to the number of different enemies you were within 5 feet of at any point during this movement, not to exceed half the size of your exploit die (e.g., 4 for a d8), or the full exploit die if you have expertise in the skill.
You snake past your enemies, weaving so that they have a hard time making a follow-up attack against you. Settling the Score
Rank 2 Exploit • Utility
As a reaction, when an enemy hits you with an attack, you gain a +2 bonus to attack rolls against the triggering enemy for 1 minute.
When the attack hits you, you decide then and there to take your enemy out. Seismic Strike
Rank 2 Exploit • Offensive, Weapon
As an action, you can strike the ground with a heavy two handed melee weapon and cause a tremor in a 5 foot line that is 30 feet long. Each creature in this line must make a Strength saving throw. On a failed save, the target takes damage equal to your weapon, Strength modifier, and exploit die, all multiplied by the number of primary attacks you would normally make with an attack action (e.g., x2 if you have Extra Attack 1), and is knocked prone and moved up to 10 feet. Half the damage is physical and half is thunder. On a successful save, the target is not knocked prone but must choose whether to let you move them up to 10 feet, taking full damage if they don’t let you and half damage if they do. The ground in the area of the line is then difficult terrain after the maneuver until it is repaired. Unattended objects in the area of the line take double damage from this maneuver.
You strike the earth, and the earth rebels against your foes. Shadow Boxer
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a finesse weapon or unarmed strike, add two exploit dice to your attack’s damage, and until the end of your next turn, the target grants three-quarters cover to you while you are within 5 feet of it. After the attack is resolved, you can make a Dexterity (Acrobatics) or Charisma (Deception) check and add your exploit die vs the target’s passive Perception or Insight respectively to become hidden from the target, and only from the target (ignoring normal requirements for being hidden).
You attack from your foe’s shadow, confounding the creature as you slip in and out of sight. Skilled Teacher
Rank 2 Exploit • Skill, Utility
As a bonus action, choose up to two allies within 60 feet of you and choose a skill or tool which you are proficient in but the target(s) are not. For 10 minutes, the target(s) use your proficiency bonus instead of theirs with this skill or tool, and add your exploit die to any such check. The target(s) must see or hear you to gain this bonus when making a check.
Your allies benefit from the things that you have learned. Slip Aside
Rank 2 Exploit • Skill, Utility
As a reaction if you are trained in Survival, when you take damage that is not bludgeoning, piercing or slashing, you gain resistance to the damage of the triggering effect.
You distract a foe to diminish the effect of a spell. Snap Shot
Rank 2 Exploit • Offensive, Weapon
As a bonus action when your hands are free, draw a throwing or projectile weapon available to you, and make a ranged attack using that weapon against one creature within your throwing weapon's range or half your projectile weapon's range. On a hit, add your exploit die to your attack’s damage. If you use this move to initiate combat, you add your exploit die to your initiative check, but this does not guarantee this exploit to go off before your target's turn if they still roll higher on initiative than you.
You strike as quickly as a coiled viper. Snarling Wolf Stance
Rank 2 Exploit • Pet, Stance
As a bonus action, you enter the Snarling Wolf stance. Until the stance ends, whenever an enemy hits or misses you with a melee attack, it provokes an opportunity attack from your pet if the enemy is within your pet’s reach. Also, whenever an enemy hits or misses your pet with a melee attack, it provokes an opportunity attack from you if the enemy is within your reach. Either way, on a hit, the target suffers the attack’s normal effects, and you can safely move up to 5 feet and your pet can safely move up to 5 feet.
You and your animal partner have each others’ backs. Spring the Trap
Rank 2 Exploit • Offensive, Weapon
As an action, make a melee attack using a one-handed or light weapon against any number of creatures you can see within 5 feet of you, with a separate attack roll for each target. On a hit, 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.
You’re surrounded–just as you planned. Splintering Shot
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add two exploit dice to your attack’s damage, and the target must make a Constitution saving throw. On a failed save, the target suffers a -2 penalty to attack rolls and skill checks for 1 minute; the target can make a new Constitution saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the penalty still applies to their next attack roll or skill check before the end of their next turn.
Your arrow burrows into flesh and shatters, sending splinters of wood deep into the wound. Stand Fast
Rank 2 Exploit • Utility
As a reaction when an ally who can see or hear you within 30 feet is subjected to forced movement, is knocked prone, or is grappled, instead they are not. Additionally, the next time they regain hit points or gain temporary hit points before the end of your next turn, they may add two exploit dice to the result.
You and your companions form an immovable wall to withstand the enemy tide. Stand the Fallen
Rank 2 Exploit • Skill, Utility
As an action, spend two of your hit dice to make a Wisdom (Medicine) check and your exploit die to the check to revive an ally who has died since the beginning of your last turn. If the target also spends two of their own hit dice, they come back to life, remove two failed death saves, and are conscious with hit points equal to the result of your Medicine check (none of the spent hit dice are rolled), but they are dazed until the end of your next turn, or only until the start of their turn if you have expertise in Medicine. Any given creature cannot be the target of this exploit more than once in a day.
You forcefully strike your ally’s pressure points and call their name, yanking them back from the brink. Stay Down
Rank 2 Exploit • Offensive, Weapon
When you hit a prone, grappled, restrained, dazed, stunned, paralyzed, or petrifying creature with a melee attack using a weapon, add two exploit dice to your attack’s damage. Additionally, they take disadvantage on saving throws or ability checks on their next turn to end any such ongoing conditions, and if merely prone must still make a Strength save to try to stand against the save DC of the creature or hazard that made them prone. For each such save or check that fails, they take an additional exploit die of damage.
You’re not above hitting someone who’s down. Stirring Force
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage in the form of force damage, and each ally within 30 feet of you who can see or hear you can make a saving throw against one ongoing effect that a save can end.
With a mighty strike, you spur your friends to shake off their hinderances. Strong Focus
Rank 2 Exploit • Utility
As a bonus action, until the end of your next turn, add two exploit dice as a bonus to Strength and Constitution ability and skill checks and saving throws that you make during this time. You may also use this exploit in the moment as you roll (not requiring an action) instead of as a bonus action in advance, but then it only applies to the single check and only adds one die.
Concentration improves your ability to accomplish feats of physical might. Sudden Surge
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a charging attack with a weapon, add three exploit dice to your attack’s damage, and you can continue to move up to half your speed afterwards without provoking from your target.
You throw your weight into an attack, using the momentum of your swing to surge forward. Sunder Armor
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a heavy weapon and had advantage on that attack, add three exploit dice to your attack’s damage, and until the end of your next turn, attacks that hit this creature roll damage twice and take the better result.
You probe the defenses of your foe until you land a blow that momentarily leaves it susceptible to other attacks. Surprise Attack
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon during the first round of combat, or during the first round when reinforcements join an existing battle or an existing battle moves to envelop new combatants, add two exploit dice to your attack’s damage. One ally within 30 feet of you who can see or hear you can, as a reaction, make an attack against a creature of their choice with advantage. If they hit, add two exploit dice to the damage of your ally’s attack. Upgrade to three exploit dice for either or both attacks if attacking a target who is surprised.
As you attack amid the chaos of battle, you take an opportunity to direct an ally to attack a distracted foe. Surround Foe
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage. Additionally, you can move one ally within 30 feet who can see or hear you up to 30 feet to a different space within 5 feet of the target. You can move the ally through the target’s space or reach without provoking from the target.
You contain your foe, enabling one of your allies to move behind it. Tactical Supervision
Rank 2 Exploit • Utility
As a reaction, when an ally attacks an enemy within 60 feet of you, add your exploit die to your ally’s attack roll or ability check, and if they hit, add your exploit die to the damage of your ally’s attack.
You lend your expertise to your ally to help them strike a foe. Tactician’s Favor
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add two exploit dice to your attack’s damage, and until the end of your next turn, the next ally that hits the target with an attack can make another attack against the same or a different target, and can safely move up to 10 feet either before or after this extra attack.
Your blow causes an ally’s follow-up strike to cement their tactical advantage. Tempting Target
Rank 2 Exploit • Stance
As a bonus action, you enter the Tempting Target stance. Until the stance ends, your allies gain advantage on attack rolls against any enemy within 5 feet of you, but all enemies have advantage on attack rolls against you. Additionally, until the stance ends, when an enemy within 5 feet of you becomes bloodied or is reduced to 0 hit points, you regain hit points equal to your exploit die.
You invite attack and distract your foes in the process. Together We Survive
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and until the end of your next turn, whenever an ally who can see or hear you hits that target with an attack, that ally gains temporary hit points equal to your exploit die.
You yell in defiance as you attack. As your allies follow your example, you can see their confidence grow. Toppling Rush
Rank 2 Exploit • Offensive, Weapon
As an action, make a charging attack against an enemy with a melee weapon. If you hit, add your exploit die to your attack’s damage, and the target must make a Strength saving throw at disadvantage or be knocked prone. If they fall prone, you can move up to your speed to make another charging attack against a second foe so long as you don’t veer more than 90 degrees from your initial angle of approach to the first enemy. If you hit, add your exploit die to your attack’s damage. None of this movement provokes from your first target.
You dart forward and use your momentum to unbalance your target, and then keep going. Trip Up
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and the target must make a Dexterity save or its speed is reduced to 0 until the end of your next turn. If you’re wielding a polearm or spear, you can knock the target prone in addition to or instead of reducing its speed.
You tangle your enemy’s feet with your weapon. Turning Point
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and you or one ally of your choice within 30 feet of you who can see or hear you can make a saving throw against two effects that a save can end, with a separate saving throw for each effect, or one saving throw with advantage against one effect that a save can end.
An impressive strike catches your foe off guard and shocks you or a nearby ally into shaking off a hindrance. Twinfall
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a flail, polearm or spear weapon, add your exploit die to your attack’s damage, you can safely move up to 10 feet if you wish, and you can make one additional melee attack using the same weapon against a different creature within reach. On a hit, add your exploit die to your attack’s damage, and you can safely move up to 10 feet. Each time you deal damage with this exploit, the target must make a Strength saving throw or it is moved up to 5 feet and knocked prone.
With a flourish of your weapon, you strike at two foes, attempting to bring each down. Two Wolf Pounce
Rank 2 Exploit • Offensive, Pet, Weapon
As an action, both you and your pet can each move up to half speed then make melee attacks against separate targets, which critically hit on a 17-20. On a hit by either of you, add your exploit die to that attack’s damage, and the one that hit can choose to safely move up to 5 feet. If both attacks hit, add an extra exploit die to the damage of both attacks.
You and your pet dive into the fray. Twofold Torment
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit creature with a melee attack using a weapon while you are wielding a separate melee weapon in each hand and you are trained in Medicine, the target has Bleed equal to your exploit die, and you can make one additional melee attack using your other weapon against a different creature within reach. On a hit, the target has Bleed equal to your exploit die. If you have advantage on the attack roll when you hit a creature using this exploit, add your exploit die to your attack’s damage on a hit. If you have expertise in Medicine, that extra die on an advantaged attack is a second die of Bleed.
Your carefully aimed slashes send two foes reeling away in agony. Unbalancing Dodge
Rank 2 Exploit • Utility
As a reaction, when an enemy misses you with a melee attack, until the end of your next turn, you cause the triggering enemy to suffer a -2 penalty to attack rolls, ability checks, AC, and saving throws.
You duck out of the way of your foe’s attack, putting the creature off balance. Unbreakable
Rank 2 Exploit • Utility
As a reaction, when you take damage, you reduce that damage by four exploit dice. If you have a shield equipped, add your Strength and Constitution bonuses (minimum 0) to the total damage reduction.
You steel yourself against a brutal attack. Unexpected Shield Bash
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a melee weapon while wielding a shield, make a follow-up shield bash attack against one creature within 5 feet with a +2 bonus to the attack roll. If you hit, add two exploit dice to your attack’s damage, and half your attack’s total damage is thunder damage. After the attack, you can mark each enemy within 30 feet of you who can see or hear you until the end of your next turn.
As your opponents guard against the relentless fury of your weapon, you surprise them with a shield attack that shows them you mean business. Unstoppable Resolve
Rank 2 Exploit • Utility
As a bonus action, you spend one hit die, not to heal but to gain temporary hit points equal to a hit die roll + two exploit dice. In contrast to the usual rules for temporary hit points, the temporary hit points from this exploit fade after 1 minute but can stack with other temporary hit points, rather than replacing or being replaced by another source of temporary hit points.
You let your adrenaline surge carry you through the battle. Vexing Flanker
Rank 2 Exploit • Utility
As a reaction, when an ally enters a space within 5 feet of an enemy and you are also within 5 feet of that foe, you can safely move to any other space within 5 feet of the triggering enemy. Additionally, you and the triggering ally gain advantage on attack rolls against the triggering enemy until the end of your next turn.
Nimble feet and intense focus keep you on your foe. Vigilant Protector
Rank 2 Exploit • Stance, Weapon
As a bonus action, you enter the Vigilant Protector stance. Until the stance ends, while you are wielding a shield or a polearm, you suffer a -2 penalty to AC and to Strength and Dexterity saving throws, and each ally gains a +2 bonus to AC and to Strength and Dexterity saving throws while within 5 feet of you. If an enemy attacks an ally within 10 feet of you, you can safely move up to 10 feet to an open space adjacent to that ally (not an action), even if you were already adjacent to the ally, before the enemy's attack resolves, and you automatically do one exploit die of physical damage to the enemy after the attack if it hits or two dice if it misses.
You patrol your space to give your allies protection. Walking Wounded
Rank 2 Exploit • Offensive, Weapon
When you critically hit a creature with a weapon, add two exploit dice to your attack’s damage, the target is moved to any open space within your reach that you wish, and it must succeed on a Constitution saving throw or be wounded by this exploit for 1 minute. While wounded by this exploit, if the target moves more than half its speed during its turn, it takes two exploit dice of damage and becomes dazed until its next turn and loses the rest of its turn.
You smite your enemy with a crippling blow and force it to stumble around the battlefield. War of Attrition
Rank 2 Exploit • Offensive, Weapon
When you succeed on at least one attack roll on your turn each round for three rounds in a row, add three exploit dice to the damage of your first attack that hits on this third turn. Additionally, until the end of your next turn, your allies add your exploit die to all attack and damage rolls while they can see or hear you.
Little by little, your allies turn the tide against the enemy. Weapon Master’s Gambit
Rank 2 Exploit • Offensive, Weapon
When you take the Attack action on your turn, you can sheathe or stow a weapon and draw a different one before one of your attacks using a weapon. The new weapon must be of a separate type from the prior weapon; you can’t sheathe a light blade to draw a light blade. On a hit, add two exploit dice to your attack’s damage, and you gain an additional effect based on the weapon you made the attack with:
Rank 2 Exploit • Utility
As a reaction, when an enemy enters a space where they have reach to you, or within 5 feet of you if their reach is 0, you can safely move up to half your speed. You don't have to use all of this movement at once; if an enemy enters a space within reach of you again before your next turn while you still have movement left, you may do this again without needing another reaction.
You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot. Wild Runner Strike
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit a creature with an attack using a weapon and you are trained in Survival, add two exploit dice to your attack’s damage, and the target must succeed on a Wisdom saving throw or treat all spaces as difficult terrain for 1 minute; it can attempt a new save at the end of each of its turns, ending the effect on a success. Regardless of the save, if you have expertise in the skill, then until the end of your next turn you and your allies within 60 feet of you who can see or hear you increase your speeds by 10 feet and can ignore difficult terrain.
You put your foe off balance, and you exhort your friends to see the advantages in the terrain. Withering Courage
Rank 2 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 time you or one of your allies hits the target with an attack before the end of your next turn, including this attack, the target suffers a cumulative -1 penalty to its attack rolls and skill checks until the end of your next turn, to a maximum of half your exploit die; e.g., -4 if your die is a d8. Additionally, your allies gain a bonus on attack and damage rolls against the target equal to the penalty it is taking from this exploit.
One strike knocks the enemy off their game; each strike from an ally pushes it farther over the edge. Wounded Beast
Rank 2 Exploit • Offensive, Weapon
When an enemy within your reach bloodies you or scores a critical hit against you, you can use this maneuver as an opportunity attack against the triggering enemy; on a hit, add two exploit dice to your attack’s damage, and you can spend up to two hit dice to regain hit points plus two exploit dice.
You answer an enemy’s strike with a snarl and an attack. The rage inside you provides new vigor.
A Rock and a Hard Place
Rank 2 Exploit • Stance, Weapon
As a bonus action, you enter the Rock and a Hard Place stance. Until the stance ends, when an enemy within 5 feet of you attacks one of your allies and misses while you are wielding a melee weapon, you can deal your exploit die in damage of the same type as your weapon to that enemy (no action or attack rollrequired). You must be able to take reactions against the target to deal this damage. If the enemy is marked or quarried by an ally, it takes two exploit dice in damage instead.
You focus to work in concert with your companion, harrying your opponent with relentless blows. Abrasive Assault
Rank 2 Exploit • Offensive, Weapon
When you hit a creature for piercing or slashing damage while you are wielding a separate melee weapon in each hand and or a ranged weapon, add your exploit die to your attack’s damage, and you can make one additional attack using your other weapon or the same ranged weapon against a creature within reach. On a hit, add your exploit die to your attack’s damage. If both attacks hit the same target, the target suffers Bleed equal to your exploit die; if you strike different targets, deal your exploit die to each target again instead.
Your cutting attacks might have different results. Agile Approach
Rank 2 Exploit • Utility
As a bonus action, you can safely move up to your speed if not wearing heavy armor, or up to half your speed if wearing heavy armor, but you must end the movement within 5 feet or melee reach of an enemy.
You make a quick shift to a better position. Agonizing Assault
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit a creature with an attack using a weapon while you have a free hand and a poisoner’s kit with which you are proficient, add your exploit die to your attack’s damage, half your total damage is poison damage, and the target must succeed on a Constitution saving throw or be poisoned for 1 minute. While poisoned by this exploit, the target takes one exploit die in poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If you have expertise with said kit, the immediate and ongoing poison damage is two dice.
Your attack on an opponent’s tenders carries a venomous rider. Ambuscade
Rank 2 Exploit • Skill, Utility
When you would roll initiative and are in or within 10 feet of cover or concealment, you may safely move up to 10 feet into a space where you have cover or concealment, and may add your exploit die to an immediate Dexterity (Stealth) check to try to start the encounter hidden.
Your fight or flight instinct funnels you to get the drop on those who present a danger to you. Anchor the Line
Rank 2 Exploit • Utility
As a bonus action, choose one ally within 10 feet, and safely move up to 10 feet toward them if not already next to them. You can choose to either move them up to half their speed, or stand them up and move them up to 5 feet, or make an Athletics or Strength check, as applicable, on their behalf to attempt to break them out of a grapple or restraining effect, adding your exploit die as a bonus to the check.
You help an ally stand or guide a friend back into formation. Armored Assault
Rank 2 Exploit • Offensive
As an action, you can move up to your speed. At any point during this movement, you can make a shield bash attack against one creature within 5 feet. On a hit, add two exploit dice to your attack’s damage for each attack you are giving up this way (e.g., if you have Extra Attack), and the target must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone; on a successful saving throw, the target is still pushed up to 5 feet.
Burying your shoulder into your shield, you plow forward through any foe. Arrow of the Savior
Rank 2 Exploit • Utility, Weapon
As a reaction, when a creature within 120 feet of you falls and there is a wall or floor within 5 feet of that creature while you are wielding a bow or crossbow, you can fire a shot that permits the triggering creature to roll a Dexterity saving throw or Dexterity (Acrobatics) skill check, DC equal to the initial save or attack roll that caused the fall in the first place. The creature adds your exploit die to this new save or check. On a success, you can move the creature up to 5 feet to a horizontal surface, or to a vertical surface that the creature is now climbing rather than falling past.
Your arrow saves a falling friend by pinning them to a nearby wall, or by presenting a sudden handhold. Assess and Strike
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while wielding a separate melee weapon in each hand, add your exploit die to your attack’s damage, and you can make one additional melee attack using your other weapon against the target, ignoring disadvantage and attack penalties to the attack roll, even those imposed by spells or exploits. On a hit, add your exploit die to your attack’s damage.
A brush with your off-hand weapon marks a spot on your enemy for a more accurate thrust from your main weapon. Back to Back
Rank 2 Exploit • Stance
As a bonus action, you enter the Back to Back stance. Until the stance ends, while you are within 5 feet of an ally, you and that ally gain a +2 bonus to attack rolls.
You take heart from the ally guarding your back. Bare-Knuckled Rebuke
Rank 2 Exploit • Stance
As a bonus action, you enter the Bare-Knuckled Rebuke stance. Until the stance ends, whenever an enemy within 5 feet of you misses you with an attack, you can make an unarmed strike against the target as an opportunity attack. On a hit, add your exploit die to your attack’s damage and if that enemy then misses you again before your next turn, you can respond with this attack again without using an action.
Your enemies leave themselves open to your powerful jabs when they miss with their attacks. Bash and Toss
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are wielding a melee weapon in one hand and a thrown weapon in the other, or when you are using a thrown weapon as a melee weapon, add your exploit die to your attack’s damage. Also on a hit, you can make one additional ranged attack using a thrown weapon against a different creature within range. On a hit, add two exploit dice to your attack’s damage. This ranged does not suffer disadvantage on the attack roll for being in melee.
You drive your weapons into a nearby enemy and then hurl a weapon into the face of another foe. Bastion of Victory
Rank 2 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 ally within 30 feet of you who can see or hear you gains your exploit die + Charisma modifier in temporary hit points, and each also gains a +1 bonus to AC and saving throws until the end of your next turn. Double all of the benefits to your allies if this attack defeated the triggering enemy.
You strike your foe a mighty blow, rallying your friends as they witness the path to glory. Bat Aside
Rank 2 Exploit • Offensive, Weapon
When you hit a creature up to one size larger than you with a melee attack using a bludgeoning or two-handed weapon, add two exploit dice to your attack’s damage, and the target must make a Strength saving throw. On a failure, you can move the target up to 15 feet, whereupon it falls prone. If it ends in a space within 5 feet of one or more of its allies, choose one of those allies, and the chosen secondary target must then make a Dexterity saving throw in turn or it takes two exploit dice in damage and also falls prone. On a successful initial Strength save, you can still move the target up to 5 feet.
You ram into your foe, sending it flying back into the enemy ranks. Battering Command
Rank 2 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 Weakened until the end of your next turn. Whether the save succeeds or fails, one ally within 5 feet of the target can use their reaction to make a melee weapon attack against it, and adds your exploit die to their attack’s damage if they hit.
You slam your weapon into your foe’s gut and cause the creature to double over, enabling an ally to smash it. Battle Awareness
Rank 2 Exploit • Utility
When you roll initiative and would be surprised, you may roll your exploit die and add it to your passive Perception or Insight. If this would make you no longer surprised, you also add that die result to your initiative check.
You can sense danger before the threat is fully realized. Battle Fury
Rank 2 Exploit • Stance
As a bonus action, you enter the Battle Fury stance. Until the stance ends, you add your exploit die to all of your damage rolls with melee weapons, but suffer a -2 penalty to AC and to Dexterity and Intelligence saving throws. This stance ends early if you regain hit points. You cannot end this stance willingly on the same turn that you activate it.
You throw your full weight into each blow, ruining your defenses but scoring crippling harm with each strike. Battlefield Sprint
Rank 2 Exploit • Stance
As a bonus action, you enter the Battlefield Sprint stance. Until the stance ends, your speed increases by half whenever you either charge an opponent or take the Dash action. Additionally, when you charge or dash, opportunity attacks triggered by your movement are made at disadvantage.
You move with astonishing speed, making it hard for your foes to track your movement. Beast Rush
Rank 2 Exploit • Offensive, Pet, Weapon
When you take the Attack action on your turn and are trained in Animal Handling, you can forgo all of your attacks to let your pet attack that many extra times instead. On each hit, add your exploit die to your pet’s damage. If you have expertise in the skill, your pet can safely move up to its speed in total before, during, or after these attacks.
You designate an enemy to your companion pet, and the pet savages the enemy. Beastly Protector
Rank 2 Exploit • Offensive, Pet
When you take the Attack action on your turn while you are bloodied, 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, add two exploit dice to your pet’s damage, and you gain that many temporary hit points. Additionally, for 1 minute, each time an enemy within 5 feet of your companion pet makes a melee attack against you, your pet deals your exploit die in damage of the same type as one of its melee weapon attacks (no action required) to the triggering enemy.
Your situation looks bleak, but your companion comes quickly to your rescue. Biting Volley
Rank 2 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 can make one additional ranged attack using a weapon against the same creature. On a hit, add your exploit die to your attack’s damage. Each attack can score a critical hit on a roll of 19–20.
Two lucky shots find chinks in your target’s armor. Blind Spot Advantage
Rank 2 Exploit • Utility
As a bonus action, you become heavily obscured from one enemy you can see until the end of your next turn.
You take advantage of your enemy’s blind spot to ensure that you won’t be hit. Blinding Assault
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add one exploit dice to your attack’s damage, and the target must make a Dexterity saving throw. On a failed save, the target Bleeds for one exploit die, and while bleeding, the target is blinded. On a successful save, the target instead suffers a -2 penalty to attack rolls and checks requiring sight until the end of its next turn.
Delivering a wicked strike, you briefly rob your opponent of sight. Bloodbath
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a piercing or slashing weapon, add your exploit die to your attack’s damage, and the target suffers Bleed equal to your exploit die. If the target is bloodied before or after your attack, the Bleed is two exploit dice instead.
You slice your foes artery, inflicting a gushing wound. Bloodied Frenzy
Rank 2 Exploit • Offensive, Pet
As a reaction, when you or your companion pet are bloodied by an enemy’s attack, you can order your pet to make an opportunity attack against the triggering enemy; the pet can move up to its speed before or after the attack, and does not provoke opportunity attacks from the triggering enemy. On a hit, add two exploit dice to your pet’s damage, and the target must succeed on a Strength saving throw or its speed is reduced to 0 until the end of its next turn.
Injury, whether yours or your companion’s provokes an instant assault from the pet that leaves your adversary momentarily hobbled. Bloody the Field
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, or three exploit dice if you made the attack with an axe, a hammer or a mace. If the target is bloodied after the attack, it must make an Intelligence saving throw or it is also dazed until the end of your next turn. On a successful save, it still cannot take reactions until the start of its next turn.
You raise your weapon high, recognizing that the time has come to finish off your foe. Bodyguard’s Stance
Rank 2 Exploit • Stance
As a bonus action, you enter the Bodyguard’s stance. Until the stance ends, whenever an ally within 5 feet of you takes damage, you can reduce that damage by your exploit die. You must use this ability anytime you are able. When you do so, you take damage equal to the amount you reduced, which cannot be redirected to anyone else in turn, but if you wield a shield the damage to you is halved.
You stand poised, ready to block attacks made against your allies with your shield, or failing that, your body. Brave Warriors
Rank 2 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, you gain advantage to attack rolls on charging attacks, and your allies within 60 feet who can see or hear you gain advantage to attack rolls on charging attacks, and you and your allies can safely move the first 5 feet at the start of a charging attack.
Your charge emboldens your allies to do the same. Bristling Defense
Rank 2 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 you can make one additional melee attack using your other weapon against a different creature within reach. On a hit, add your exploit die to this second attack’s damage as well. Neither target hit by this exploit can gain advantage on attack rolls against you, nor can mark or quarry you, nor can sneak attack you, nor can critically hit you, until the end of your next turn.
You throw your arms wide and strike two foes, each with a different weapon, and keep them at arm’s length. Calculated Assault
Rank 2 Exploit • Offensive, Weapon
As an action, make an attack with a weapon against an enemy and add your Intelligence modifier to your attack roll. If you hit, add your Intelligence modifier and your exploit die to your attack’s damage, and one of your allies of your choice within 60 feet adds your exploit die to damage rolls against the target for 1 minute while they can see or hear you. You can transfer this bonus to another ally within 60 feet of you as a bonus action, sharing the same duration among all your allies; as part of the same bonus action, you can change the enemy target of this exploit to another enemy you have hit since the beginning of your last turn.
Your strategy proves your superior command of the situation. Chameleon
Rank 2 Exploit • Skill, Utility
As a reaction, when you were hidden but would no longer have cover from or be obscured from a creature, you can make a Dexterity (Stealth) check and add your exploit die to this check. If this beats that creature's Perception, you remain hidden from it, and until the end of your next turn you are hidden from that creature without needing to be obscured or covered.
You blend into your surroundings. Circling Predator
Rank 2 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 you can safely move up to half your speed to a different space within 5 feet of your target. You can then make one additional melee attack using a finesse weapon against the target. On a hit, add your exploit die to your attack’s damage, and you gain advantage on attack rolls against the target until the end of your next turn.
You wheel around your foe, attacking mercilessly. Clamorous Motivation
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a flail, a hammer, or another weapon the DM agrees is much noisier than most other weapons, add two exploit dice to your attack’s damage, half your damage is thunder damage, and each ally within 30 feet of you who can see or hear you may take the Dash action as a bonus action on their next turn.
Your passionate strike inspires a burst of motivation in your allies, sending them darting across the battlefield. Claws of the Griffon
Rank 2 Exploit • Offensive, Weapon
As a reaction when an enemy within your reach misses you with an attack while you are wielding a separate melee weapon in each hand or while you are unarmed, attack the enemy with both of your weapons or with two unarmed strikes. On each hit, add your exploit die to your attack’s damage.
Your blades flash menacingly as you taunt your foes with parries and cut deep wounds into their flesh. Clever Teamwork
Rank 2 Exploit • Pet, Utility
As a bonus action, choose up to your exploit die size (e.g., 8 for a d8) in target creatures within 30 feet of you who can see or hear you. Each target can safely move up to 5 feet (no action required). If your companion pet is one of the targets, it can safely move up to 10 feet instead of 5 feet. You can target a creature multiple times, just not twice in a row, so you can move person A, then person B, then person A again if you deem that it is beneficial to do so.
You maneuver around your enemies, thanks to your collaboration with your allies. Close Combat Shot
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy enters a space within 5 feet of you, you can make a ranged attack using a weapon against the triggering creature. You do not have disadvantage on this attack for being in melee. On a hit, add two exploit dice to your attack’s damage.
You punish your enemy for closing with you. Cloud of Bronze
Rank 2 Exploit • Offensive, Weapon
As an action, make a ranged attack using a weapon against any number of creatures within a 30-foot cone originating from you. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. On a hit, add your exploit die to your attack’s damage.
You shower your enemies in sharp metal. Come and Get It
Rank 2 Exploit • Offensive, Skill, Weapon
As an action, while you are wielding a melee weapon, choose any number of enemies you can see within 15 feet of you and make one Charisma (Persuasion) skill check against all of them. Each target you succeed against is pulled up to 10 feet closer to you, but only if it can end the pull within 5 feet of you. For each target within 5 feet of you after the pull, deal your weapon damage plus exploit die to that target, or two exploit dice if you have expertise in the skill. Regardless of whether you succeed at the check, each target is marked by you until the end of your next turn and can’t take reactions or opportunity attacks prompted by anyone other than you for this time.
You brandish your weapon and call out to your foes, luring them close through their overconfidence, and then deliver a spinning strike against them all. Compel the Craven
Rank 2 Exploit • Fear, Offensive, Weapon
When your attack against an enemy is the first successful hit against that target in this encounter, or causes them to become bloodied, or is a critical hit, add two exploit dice to your attack’s damage as psychic damage, and the target must succeed on a Wisdom saving throw. On failure, it must use its reaction, if available, to move as far as its speed allows away from you. The target doesn’t move into obviously dangerous ground, such as a fire or a pit. If the save fails but the target doesn’t have a reaction to use, add two exploit dice to your attack’s damage again as psychic damage.
Your unnerving attack forces your foe to run away from you, heedless of its enemies. Confounding Attack
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a flail, unarmed strike, or improvised weapon, and the target missed someone with a melee or ranged attack since your last turn, add two exploit dice of psychic damage to your attack’s damage, and the target must make an Intelligence saving throw or they must use their main currently available attack option against a creature of your choice within its reach. If the target would have advantage on attack rolls against the second creature, the target adds two exploit dice to their attack’s damage against the second creature. If your damage is enough to fell your primary target, it automatically fails the Intelligence save and still gets off the attack against the secondary target before it falls.
Your attack causes your opponent to accidentally wallop its ally. Crack the Shell
Rank 2 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 the target must succeed on a Constitution saving throw or take Bleed equal to your exploit die. While bleeding from this exploit, the target suffers a -2 penalty to AC and saving throws.
Seeing an opportunity, you strike your foe hard and fast, delivering a painful wound that hampers its defenses. Create Opportunity
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add two exploit dice to your attack’s damage, and one ally of your choice within 5 feet of the target can use their reaction to either make a melee weapon attack against it or safely move up to half their speed.
Your precisely timed shots disrupt your foe’s concentration, buying time for an ally to act. Curve Throw
Rank 2 Exploit • Offensive, Weapon
When you take the attack action with a thrown weapon, you can ignore cover, interposing barriers or foes, and any penalties for making a ranged attack into melee, if you can trace a path from you to your target that does not double back, take any hard corners of 90 degrees or higher, nor go through the space of creatures of your size or larger. If you attack a target you can’t see, you take disadvantage on your attack; but if you attack a target you can see whom you already had a clear straight line path to attack, you gain advantage on this attack. If you hit the target, add two exploit dice to your attack’s damage, and your weapon can return to you even if it is not magical if you can trace a similar path back to you continuing from the angle at which you hit your foe.
You launch your weapon at your foe from an unexpected angle. Dancing Defense
Rank 2 Exploit • Stance, Weapon
As a bonus action, you enter the Dancing Defense stance. Until the stance ends, once per round 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 wielding a polearm, you can either make one additional melee attack using your other weapon or the butt of your polearm (as a club) against a different creature within 5 feet, or you gain the benefits of the Disengage action. If you choose to Disengage, you also gain a +2 bonus to AC and to Dexterity saving throws until the start of your next turn.
Each time your blade connects you strike gain – or feint, allowing you to dance away. Daring Glare
Rank 2 Exploit • Utility
As a bonus action, choose any number of enemies you can see that have reach to you. Each target is marked by you until the end of your next turn. Additionally, you gain temporary hit points equal to two exploit dice + twice the number of targets you marked using this exploit.
You challenge nearby enemies to attack you, bolstering your own courage. Deadly Returns
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and you can choose one ally within 30 feet of you. Until the end of your next turn, if the target makes an attack against you or your chosen ally, the other of the two can make an opportunity attack against the target, even with a ranged or thrown weapon, and add your exploit die to that attack’s damage on a hit.
You create an opening that allows an ally to capitalize on your foe’s aggression. Death Threat
Rank 2 Exploit • Quarry, Utility
As a reaction, when you reduce your quarry to 0 hit points, you can choose one enemy you can see within 60 feet of you. You designate that enemy as your quarry, and add your exploit die to attack rolls against it until the end of your next turn.
You bring down your quarry and then fix your hunter eyes on another foe. Deceptive Hand
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit an enemy with an opportunity attack using a weapon while you are wielding a separate melee weapon in each hand and you are trained in Deception or Sleight of Hand, add your exploit die to your attack’s damage, and you can make one additional melee attack using your other weapon against the triggering enemy. On a hit, add your exploit die to your attack’s damage, and you are lightly obscured from the target and you gain advantage on your next attack roll against the target. If you have expertise in the chosen skill, you have advantage on attack rolls against the target until the end of your next turn.
An off-hand attack your foe never saw coming causes disorientation as well as pain. Deduce Deficiency
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit a creature with two attacks with a weapon in the same turn, add your exploit die to each attack’s damage, and make an Intelligence (Investigation) check against the target’s passive Insight. If successful, you and all allies that can see or hear you add your exploit die to all attack rolls against the target until the end of your next turn. If you have expertise in the skill, then even if you fail, you still get this bonus on your own next attack against it before the end of your next turn.
Striking your foe several times and assessing its response, you find a vulnerable spot in its defenses. Deep Cut
Rank 2 Exploit • Offensive, Weapon
When you roll maximum damage with a weapon (base damage, not including any bonus dice such as from a class feature or exploit), the target takes Bleed of two exploit dice.
Each drop of blood is another nail in your enemy’s coffin. Defensive Training
Rank 2 Exploit • Stance
As a bonus action, you enter the Defensive Training stance. Until the stance ends, you gain a +1 bonus to AC and saving throws. Whenever someone attacks you or forces you to make a saving throw, this bonus increases by +1 until the end of your next turn after that attack resolves.
With a soldier’s discipline, you fend off attacks that would overcome a lesser person. Disarming Blow
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack with a weapon, add two exploit dice to your attack’s damage, and you declare an item you are trying to divest from your enemy. The target must make a Strength saving throw if you target a weapon or item in their hand, or a Dexterity saving throw if you target a relatively loose item on their person like a necklace or belt pouch. On a failed save, the item lands in a space adjacent to them as per the grenade scatter table, or in their own space if they only failed the save by 1; or if you attacked with a flail or unarmed weapon and have a free hand, you take the item.
You feint with both weapons, taking your adversary aback. Dismaying Strike
Rank 2 Exploit • Fear, Offensive, Weapon
When you hit a creature with a melee attack using a weapon while you are flanking them with an ally, add two exploit dice to your attack’s damage, and the target suffers a -2 penalty to saving throws until the end of your next turn.
The pressure of being surrounded by deadly foes saps your opponent’s determination. Double Flinch
Rank 2 Exploit • Offensive, Weapon
As a bonus action while you are wielding a separate melee weapon in each hand, one creature within reach must make both a Dexterity and Intelligence saving throw. On one failed save, you have a +2 bonus to AC, saving throws, and attack rolls against the target until the start of your next turn. On two failed saves, you deal two exploit dice plus your weapon ability modifier in psychic damage to the target, and they can't take reactions until the start of your next turn.
You feint with both weapons, taking your adversary aback. Downward Spiral
Rank 2 Exploit • Offensive, Weapon
As an action, while you are wielding a two-handed weapon, choose any number of creatures you can see within 5 feet of you. Each target must succeed on a Dexterity saving throw or take twice your weapon damage plus your exploit die. Additionally, you knock each target who fails the save prone. On a successful save, each target only takes half damage.
You spin about with your weapon, toppling your enemies. Dragon’s Tenacity
Rank 2 Exploit • Utility
As a bonus action, you can choose yourself and any number of bloodied allies within 30 feet of you who can see or hear you. Each target adds your exploit die to all attack rolls until the end of your next turn.
You and your companions become as fierce and indomitable as dragons, striking harder the more you’re hurt. Driving Assault
Rank 2 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 you can push the target up to 5 feet and move into its previous space, and you can make one additional melee attack using a finesse weapon against the target. On a hit, add your exploit die to your attack’s damage, and you can push the target up to 5 feet and knock it prone, and you can safely move up to 5 feet into its previous space.
The force of your rapid attacks throws your enemy from its feet. Duelist’s Prowess
Rank 2 Exploit • Stance, Weapon
As a bonus action, you enter the Duelist’s Prowess stance. Until the stance ends, whenever a creature within 5 feet of you hits or misses you with an attack by a margin of only 2 or less, it provokes an opportunity attack from you with a finesse or versatile weapon; add your exploit die to the damage of this attack if you hit.
The way you stand appears to allow a foe an opening, but in truth your skill is such that you use your foe’s attack to draw it in for your own quick strike. Echoing Assault
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, or three with an axe, hammer or mace, and if the target is within 5 feet of you at the start of your next turn, you can make one melee weapon attack against the target (no action required) as the first thing you do during your turn.
You batter the foe with a mighty swing and prepare to catch it with the backswing if it doesn’t move. Encouraging Stance
Rank 2 Exploit • Stance
As a bonus action, you enter the Encouraging stance. Until the stance ends, when you hit a creature with a melee weapon attack, you can choose one bloodied ally within 30 feet of you who can see or hear you. That ally gains your exploit die + your Charisma modifier in temporary hit points. You can choose to grant the temporary hit points on a miss as well, but the target of your attack gains advantage on attack rolls against you until the end of your next turn.
With a daunting bearing, you unleash a litany of oaths as you attack, pushing your allies onward. Excruciating Shot
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add two exploit dice to your attack’s damage, and the target must succeed on a Constitution saving throw or they are Weakened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
One well-placed arrow leaves your enemy hunched over and howling in pain. Fearless Rescue
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy within your movement speed in distance of you reduces one of your allies to 0 hit points, you can move to the nearest unoccupied space within reach of the triggering enemy and make a melee attack using a weapon against it. On a hit, add two exploit dice to your attack’s damage. Additionally, the triggering ally can spend one hit die to regain hit points, and adds your exploit die to the amount healed for each opportunity attack you provoked to get to your ally.
One of your allies falls, and without regard for your own well-being, you rush to make the attacker pay. Your bravery inspires your ally to fight on. Fetch
Rank 2 Exploit • Offensive, Pet, Weapon
When you hit a creature that is within 5 feet of your companion pet with a ranged attack using a thrown weapon, add two exploit dice to your attack’s damage, and you can make a Wisdom (Animal Handling) check with a DC equal to the target's AC. On a hit, your pet can safely move up to half its speed and can either pull the target along with it to a space within 5 feet of it, or can disarm the target of one loose item in its hand or on its person and bring that item along with it.
After your weapon strikes a foe, your pet grabs the creature and drags it away. Fierce Reply
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy within 15 feet of you hits one of your allies, you can safely move up to 15 feet and make one attack using a weapon against the triggering enemy. On a hit, add two exploit dice to your attack’s damage.
You answer an attacker’s hit against an ally with a vicious riposte. Finishing Touch
Rank 2 Exploit • Offensive, Weapon
When you hit a bloodied or prone creature with an attack using a weapon from within 10 feet of that target, add two exploit dice to your attack’s damage, and add another exploit die if they are both bloodied and prone, and another if you used a heavy weapon.
You execute a swift attack against a foe, attempting to finish off the creature. Flanking Assault
Rank 2 Exploit • Offensive, Weapon
When you hit an enemy with a melee attack using a weapon while you are flanking that target, add your exploit die to your attack’s damage, plus one for each of your allies within 5 feet of the target.
The presence of so many enemies overwhelms your foe, giving you the opportunity to land a vicious blow. Flashy Riposte
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy hits you with a melee attack, you can make one melee attack using a finesse weapon against the triggering enemy. On a hit, add two exploit dice to your attack’s damage, and your next attack roll against the triggering enemy before the end of your next turn has advantage.
Under attack, you elegantly whirl and let your blade give a sharp reply, leaving your foe off balance. Flying Shards
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add two exploit dice to your attack’s damage. Additionally for 1 minute, if the target ends its turn without benefiting from cover against you, this provokes an opportunity attack from you, which you can make with a projectile or thrown weapon. This effect ends early if you end your own turn in a position where the target has cover from you.
Your arrows force your opponent to take cover. Fortuitous Dodge
Rank 2 Exploit • Utility
As a reaction, when a creature misses you with a melee or ranged attack, choose one creature within 5 feet of you other than the attacker, and the attacker must make an Intelligence saving throw. The triggering attack is rerolled against the chosen creature; if the attacker succeeded at the save, they can choose to make this attack with disadvantage. You can then safely move up to 5 feet.
You duck out of the way of an incoming attack, and it strikes another target. Forward Observer
Rank 2 Exploit • Utility
As a bonus action, choose one enemy you can see. Until the end of your next turn, the target gains no benefits from any cover or concealment less than total cover or total concealment against allies who can see or hear you.
Discerning the proper angle of fire, you point out concealed enemies to your allies. From the Shadows
Rank 2 Exploit • Offensive, Skill, Weapon
When you take the Attack action on your turn, you can safely move up to half your speed before one of your attacks using a finesse or ranged weapon. If you were hidden from the target before this movement, you gain advantage on the attack roll, as if you were still hidden from them. On a hit, add two exploit dice to your attack’s damage, and you can safely move up to half your speed again. If you have any cover or are obscured after this movement, you can make a Dexterity (Stealth) check (no action required).
You spring from the shadows to strike, and then you fade away as if you were never there. Full Extension
Rank 2 Exploit • Utility
As a bonus action, until the end of your next turn, your reach with melee weapons increases by 5 feet, and you add your exploit die to the damage of your attacks that hit from beyond your normal reach.
You lunge forward, hitting a spot well beyond where your foes thought you could reach. General’s Gift
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add two exploit dice to your attack’s damage. Additionally, until the end of your next turn, whenever an ally who can see or hear you spends a hit die to regain hit points, you can spend a hit die on that ally’s behalf (no action required). You regain no hit points from spending the hit die, and the ally gains the benefit as if they had spent that hit die in addition to their own, and adds your exploit die plus your Charisma modifier to the amount healed.
Your generous presence alone keeps an ally from surrendering to weariness and wounds. Get Down!
Rank 2 Exploit • Utility
As a bonus action, choose one ally within 30 feet who can see or hear you. The target can use their reaction to safely move up to half their speed to a space where they are obscured or have cover, and can make a Dexterity (Stealth) check to become hidden and they add your exploit die to the check.
Your barked order draws attention to you long enough for a concealed ally to hide. Guide the Charge
Rank 2 Exploit • Utility
As a reaction, when an ally within 60 feet of you who can see or hear you hits a creature with a charging attack, that ally adds two exploit dice to their attack’s damage, and they can push their target up to 10 feet. The ally can then safely move up to 10 feet to a space within 5 feet of their target (no action required).
You direct your ally’s charge, allowing them to strike a deadly blow that pushes the foe backward. Guileful Switch
Rank 2 Exploit • Utility
When you start your turn, instead of taking your turn, you can choose one ally who can see or hear you. You and the chosen ally switch places in the initiative order for the remainder of the encounter. Your turn ends when you use this exploit, and the ally takes their next turn immediately, even if they already acted during this round. You then act when your ally would have acted.
You spring a trap on your opponents, surprising them with your clever stratagem. Hampering Flurry
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon while wielding a separate melee weapon in each hand or while unarmed, add your exploit die to your attack’s damage, and the target’s speed is halved until the end of your next turn. You can then make one additional melee attack using your other weapon or another unarmed strike against the target. On a hit, add your exploit die to your attack’s damage, and the target’s speed is reduced to 0 until the end of your next turn.
Using both weapons, you attack your opponent’s legs and hinder it with painful wounds. Hand of the Scribe
Rank 2 Exploit • Skill, Utility
As an action, if you are trained in calligrapher's tools or the Arcana skill, you may cast a spell from a spell scroll without an ability check even though the spell is not on your class spell list, or you do not have spellcasting as a feature of your class. If you are trained in both, you can also cast a spell from a spell scroll without an ability check even though it would be too high in spell level for a native caster of your level to cast; e.g., a 4th level spell even though you are a 5th level character and a native caster wouldn't get spells of that tier until 7th level. For either of those tools or that skill in which you have expertise, you may apply one sorcery point of sorcerer metamagic to the spell as you cast it.
You can channel the magic from a scroll through the flowing motions of your calligraphy, even though you can't cast a single spell. Harrying Hunter Stance
Rank 2 Exploit • Pet, Stance
As a bonus action, you enter the Harrying Hunter stance. Until the stance ends, you and your companion pet gain advantage on attack rolls against any enemy when you are both within 5 feet of that foe. Additionally, when both you and your pet each hit a creature in the same turn with one or more attacks that had advantage granted by this exploit, add your exploit die to the damage of one of those attacks.
Through careful positioning and an instinctive connection, you and your companion mercilessly harry the foe. Hawk’s Talon
Rank 2 Exploit • Offensive, Weapon
When you make an attack roll against a creature using a weapon, you gain +2 bonus to the attack roll and the target gains no bonus from anything less than total cover or total concealment. On a hit, add three exploit dice to your attack’s damage.
Like the hawk, you strike with calculated precision. Healing Herbs
Rank 2 Exploit • Skill, Utility
As a bonus action, make a Wisdom (Herbalism Kit) check targeting one ally within 5 feet of you. The target may spend a hit die to heal, and if they do, regains additional hit points equal to half the total result of your check. The target can also make a saving throw against one ongoing poison or acid effect that a save can end, or any other ongoing effect from a “biological substance” at the DM’s discretion, and adds your exploit die to the save.
You aid a wounded companion by quickly slapping a poultice of healing herbs on them. Hectoring Strikes
Rank 2 Exploit • Offensive, Weapon
When you and your allies within 30 feet who can see or hear you have, between you, hit a single target with three or more attacks since the start of your most recent turn, add three exploit dice to the third attack’s damage, and until the end of your next turn, the enemy suffers a -2 penalty to AC and attack rolls, and you and those allies can move the target up to 5 feet each time one of you hit them.
You harass your foe with your repeated attacks. Hemming Flurry
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a finesse weapon, add two exploit dice to your attack’s damage, and the target must succeed on a Wisdom saving throw or its speed is reduced to 0 for 1 minute. While the target’s speed is reduced by this exploit, you have a +2 bonus on attack rolls against it. This effect ends early if you end your turn without attacking the target, if you end your turn and are not within 5 feet of the target, or if you are unable to take reactions.
You hem your foe in with a series of deadly strikes. It cannot move as long as your weapon is ready to strike. Heroic Effort
Rank 2 Exploit • Utility
As a bonus action, while you are bloodied, you and each ally within 60 feet of you who can see or hear you adds your exploit die to their first damage roll each turn in the next minute or until you are no longer bloodied.
On the brink of exhaustion, you still manage to rally your allies. Hidden Blade
Rank 2 Exploit • Skill, Utility
As a bonus action, you gain advantage on the next attack roll you make with a sheathed or concealed finesse or light weapon before the end of your turn. You draw the weapon as part of the attack (no action required). If you hit, roll Dexterity (Sleight of Hand) plus your exploit die, and add half the total as bonus damage.
You conceal a small weapon until it’s time to strike. Hounding Longarm
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a reach weapon, add two exploit dice to your attack’s damage, and you can move the target up to 5 feet. Additionally, for 1 minute, each time the target moves or makes an attack against a creature other than you, as a reaction, you can move up to your speed toward the target and then make a melee weapon attack against the target if they are within your reach after this movement.
With a sharp jab, you shove your enemy backward, continuing to guard against it with your polearm. Hunting Confrontation
Rank 2 Exploit • Offensive, Quarry, Weapon
When you hit your quarry with an attack using a weapon, add two exploit dice to your attack’s damage, and until the target is no longer your quarry, your critical range against the target increases by 1; e.g., from a natural 20 to a natural 19-20.
Each of your attacks tests your foes’ defenses until you find where to hit to make it count. Hydra Charge
Rank 2 Exploit • Offensive, Weapon
As an action, move up to twice your speed and make as many melee weapon attacks as you like against any number of creatures you can reach as you move, but no more than one attack per target, and each attack has disadvantage. If you hit, add your exploit die to your attack’s damage, or two exploit dice with a versatile or flail weapon, and your movement does not provoke opportunity attacks from that target.
Your advance seems brash, but it’s actually a flurry of perfectly timed strikes that bewilder your foes. Imperiling Strike
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a finesse weapon, add two exploit dice to your attack’s damage, and until the end of your next turn, the target suffers a -2 penalty to AC and your exploit die is added to all damage it takes.
You pierce right through the chink in your enemy’s armor, creating a gaping opening in their defenses. Inertia Strike
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a versatile or two-handed weapon, add two exploit dice to your attack’s damage, and each enemy within 5 feet of you other than the target takes two exploit dice in damage of the same type as your weapon.
Your tremendous swing carries your weapon through one enemy and into anyone else in your reach. Inspiring Reaction
Rank 2 Exploit • Utility
As a reaction, when you or an ally within 30 feet of you who can see or hear you takes damage, reduce the damage to the triggering creature by your exploit die plus your Charisma modifier, and the triggering creature can also spend and roll a hit die to further reduce the damage taken by that amount. If damage is reduced below zero and a hit die was spent, the triggering creature heals by the excess amount.
As soon as an ally is wounded, you shout encouragement to keep your friend standing. Intimidating Reminder
Rank 2 Exploit • Stance
As a bonus action, you enter the Intimidating Reminder stance. Until the stands ends, while you are wielding a shield, enemies suffer a -2 penalty to Strength, Constitution, and Dexterity saving throws while within your reach and cannot Disengage move safely while within your reach.
Just the sight of your shield keeps the memory of its use fresh in the minds of your enemies. Invigorate the Beast
Rank 2 Exploit • Pet, Skill, Utility
As a bonus action, you target your companion pet if it’s within 5 feet of you. Make a Wisdom (Animal Handling) check and add your exploit die; your companion recovers hit points equal to the check result.
Your urging but loving hand pushes your beast companion onward, despite fatigue and injury. Iron Bulwark
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack with a weapon while wielding a shield or while wielding a separate melee weapon in each hand, add two exploit dice to your attack’s damage, and until the end of your next turn, you gain a +2 bonus to AC.
You parry one blow after another, denying your foes the satisfaction of getting in a solid hit. I’ve Got Your Back
Rank 2 Exploit • Offensive, Stance, Weapon
When you hit a creature with a melee attack using a weapon and at least one ally is within 5 feet of you, add two exploit dice to your attack’s damage, and you enter the I’ve Got Your Back stance. While in this stance, your allies gain a +2 bonus to AC and saving throws while they are within 5 feet of you, and you receive the same benefit while within 5 feet of an ally.
Standing together, you and your comrades form a bastion that can withstand the enemy assault. Jaws of the Wolf
Rank 2 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 while you are attack unarmed, until the end of your next turn, all of your attacks against that target (including this one) add your exploit die to your attack’s damage.
You use your weapons to hedge in your foe and trick them into a mistake in poise, at which point you strike. Killer’s Ambush
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit a creature with an attack using a finesse or ranged weapon while hidden, make a Dexterity (Stealth) check and add your exploit die, dealing half the result in additional damage to the target.
Your enemy doesn’t see you until it’s too late, and by then, you’ve left it a gaping wound to remember you by. Lashing Leaves
Rank 2 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. Until the end of your next turn, once per turn when an enemy enters a space within 5 feet of you or starts its turn there, you can make a melee attack using a finesse or versatile weapon against the triggering enemy (no action required). On a hit, add your exploit die to your attack’s damage, and the target subtracts your exploit die from their damage rolls against you until the end of their turn.
You shift deftly between guarding and lashing out, making it difficult to approach you. Lasting Threat
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and the target is marked by you for 1 minute. No mark can supersede this one.
Following up your challenge with a solid attack, you force your enemy to engage you. Leader’s Intercession
Rank 2 Exploit • Utility
As a reaction, when an attack hits an ally within 5 feet of you, you can switch places with the triggering ally. If you do so, the attack hits you instead, and you, the triggering ally, or both can spend up to two hit dice to regain hit points, adding one of your exploit dice per hit die spent to the amount healed.
Brash impulse places you in the attack’s path to spare an ally from harm. Leaf on the Wind
Rank 2 Exploit • Offensive, Weapon
When you hit a creature within 10 feet with an attack using a weapon, add two exploit dice to your attack’s damage, and the target must succeed on a Dexterity saving throw or swap positions with you or one of your allies within 10 feet of it. (This movement is not an action.)
As if your enemy were a leaf caught in the autumn wind, your attack maneuvers it as you wish, forcing it to yield ground to one of your allies. Ledge Grab
Rank 2 Exploit • Skill, Utility, Weapon
As a reaction when you fall but are within reach of a ledge or notable protrusion, and you are wielding an axe, flail or unarmed weapon, you catch yourself and stop falling, and reduce any falling damage you’ve already “accumulated” by two exploit dice. You may then make a Dexterity (Acrobatics) or Strength (Athletics) check and add your exploit die to immediately kip up to a standing position on the ledge or protrusion.
You have the reflexes of a cat, if a cat was armed with heavy weapons. Line in the Sand
Rank 2 Exploit • Skill, Utility
As a bonus action, you create a zone in a 5-foot radius circle centered on you. The zone lasts for 1 minute or until you leave the zone. You can choose to make Charisma (Intimidation) or Strength (Intimidation) checks in place of attack rolls against any enemy within the zone, and add your exploit die to the damage of all attacks you make against any enemy within the zone.
You trace a line on the ground with your weapon, daring your enemies to cross it. Lounging Assault
Rank 2 Exploit • Offensive, Skill, Weapon
As an action when you are prone or grappled, you can make a Dexterity (Acrobatics) or Charisma (Performance) check in place of an attack roll with a finesse or unarmed weapon, and do not suffer disadvantage on this roll. If you hit, add two exploit dice to your attack’s damage, and the target must make a Dexterity saving throw or you reverse your positions, either becoming standing while they become prone, or becoming the grappler while they are the one grappled.
You seem to be acutely vulnerable, but it is just a ruse, for you are as capable lying down as standing up. Makeshift Shield
Rank 2 Exploit • Utility
As a reaction, when an enemy would hit you with an attack and you have a free hand, and there is a loose object within your reach at least as big as your arm, you add your exploit die as a bonus to AC and to Strength and Dexterity saving throws until the start of your next turn, including against the triggering attack.
You snatch a piece of furniture, a body, or a discarded item to block an enemy’s attack. Martial Excitation
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add two exploit dice to your attack’s damage, and you can safely move up to half your speed. Additionally, until the end of your next turn, whenever an ally that can see or hear you spends Inspiration, they can safely move up to half their speed (no action required) before or after gaining the benefits of the Inspiration.
Your attack’s success fills your allies with the urge to push further and fight harder. Mocking Strike
Rank 2 Exploit • Offensive, Skill, Weapon
When you take the attack action on your turn, you may make a Charisma (Performance) or Dexterity (Sleight of Hand) check against an enemy's passive Insight in place of one attack with a weapon. If your check is successful, your weapon hits the target, you add two exploit dice to your attack’s damage, and the target must succeed on a Wisdom saving throw or suffer a -2 penalty to AC and saving throws against your attacks, spells and abilities for 1 minute.
You mimic your foe’s movements, causing the creature to second-guess itself. Not So Fast
Rank 2 Exploit • Offensive, Weapon
When you hit an enemy with an opportunity attack with a weapon for leaving your reach, add two exploit dice to your attack’s damage, and the enemy’s speed is reduced by half until the end of its next turn. If you made the attack with an axe, flail, or unarmed strike, the target’s speed is reduced to 0 until the end of its next turn instead and they are unable to leave your reach.
Your foe tries to slip away, but you sneak your weapon inside and keep them right where you want them. Numinous Strike
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit an enemy with a weapon attack, you know an offensive cantrip, and you are trained in History for a bard cantrip, Arcana for an arcane cantrip, Nature for a primal cantrip, or Religion for a divine cantrip, add your exploit die to your attack's damage, and you may make a cantrip attack against the same target if it is within the cantrip's range. On a hit, add your exploit die to your cantrip's damage. If you have expertise in the chosen skill, your cantrip's range is irrelevant, and it can be carried on the triggering attack (such as an arrow fired from your bow) regardless of range.
Your foe tries to slip away, but you sneak your weapon inside and keep them right where you want them. Off-Hand Defense
Rank 2 Exploit • Stance
As a bonus action, you enter the Off-Hand Defense stance. Until the stand ends, you gain a +2 bonus to AC and to Strength and Dexterity saving throws while you are conscious and wielding a separate melee weapon in each hand. If you attack with only one of your two weapons on your turn, you also get a +2 bonus on opportunity and reaction attack rolls until the start of your next turn.
You keep your off-hand weapon ready to block enemy attacks. On My Mark
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add your exploit die to your attack’s damage. Additionally, you can choose an ally who can see or hear you. That ally can use their reaction to safely move up to half their speed and make a weapon attack against the target. On a hit, add your exploit die to the damage of your ally’s attack.
You catch the eye of your comrade and nod toward a foe. Together, you and the ally then strike. Painful Throw
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a sling or thrown weapon, add two exploit dice to your attack’s damage, and you can make another sling or thrown weapon attack against the same target. If it hits, add two exploit dice to your attack’s damage.
You hit your foe in a vital spot, causing it to reel in pain and exposing it to another attack. Pelvic Crush
Rank 2 Exploit • Offensive, Weapon
When you critically hit an enemy with a weapon attack, or you hit an enemy by a margin of 5 or more with a bludgeoning weapon attack, add two exploit dice to your attack’s damage, and until the end of its next turn, the target is Weakened, it has disadvantage on ability checks, and its speed is halved. If it moves during its next turn, it takes necrotic damage equal to two exploit dice.
You deliver a crushing strike to your enemy’s groin that causes it to crumple in pain. Phalanx Formation
Rank 2 Exploit • Stance
As a bonus action, you enter the Phalanx Formation stance. Until the stance ends, while you are wielding a shield and within 5 feet of any ally who is also using a shield, you and the ally gain a +2 bonus to AC and saving throws, and if the two of you are between an ally and an enemy, the two of you are “half cover” for the ally.
You and your allies link shields for better defense. Pike Hedge
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy enters a space within your reach, you can make an opportunity attack against the triggering enemy using a reach weapon. On a hit, add two exploit dice to your attack’s damage. Additionally, for 1 minute or until you move more than 5 feet in a turn, whenever an enemy enters a space within your reach, that enemy provokes an opportunity attack from you. This effect does not actually give you more opportunity attacks than you would normally be allowed, but instead expands the circumstances in which you are allowed to take one.
Setting yourself to foil enemy movement, you’re ready to strike anyone who comes near. Pommel Smash
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a one-handed weapon, add two exploit dice to your attack’s damage, and the target suffers a -2 penalty to attack rolls and to Intelligence, Wisdom, and Charisma based saves and checks for 1 minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
You pound the pommel of your weapon into your enemy’s face, rattling its brain. Provoke Overextension
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and the target must succeed on a Wisdom saving throw or be forced to use its reaction, if available to make a melee weapon attack against you and subtract your exploit die from their attack roll. After the attack is resolved, an ally of your choice who can see or hear you can make an opportunity attack against the target. On a hit, your ally adds your exploit die to their attack’s damage.
You goad the enemy into pressing too far, setting up your ally’s counterstrike. Quicken Step
Rank 2 Exploit • Utility
As a bonus action, choose one ally within 60 feet who can see or hear you. The chosen ally’s speed increases by half for 1 minute so long as they can see or hear you when they move, and they add your exploit die to AC and saves against attacks provoked by their movement.
You spur an ally to move faster. Rattle the Senses
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add two exploit dice to your attack’s damage, and the target must succeed on an Intelligence saving throw or it cannot take reactions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, the target loses blindsight, scent, tremorsense, truesight, and any other special sense granted by an ability, spell or item (such as the detect magic spell) while this exploit is in effect.
A precise strike makes your enemy reel in disorientation, robbing it of its ability to use its specialized senses. Ready to Retaliate
Rank 2 Exploit • Stance, Weapon
As a bonus action, you enter the Ready to Retaliate stance. Until the stance ends, while you are wielding a melee weapon, you can mark any creature that makes a melee attack against you, or while you are wielding a ranged weapon, you can mark any creature that makes a ranged attack against you and can make ranged opportunity attacks against enemies so marked. The mark lasts until the end of the enemy’s next turn.
You hold your weapon high overhead, ready to swing at any foe that attacks you. Reassuring Gesture
Rank 2 Exploit • Utility
When you allow an ally within 5 feet of you to regain hit points, that ally also gains temporary hit points equal to two exploit dice, plus your Charisma modifier.
Verbal reassurance is good, but a hearty clap on the shoulder is better. Reckless Strike
Rank 2 Exploit • Offensive, Weapon
When you make a melee attack against creature using a weapon, you can take disadvantage to the attack roll, or a -2 penalty if you already have disadvantage. If you do so, add four exploit dice to your attack’s damage on a hit, and you roll the attack's total damage twice and take the better result.
You trade precision for power. Rejoin the Fray
Rank 2 Exploit • Utility
As a reaction, when an ally allows you to regain hit points, add three exploit dice to the amount of hit points you heal. Additionally, if you’re prone, you can stand up and safely move up to half your speed; if you are standing, you can instead safely move up to your speed.
Reinvigorated by your ally’s healing, you rush back into the fray. Relentless Wounding
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add your exploit die to your attack’s damage. For 1 minute, the first time each subsequent round you hit the same target, deal one more exploit die to the target than last time; so the first round you hit after landing this exploit you add two exploit dice, then the next round you add three exploit dice, and so on. This exploit’s effect ends at the end of your turn if you have not successfully hit the target since the beginning of your previous turn.
Your attack wounds a foe, making it susceptible to further attacks on that spot. Rock Steady
Rank 2 Exploit • Stance
As a bonus action, you enter the Rock Steady stance. Until the stance ends, you cannot be knocked prone, and if you are subject to forced movement, you can reduce the distance you move by half or by 10 feet, whichever is greater. If you are grappled, you get an immediate bonus Strength or Dexterity saving throw (your choice) to prevent the grapple.
You sink your center of gravity into the ground below you and grit your teeth. You are going nowhere. Roll!
Rank 2 Exploit • Pet, Utility
As a reaction, when your companion pet is hit by an attack and it can see or hear you, it adds two exploit dice as a bonus to its AC and/or to its Strength or Dexterity saving throw against the triggering attack, possibly causing it to miss. If the attack is a critical hit but would miss due to this AC bonus if not for the natural 20, it becomes a normal instead of critical hit.
Puffing up defensively, your pet rolls with a blow. Rousing Words
Rank 2 Exploit • Utility
As a bonus action, choose yourself or one ally within 30 feet of you who can hear you. The target can spend up to four hit dice to regain hit points plus one exploit die per hit die they spend, and adds your Charisma modifier to the amount healed if they spend at least one hit die.
As your ally’s spirit wanes, you manage to pick just the right words to inspire them. Sacrificial Lure
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a two-handed or improvised weapon, add two exploit dice to your attack’s damage, and one ally within 30 feet of you who can see or hear you gets advantage on their next attack roll against the target and adds two exploit dice to their next damage roll against the target, both before the end of your next turn. Additionally, all attacks against you gain advantage until the start of your next turn.
Your wild strike lands solidly and inspires a comrade, but it leaves you vulnerable. Sand in the Eyes
Rank 2 Exploit • Offensive, Weapon
When you take the attack action and have a free hand, in place of one attack, you may roll a Intelligence (Sleight of Hand) or Intelligence (Deception) check against the target's passive Perception or Insight respectively. On success, you hit with your weapon and add two exploit dice to your attack’s damage, and the target is blinded until the end of your next turn.
You scoop up a handful of sand or dirt or pebbles, strike your foe, and then throw the grit in its face to blind it. Savage Parry
Rank 2 Exploit • Offensive, Weapon
As a reaction, when an enemy within 5 feet of you hits an ally with a melee attack, you can make an opportunity attack against the triggering enemy. On a hit, add your exploit die to your attack’s damage, or two dice with an axe, heavy blade or light blade, and the triggering attack deals only half damage.
With predatory speed, you violently parry, exerting pain as the penalty for your foe’s impudent attack. Scoundrel’s Luck
Rank 2 Exploit • Offensive, Weapon
As a reaction, when you miss with an attack for the second time in a row (not necessarily in the same turn), you can reroll the attack against the same target and add your exploit die to the attack roll. On a hit, add your exploit die to your attack’s damage.
A gifted scoundrel can turn failure into fortune. Scything Blow
Rank 2 Exploit • Offensive, Weapon
As an action, you can safely move up to half your speed and make a melee attack using a bludgeoning or slashing weapon against one or two creatures within reach, with a separate attack roll for each target. On a hit, add your exploit die to your attack’s damage, and the target must succeed on a Strength saving throw or be knocked prone. You can then make another melee attack against each target, with a separate attack roll for each. On a hit, add your exploit die to your attack’s damage, and you can move the target up to 20 feet and the target cannot stand up from prone until after their next turn.
You lash out with your weapon in a wide arc, knocking two foes to the ground, then backswing over them, causing them to tumble like so much chaff. Serpentine Dodge
Rank 2 Exploit • Skill, Utility
When you move and start within 10 feet of at least two enemies, and are trained in Acrobatics or Stealth, your movement is safe. Until the end of your next turn, you gain a bonus to AC and saving throws equal to the number of different enemies you were within 5 feet of at any point during this movement, not to exceed half the size of your exploit die (e.g., 4 for a d8), or the full exploit die if you have expertise in the skill.
You snake past your enemies, weaving so that they have a hard time making a follow-up attack against you. Settling the Score
Rank 2 Exploit • Utility
As a reaction, when an enemy hits you with an attack, you gain a +2 bonus to attack rolls against the triggering enemy for 1 minute.
When the attack hits you, you decide then and there to take your enemy out. Seismic Strike
Rank 2 Exploit • Offensive, Weapon
As an action, you can strike the ground with a heavy two handed melee weapon and cause a tremor in a 5 foot line that is 30 feet long. Each creature in this line must make a Strength saving throw. On a failed save, the target takes damage equal to your weapon, Strength modifier, and exploit die, all multiplied by the number of primary attacks you would normally make with an attack action (e.g., x2 if you have Extra Attack 1), and is knocked prone and moved up to 10 feet. Half the damage is physical and half is thunder. On a successful save, the target is not knocked prone but must choose whether to let you move them up to 10 feet, taking full damage if they don’t let you and half damage if they do. The ground in the area of the line is then difficult terrain after the maneuver until it is repaired. Unattended objects in the area of the line take double damage from this maneuver.
You strike the earth, and the earth rebels against your foes. Shadow Boxer
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit a creature with a melee attack using a finesse weapon or unarmed strike, add two exploit dice to your attack’s damage, and until the end of your next turn, the target grants three-quarters cover to you while you are within 5 feet of it. After the attack is resolved, you can make a Dexterity (Acrobatics) or Charisma (Deception) check and add your exploit die vs the target’s passive Perception or Insight respectively to become hidden from the target, and only from the target (ignoring normal requirements for being hidden).
You attack from your foe’s shadow, confounding the creature as you slip in and out of sight. Skilled Teacher
Rank 2 Exploit • Skill, Utility
As a bonus action, choose up to two allies within 60 feet of you and choose a skill or tool which you are proficient in but the target(s) are not. For 10 minutes, the target(s) use your proficiency bonus instead of theirs with this skill or tool, and add your exploit die to any such check. The target(s) must see or hear you to gain this bonus when making a check.
Your allies benefit from the things that you have learned. Slip Aside
Rank 2 Exploit • Skill, Utility
As a reaction if you are trained in Survival, when you take damage that is not bludgeoning, piercing or slashing, you gain resistance to the damage of the triggering effect.
You distract a foe to diminish the effect of a spell. Snap Shot
Rank 2 Exploit • Offensive, Weapon
As a bonus action when your hands are free, draw a throwing or projectile weapon available to you, and make a ranged attack using that weapon against one creature within your throwing weapon's range or half your projectile weapon's range. On a hit, add your exploit die to your attack’s damage. If you use this move to initiate combat, you add your exploit die to your initiative check, but this does not guarantee this exploit to go off before your target's turn if they still roll higher on initiative than you.
You strike as quickly as a coiled viper. Snarling Wolf Stance
Rank 2 Exploit • Pet, Stance
As a bonus action, you enter the Snarling Wolf stance. Until the stance ends, whenever an enemy hits or misses you with a melee attack, it provokes an opportunity attack from your pet if the enemy is within your pet’s reach. Also, whenever an enemy hits or misses your pet with a melee attack, it provokes an opportunity attack from you if the enemy is within your reach. Either way, on a hit, the target suffers the attack’s normal effects, and you can safely move up to 5 feet and your pet can safely move up to 5 feet.
You and your animal partner have each others’ backs. Spring the Trap
Rank 2 Exploit • Offensive, Weapon
As an action, make a melee attack using a one-handed or light weapon against any number of creatures you can see within 5 feet of you, with a separate attack roll for each target. On a hit, 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.
You’re surrounded–just as you planned. Splintering Shot
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a ranged attack using a weapon, add two exploit dice to your attack’s damage, and the target must make a Constitution saving throw. On a failed save, the target suffers a -2 penalty to attack rolls and skill checks for 1 minute; the target can make a new Constitution saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the penalty still applies to their next attack roll or skill check before the end of their next turn.
Your arrow burrows into flesh and shatters, sending splinters of wood deep into the wound. Stand Fast
Rank 2 Exploit • Utility
As a reaction when an ally who can see or hear you within 30 feet is subjected to forced movement, is knocked prone, or is grappled, instead they are not. Additionally, the next time they regain hit points or gain temporary hit points before the end of your next turn, they may add two exploit dice to the result.
You and your companions form an immovable wall to withstand the enemy tide. Stand the Fallen
Rank 2 Exploit • Skill, Utility
As an action, spend two of your hit dice to make a Wisdom (Medicine) check and your exploit die to the check to revive an ally who has died since the beginning of your last turn. If the target also spends two of their own hit dice, they come back to life, remove two failed death saves, and are conscious with hit points equal to the result of your Medicine check (none of the spent hit dice are rolled), but they are dazed until the end of your next turn, or only until the start of their turn if you have expertise in Medicine. Any given creature cannot be the target of this exploit more than once in a day.
You forcefully strike your ally’s pressure points and call their name, yanking them back from the brink. Stay Down
Rank 2 Exploit • Offensive, Weapon
When you hit a prone, grappled, restrained, dazed, stunned, paralyzed, or petrifying creature with a melee attack using a weapon, add two exploit dice to your attack’s damage. Additionally, they take disadvantage on saving throws or ability checks on their next turn to end any such ongoing conditions, and if merely prone must still make a Strength save to try to stand against the save DC of the creature or hazard that made them prone. For each such save or check that fails, they take an additional exploit die of damage.
You’re not above hitting someone who’s down. Stirring Force
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage in the form of force damage, and each ally within 30 feet of you who can see or hear you can make a saving throw against one ongoing effect that a save can end.
With a mighty strike, you spur your friends to shake off their hinderances. Strong Focus
Rank 2 Exploit • Utility
As a bonus action, until the end of your next turn, add two exploit dice as a bonus to Strength and Constitution ability and skill checks and saving throws that you make during this time. You may also use this exploit in the moment as you roll (not requiring an action) instead of as a bonus action in advance, but then it only applies to the single check and only adds one die.
Concentration improves your ability to accomplish feats of physical might. Sudden Surge
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a charging attack with a weapon, add three exploit dice to your attack’s damage, and you can continue to move up to half your speed afterwards without provoking from your target.
You throw your weight into an attack, using the momentum of your swing to surge forward. Sunder Armor
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a heavy weapon and had advantage on that attack, add three exploit dice to your attack’s damage, and until the end of your next turn, attacks that hit this creature roll damage twice and take the better result.
You probe the defenses of your foe until you land a blow that momentarily leaves it susceptible to other attacks. Surprise Attack
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon during the first round of combat, or during the first round when reinforcements join an existing battle or an existing battle moves to envelop new combatants, add two exploit dice to your attack’s damage. One ally within 30 feet of you who can see or hear you can, as a reaction, make an attack against a creature of their choice with advantage. If they hit, add two exploit dice to the damage of your ally’s attack. Upgrade to three exploit dice for either or both attacks if attacking a target who is surprised.
As you attack amid the chaos of battle, you take an opportunity to direct an ally to attack a distracted foe. Surround Foe
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage. Additionally, you can move one ally within 30 feet who can see or hear you up to 30 feet to a different space within 5 feet of the target. You can move the ally through the target’s space or reach without provoking from the target.
You contain your foe, enabling one of your allies to move behind it. Tactical Supervision
Rank 2 Exploit • Utility
As a reaction, when an ally attacks an enemy within 60 feet of you, add your exploit die to your ally’s attack roll or ability check, and if they hit, add your exploit die to the damage of your ally’s attack.
You lend your expertise to your ally to help them strike a foe. Tactician’s Favor
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a weapon, add two exploit dice to your attack’s damage, and until the end of your next turn, the next ally that hits the target with an attack can make another attack against the same or a different target, and can safely move up to 10 feet either before or after this extra attack.
Your blow causes an ally’s follow-up strike to cement their tactical advantage. Tempting Target
Rank 2 Exploit • Stance
As a bonus action, you enter the Tempting Target stance. Until the stance ends, your allies gain advantage on attack rolls against any enemy within 5 feet of you, but all enemies have advantage on attack rolls against you. Additionally, until the stance ends, when an enemy within 5 feet of you becomes bloodied or is reduced to 0 hit points, you regain hit points equal to your exploit die.
You invite attack and distract your foes in the process. Together We Survive
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and until the end of your next turn, whenever an ally who can see or hear you hits that target with an attack, that ally gains temporary hit points equal to your exploit die.
You yell in defiance as you attack. As your allies follow your example, you can see their confidence grow. Toppling Rush
Rank 2 Exploit • Offensive, Weapon
As an action, make a charging attack against an enemy with a melee weapon. If you hit, add your exploit die to your attack’s damage, and the target must make a Strength saving throw at disadvantage or be knocked prone. If they fall prone, you can move up to your speed to make another charging attack against a second foe so long as you don’t veer more than 90 degrees from your initial angle of approach to the first enemy. If you hit, add your exploit die to your attack’s damage. None of this movement provokes from your first target.
You dart forward and use your momentum to unbalance your target, and then keep going. Trip Up
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and the target must make a Dexterity save or its speed is reduced to 0 until the end of your next turn. If you’re wielding a polearm or spear, you can knock the target prone in addition to or instead of reducing its speed.
You tangle your enemy’s feet with your weapon. Turning Point
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a weapon, add two exploit dice to your attack’s damage, and you or one ally of your choice within 30 feet of you who can see or hear you can make a saving throw against two effects that a save can end, with a separate saving throw for each effect, or one saving throw with advantage against one effect that a save can end.
An impressive strike catches your foe off guard and shocks you or a nearby ally into shaking off a hindrance. Twinfall
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with a melee attack using a flail, polearm or spear weapon, add your exploit die to your attack’s damage, you can safely move up to 10 feet if you wish, and you can make one additional melee attack using the same weapon against a different creature within reach. On a hit, add your exploit die to your attack’s damage, and you can safely move up to 10 feet. Each time you deal damage with this exploit, the target must make a Strength saving throw or it is moved up to 5 feet and knocked prone.
With a flourish of your weapon, you strike at two foes, attempting to bring each down. Two Wolf Pounce
Rank 2 Exploit • Offensive, Pet, Weapon
As an action, both you and your pet can each move up to half speed then make melee attacks against separate targets, which critically hit on a 17-20. On a hit by either of you, add your exploit die to that attack’s damage, and the one that hit can choose to safely move up to 5 feet. If both attacks hit, add an extra exploit die to the damage of both attacks.
You and your pet dive into the fray. Twofold Torment
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit creature with a melee attack using a weapon while you are wielding a separate melee weapon in each hand and you are trained in Medicine, the target has Bleed equal to your exploit die, and you can make one additional melee attack using your other weapon against a different creature within reach. On a hit, the target has Bleed equal to your exploit die. If you have advantage on the attack roll when you hit a creature using this exploit, add your exploit die to your attack’s damage on a hit. If you have expertise in Medicine, that extra die on an advantaged attack is a second die of Bleed.
Your carefully aimed slashes send two foes reeling away in agony. Unbalancing Dodge
Rank 2 Exploit • Utility
As a reaction, when an enemy misses you with a melee attack, until the end of your next turn, you cause the triggering enemy to suffer a -2 penalty to attack rolls, ability checks, AC, and saving throws.
You duck out of the way of your foe’s attack, putting the creature off balance. Unbreakable
Rank 2 Exploit • Utility
As a reaction, when you take damage, you reduce that damage by four exploit dice. If you have a shield equipped, add your Strength and Constitution bonuses (minimum 0) to the total damage reduction.
You steel yourself against a brutal attack. Unexpected Shield Bash
Rank 2 Exploit • Offensive, Weapon
When you hit a creature with an attack using a melee weapon while wielding a shield, make a follow-up shield bash attack against one creature within 5 feet with a +2 bonus to the attack roll. If you hit, add two exploit dice to your attack’s damage, and half your attack’s total damage is thunder damage. After the attack, you can mark each enemy within 30 feet of you who can see or hear you until the end of your next turn.
As your opponents guard against the relentless fury of your weapon, you surprise them with a shield attack that shows them you mean business. Unstoppable Resolve
Rank 2 Exploit • Utility
As a bonus action, you spend one hit die, not to heal but to gain temporary hit points equal to a hit die roll + two exploit dice. In contrast to the usual rules for temporary hit points, the temporary hit points from this exploit fade after 1 minute but can stack with other temporary hit points, rather than replacing or being replaced by another source of temporary hit points.
You let your adrenaline surge carry you through the battle. Vexing Flanker
Rank 2 Exploit • Utility
As a reaction, when an ally enters a space within 5 feet of an enemy and you are also within 5 feet of that foe, you can safely move to any other space within 5 feet of the triggering enemy. Additionally, you and the triggering ally gain advantage on attack rolls against the triggering enemy until the end of your next turn.
Nimble feet and intense focus keep you on your foe. Vigilant Protector
Rank 2 Exploit • Stance, Weapon
As a bonus action, you enter the Vigilant Protector stance. Until the stance ends, while you are wielding a shield or a polearm, you suffer a -2 penalty to AC and to Strength and Dexterity saving throws, and each ally gains a +2 bonus to AC and to Strength and Dexterity saving throws while within 5 feet of you. If an enemy attacks an ally within 10 feet of you, you can safely move up to 10 feet to an open space adjacent to that ally (not an action), even if you were already adjacent to the ally, before the enemy's attack resolves, and you automatically do one exploit die of physical damage to the enemy after the attack if it hits or two dice if it misses.
You patrol your space to give your allies protection. Walking Wounded
Rank 2 Exploit • Offensive, Weapon
When you critically hit a creature with a weapon, add two exploit dice to your attack’s damage, the target is moved to any open space within your reach that you wish, and it must succeed on a Constitution saving throw or be wounded by this exploit for 1 minute. While wounded by this exploit, if the target moves more than half its speed during its turn, it takes two exploit dice of damage and becomes dazed until its next turn and loses the rest of its turn.
You smite your enemy with a crippling blow and force it to stumble around the battlefield. War of Attrition
Rank 2 Exploit • Offensive, Weapon
When you succeed on at least one attack roll on your turn each round for three rounds in a row, add three exploit dice to the damage of your first attack that hits on this third turn. Additionally, until the end of your next turn, your allies add your exploit die to all attack and damage rolls while they can see or hear you.
Little by little, your allies turn the tide against the enemy. Weapon Master’s Gambit
Rank 2 Exploit • Offensive, Weapon
When you take the Attack action on your turn, you can sheathe or stow a weapon and draw a different one before one of your attacks using a weapon. The new weapon must be of a separate type from the prior weapon; you can’t sheathe a light blade to draw a light blade. On a hit, add two exploit dice to your attack’s damage, and you gain an additional effect based on the weapon you made the attack with:
- Axe: Add two exploit dice to your attack’s damage, and you may choose to reroll any damage dice of this attack that you don't like, but must take the second result.
- Flail: You can move the target up to 5 feet and they have disadvantage on attack rolls and skill checks until the end of your next turn.
- Hammer: The target’s AC is reduced by 2 and crit range against the target is expanded by 2 until the end of your next turn.
- Heavy Blade: Make another attack roll against a separate target within 5 ft; on a hit, add your exploit die to this extra attack’s damage.
- Light Blade: You gain advantage on attack rolls against the target until the end of your next turn.
- Mace: Add one exploit die to your attack's damage and the target must make a Constitution save, and on failure is knocked prone and has their speed reduced to 0 until the end of your next turn, or on success is driven to their knees and considered prone with speed 0 only until the start of their turn.
- Polearm: You can move the target up to 10 feet and you can safely move up to 10 feet to a space within 5 feet of the target.
- Spear: The target takes Bleed equal to your exploit die.
- Unarmed: The target must make a Strength or Dexterity saving throw (the same stat you attack with), being grappled by you on a failure, and moved to any open space adjacent to you on success or failure. Alternately you may choose, or must choose if the target is more than one size larger than you, to instead safely move yourself to any other open space adjacent to the target and gain +2 to AC against them until the end of your next turn.
- Bow: The target provokes ranged opportunity attacks from you with your bow until the end of your next turn.
- Crossbow: Make another attack roll against a separate target behind the first, as defined by a line drawn between you and the second target; on a hit, add your exploit die to your extra attack’s damage.
- Sling: The target must make a Constitution saving throw, and is dazed until the end of your next turn on a failure, or loses their reactions and bonus actions until the end of your next turn on a success.
- Thrown: Your target and all creatures within 5 feet of them must make a Dexterity save, taking two exploit dice in thunder damage on a failure (or your thrown weapon’s damage type if it already deals any kind of non-physical damage), or half as much on a success.
Rank 2 Exploit • Utility
As a reaction, when an enemy enters a space where they have reach to you, or within 5 feet of you if their reach is 0, you can safely move up to half your speed. You don't have to use all of this movement at once; if an enemy enters a space within reach of you again before your next turn while you still have movement left, you may do this again without needing another reaction.
You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot. Wild Runner Strike
Rank 2 Exploit • Offensive, Skill, Weapon
When you hit a creature with an attack using a weapon and you are trained in Survival, add two exploit dice to your attack’s damage, and the target must succeed on a Wisdom saving throw or treat all spaces as difficult terrain for 1 minute; it can attempt a new save at the end of each of its turns, ending the effect on a success. Regardless of the save, if you have expertise in the skill, then until the end of your next turn you and your allies within 60 feet of you who can see or hear you increase your speeds by 10 feet and can ignore difficult terrain.
You put your foe off balance, and you exhort your friends to see the advantages in the terrain. Withering Courage
Rank 2 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 time you or one of your allies hits the target with an attack before the end of your next turn, including this attack, the target suffers a cumulative -1 penalty to its attack rolls and skill checks until the end of your next turn, to a maximum of half your exploit die; e.g., -4 if your die is a d8. Additionally, your allies gain a bonus on attack and damage rolls against the target equal to the penalty it is taking from this exploit.
One strike knocks the enemy off their game; each strike from an ally pushes it farther over the edge. Wounded Beast
Rank 2 Exploit • Offensive, Weapon
When an enemy within your reach bloodies you or scores a critical hit against you, you can use this maneuver as an opportunity attack against the triggering enemy; on a hit, add two exploit dice to your attack’s damage, and you can spend up to two hit dice to regain hit points plus two exploit dice.
You answer an enemy’s strike with a snarl and an attack. The rage inside you provides new vigor.

Comments