Rank 3 Exploits

Rank 3 exploits require the expenditure of 3 exploit dice; see Martial Exploits.   Rank 3 and 4 exploits are to some degree supernatural. The individual who can perform them has evolved into something more than just a mortal warrior. However, these abilities are sympathetic with reality, and are not subject to effects that interact with magic, except for that they do detect as magic and have a “low-level” visual and/or auditory manifestation when deployed.  
Aerial Assault Rank 3 Exploit • Offensive, Weapon When you take the Attack action on your turn, you can move up to your speed before one of your attacks. If you jump during this movement, add two exploit dice to any Strength (Athletics) checks made as part of the jump, and your movement during the jump does not count against your speed for the turn and does not provoke opportunity attacks. On a hit, add three exploit dice to your attack’s damage. You launch yourself as your foe in a display of aerial finesse. The creature stands awestruck until you sink your weapon into it.   Agonizing Shot Rank 3 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 Bleeds for two exploit dice. While bleeding from this exploit, the target’s speed is reduced by half. Your precise aim finds a tendon, leg muscle or other tender spot.   Agile Escape Rank 3 Exploit • Utility As a reaction, when you are targeted by an effect that reduces your speed, grapples you, restrains you, or dazes you, add the maximum of your exploit die (i.e., +8 for a d8) as a bonus to AC and saving throws against the triggering effect. Nothing can slow you down.   Archery Commander Rank 3 Exploit • Offensive, Weapon When you hit a creature with a ranged attack using a weapon, add three exploit dice to your attack’s damage. Additionally, for 1 minute, you and any ally within 30 feet of you who can see or hear you does not suffer disadvantage on ranged attack rolls for being in melee, and can fire into the thick of melee without any penalties. As your allies unleash ranged attacks, you thwart your enemies’ efforts to take advantage of your comrades’ distraction.   Another Day Rank 3 Exploit • Utility As a reaction, when you are hit by an attack, you can move up to speed plus 5 ft per half your exploit die roll, rounded up. After suffering a hit, you leap out of your opponent’s reach to escape any subsequent attacks.   Attacks on the Run Rank 3 Exploit • Offensive, Weapon As an action, you can move up to your speed. At any point during this movement, you can make two attacks using a weapon against creatures within your weapon’s reach or range. On a hit, add three exploit dice to your attack’s damage. Without breaking stride, you make two attacks against a single foe or two different targets.   Awakened Wrath Rank 3 Exploit • Offensive, Weapon As a reaction, when you become bloodied, you can allow one ally within 30 feet of you who can see or hear you to use their reaction to make a melee attack using a weapon against any number of creatures within 5 feet of them, with a separate attack roll for each target. On a hit, add two exploit dice to the damage of your ally’s attack. After the reaction is resolved, the ally can safely move up to 5 feet for each target they hit with their reaction, but the ally must end this movement closer to you. Seeing your hurts, an ally explodes with unexpected violence.   Bait the Hook Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon, add three exploit dice to your attack’s damage, and you can choose one ally within 30 feet of you who can see or hear you. For 1 minute, that ally gains advantage on attack rolls against your target and adds your exploit die to all of their damage rolls against it. The target can make a Wisdom saving throw at the end of each of its turns, ending the ally’s benefits against it on a success. You give your champion the encouragement and strength needed to respond to the foe’s attacks.   Bedeviling Harrier Rank 3 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, for 1 minute, once per round when an ally hits the target with a melee attack and you still have reach to that target, you can make a melee weapon attack against the target with advantage on the attack roll (no reaction required). While your ally distracts your opponent, you land yet another blow.   Bewildering Assault Rank 3 Exploit • Offensive, Weapon When you hit a creature you are hidden from with an attack using a finesse or ranged weapon, add three exploit dice to your attack’s damage, you can move the target up to 10 feet, and it is Susceptible (your exploit die) to all damage for 1 minute. While susceptible from this exploit, the target can make a Constitution saving throw at the end of each of its turns, ending the effect on a success. If you were heavily obscured when you made the triggering attack, you remain hidden after the attack. You attack from the darkness and deliver a blow that unbalances your foe. You then retreat to the shadows.   Blood Designation Rank 3 Exploit • Offensive, 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 two exploit dice to your attack’s damage, and the target Bleeds for one exploit die. Additionally, the target must make a Constitution saving throw. On a failed save, the target is poisoned, and as long as the target is bleeding from this exploit, it takes one exploit die of poison damage at the start of its turn as well, and grants advantage on attack rolls against itself. On a successful save, the target is still bleeding, and you deal one exploit die of poison damage to it, but the other ongoing effects don’t happen. You quickly taint the target’s bloody wound, and it acts as a target for your comrades.   Blood of the Fallen Rank 3 Exploit • Quarry, Utility When you reduce your quarry to 0 hit points, you may spend a hit die, but regain hit points as if you had spent two hit dice to regain hit points plus two exploit dice. (This is not an action.) Your triumph is like a balm to you.   Bloody Spiral Rank 3 Exploit • Offensive, Weapon As an action, make an attack using a weapon against any number of creatures within 5 feet of you, with a separate attack roll for each target. On a hit, add three exploit dice to your attack’s damage, and the target Bleeds for your exploit die. If you made the attacks with a flail, hammer, mace or sling, the targets you hit must also make a Strength saving throw or be knocked prone. You whip your weapon around in an arc as deadly as the sweep of a behemoth’s tail.   Bludgeoning Vice Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a bludgeoning weapon while you have a free hand, add three exploit dice to your attack’s damage, and the target must succeed on a Constitution saving throw or is knocked prone and is stunned until the end of your next turn. Your weapon crunches down on your enemy’s skull. You then drive your fist into your foe’s face.   Blurred Razor Strike Rank 3 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 two exploit dice to your attack’s damage, and you can safely move up to 5 feet. You can then make one additional melee attack using your other weapon or another unarmed strike against a creature within reach. On a hit, add two exploit dice to your attack’s damage, and you can safely move up to 5 feet and make one additional melee attack using either weapon or another unarmed strike against a creature within reach. On a hit, add two exploit dice to your attack’s damage. You move with such alacrity that your enemies can’t follow your movements: strike step, strike, step, and finally one last strike to end your opponents’ threat.   Body Shield Rank 3 Exploit • Offensive, Weapon As a reaction, when an enemy hits you with a weapon attack while you have a free hand, choose one creature within 5 feet of you other than the triggering creature. The chosen creature must make a Strength saving throw and takes your exploit die as a penalty to the save. On a failed save, you may either safely move 5 feet and pull the chosen creature into your former space, or swap places with the chosen creature, and the chosen creature takes all the damage from the triggering attack. On a successful save, the triggering attack instead deals half damage to you, and half to the chosen creature. You yank a foe into the path of an enemy’s attack.   Bolstering Shout Rank 3 Exploit • Utility As a bonus action, you can choose any number of allies you can see within 60 feet of you. During their next turn, each target can use a bonus action to spend up to three hit dice to regain hit points, and adds your exploit die for each hit die they spend. Your war cry quickly rallies your allies.   Bone Crusher Rank 3 Exploit • Offensive, Weapon When you hit a creature with an attack using a bludgeoning weapon, add three exploit dice to your attack’s damage, and the target must succeed on a Constitution saving throw or it is Susceptible (two exploit dice) to bludgeoning damage and Susceptible (your exploit die) to piercing and slashing damage for 1 minute. Your crushing blow leaves your enemy susceptible to other attacks.   Bounding Beast Rank 3 Exploit • Offensive, Pet When you take the Attack action on your turn, you can forgo one of your attacks to command your companion pet to use its reaction to make one melee weapon attack against a creature within its reach. On a hit, add three exploit dice to the damage of your pet’s attack, and the target must succeed on a Strength saving throw or be pushed up to 10 feet. Your pet can then make a charging attack against a different creature (no action required). Your pet pushes back one foe then charges forth.   Brutal Advance Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a heavy or two-handed weapon, add two exploit dice to your attack’s damage, and the target must succeed on a Strength saving throw or be pushed up to 15 feet, or 5 feet on a successful save. Also on a failed save, you can follow up with a charging attack against the target. On a hit, add two exploit dice to your attack’s damage, and you either knock the target prone or push them up to 15 feet again at your option. After throwing your enemy back, you charge to deliver the killing blow.   Burst Fire Rank 3 Exploit • Offensive, Weapon As an action, while wielding a ranged weapon, choose any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and each target must make a Dexterity saving throw. Each target takes your Dexterity modifier plus six exploit dice in damage of the same type as your weapon on a failed save, or half as much damage on a success. You loose missiles in an unpredictable pattern.   Caging Glaive Rank 3 Exploit • Offensive, Weapon As an action, while you are wielding a polearm, one creature within your weapon’s reach must make a Strength saving throw. On a failed save, you can move the target up to 15 feet to a space within 5 feet of you. You can make one melee attack using your reach weapon against the target. On a hit, add four exploit dice to your attack’s damage, and the target must make a Dexterity saving throw. On a failed save, the target’s speed is reduced by half and all creatures have advantage on attack rolls against it until it starts its turn outside of your melee reach. On a successful save, it suffers the same effect but only until the end of your next turn. You use the advantage of your reach to position your foe and then cage them with a myriad of minor swings.   Carnal Strike Rank 3 Exploit • Offensive, Quarry (optional), Weapon When you hit a creature with a melee attack using a weapon while wielding a separate melee weapon in each hand, add three exploit dice to your attack’s damage, and the target Bleeds for two exploit dice. If the target is your quarry, it Bleeds for three exploit dice instead. You box your foe in with one weapon and then open a wound with the other.   Clever Riposte Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a finesse weapon, add three exploit dice to your attack’s damage. Additionally, for 1 minute, each time the target attacks you while you are wielding a finesse weapon, it takes your exploit die in damage of the same type as your weapon (no action required). You follow up a fierce attack with a series of quick, painful strikes woven between your enemy’s attacks.   Close Quarters Shot Rank 3 Exploit • Offensive, Weapon When you make a ranged attack using a weapon against a creature within 5 feet of you, your attack does not have disadvantage for being in melee, and on a hit, add four exploit dice to your attack’s damage. Though menaced by fangs and claws, you calmly unload an arrow into the creature’s gaping maw–mere inches from your outstretched arm.   Companion Emplacement Rank 3 Exploit • Pet, Utility As a bonus action, you can move up to your speed and your companion pet can safely move up to its speed. You move into position, and you order your companion pet to warily do the same.   Coordinated Assault Rank 3 Exploit • Offensive As an action, choose up to two allies within 60 feet of you who can see or hear you. Those allies can use their reaction to safely move up to half their speed and make one attack using a weapon against a creature within their weapon’s reach or range. On a hit, add three exploit dice to the damage of your ally’s attack, and their target must succeed on an Intelligence saving throw or attacks against the target add your exploit die to the attack and damage rolls until the end of your next turn. By coordinating your efforts, your allies deliver two devastating attacks.   Crimson Edge Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a finesse weapon, add three exploit dice to your attack’s damage, and the target Bleeds for two exploit dice. While the target is bleeding from this exploit, you have advantage on attack rolls against the target. You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.   Crushing Foot Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon, add three exploit dice to your attack’s damage, and the target must make a Strength saving throw. On a successful save, the target is knocked prone. On a failed save, the target is knocked prone and is grappled by you without you needing a free hand, and in each round that the target starts its turn grappled by you, you deal your exploit die in bludgeoning damage to it and its speed is reduced to 0 until the end of its turn. You grab your foe and smash it to the ground. You then place your foot on its neck to keep the creature down.   Dangerous Theft Rank 3 Exploit • Skill, Utility When you make a Dexterity (Sleight of Hand) check in combat, you gain advantage on the ability check. Before knowing whether the check is successful, you may choose either to add two exploit dice to your check result, or to deal two exploit dice in necrotic damage to the target if your check is successful and heal yourself for the amount rolled. You use the chaos of battle to cover your theft, taking some of their life force along with their possessions.   Daring Gamble Rank 3 Exploit • Utility As a bonus action, you grant advantage on attack rolls against yourself until the start of your next turn. If an enemy attacks you while you’re granting this advantage, you add your exploit die to attack and damage rolls against that enemy for 1 minute. At the start of your next turn, if no enemy attacked you while you were granting this advantage, you can make any one attack roll, saving throw or ability check you would roll before the start of your next turn into a natural 20 instead of rolling. Putting yourself at risk gives you the opening you need to bring this battle to its close.   Deadly Positioning Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a light blade or heavy blade weapon, add three exploit dice to your attack’s damage, and you can move the target up to 5 feet to a different space within 5 feet of you. Additionally, for 1 minute, whenever you make a melee weapon attack against the target, before making the attack you can safely move up to 5 feet and then regardless of whether you moved can move the target up to 5 feet to a different space within 5 feet of you. You adroitly outmaneuver your enemy, pushing and baiting him with every stride and strike.   Deadly Sacrifice Rank 3 Exploit • Utility As a reaction, when an ally within 5 feet of you is hit by an enemy’s attack, you and the attacked creature switch places, and the attack hits you instead, but you reduce the damage taken by two exploit dice. Additionally, for 1 minute, you gain advantage on attack rolls against the triggering enemy and when you deal Sneak Attack or critical damage to that enemy, roll damage twice and take the better result. Your threat draws your enemy’s attack. If you survive, you can be certain the foe will pay.   Defensive Rally Rank 3 Exploit • Utility As an action, choose any number of allies within 30 feet of you who can see or hear you. Each target can spend a hit die to regain hit points and adds two exploit dice, and can make a saving throw against one effect that a save can end and adds two exploit dice. They can choose to take the average value of all of these rolls instead of rolling. In addition, each target adds a +4 bonus to AC and saving throws until the end of your next turn. You address your comrades with instructions to help them prevail.   Deflecting Shot Rank 3 Exploit • Utility, Weapon As a reaction, when an ally is hit by an attack while you are wielding a bow or crossbow, and the ally does not have cover or concealment from you, you can spend a piece of ammunition to reduce the damage the triggering ally takes by three exploit dice. Your swift missile glances against the enemy’s weapon or grazes in front of them, and weakens their attack.   Denying Mark Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon, add three exploit dice to your attack’s damage, and the target must make a Wisdom saving throw. The target is marked by you for 1 minute on a failed save, or until the end of its next turn on a success. A failed save also ends the target’s Concentration on any ongoing effect that requires it. Moreover, while marked by this exploit the target cannot recharge any of its abilities, such as a dragon’s breath weapon, and cannot reuse any named spell or ability even if it can usually use that spell or ability multiple times. (For example, if it can usually cast a certain spell 3 times per day, it can cast the spell once under the effects of this exploit but not twice.) The target can repeat the saving throw at the end of each of its turns, ending the mark on a success. Your strike incites your enemy to focus on you, but only with weaker attacks.   Dervish’s Challenge Rank 3 Exploit • Offensive, Stance, Weapon When you hit a creature with both weapons while wielding a separate melee weapon in each hand, or with two attacks while unarmed, add your exploit die to the damage of both attacks, and you enter the Dervish’s Challenge stance. Until the stance ends, when you make a melee attack using a weapon against a creature as a reaction or opportunity attack while you are wielding a separate melee weapon in each hand, or with an unarmed attack, you can make one additional melee attack using your other weapon or another unarmed attack against the same creature. You hold your weapons close to your body, preparing to strike out when an enemy leaves you an opening.   Dire Bear Maul Rank 3 Exploit • Offensive, Quarry (optional), Weapon When you hit a creature with a melee attack using a weapon while wielding a separate melee weapon in each hand, add three exploit dice to your attack’s damage, and you can make one additional melee attack using your other weapon against the target. On a hit, add three exploit dice to your attack’s damage, and you grapple the target using your weapons. Until the grapple ends, the target suffers the damage of both of your weapons at the start of each of its turns. You cannot otherwise attack with your weapons while you maintain the grapple. If the target is your quarry, it suffers disadvantage to checks to escape the grapple. You draw your foe into a deadly bear hug with both weapons.   Directed Combat Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon, add three exploit dice to your attack’s damage, and you can choose one ally within 5 feet of the target who can see or hear you. The chosen ally can use their reaction to move up to their speed without provoking from the target. Then, choose a different ally within 30 feet of you that can see and hear you. That ally can use their reaction to make a charging attack against the target. Your strike creates the opening an ally needs to slip away, while another rushes to keep the foe pinned down.   Disciplined Recovery Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon, add three exploit dice to your attack’s damage, and you regain one use of an ability that can recharge on a short rest. As you swing, you use your momentum to steady and center yourself, gaining vigor for the fight to come.   Disheartening Flurry Rank 3 Exploit • Offensive, Weapon As an action, make a melee attack using a weapon against any number of creatures within reach of you, with a separate attack roll for each target. On a hit, add two exploit dice to your attack’s damage, and the target must succeed on a Charisma saving throw or suffer a -2 penalty to saving throws for 1 minute. The skill you show with your series of attacks dismays your enemies.   Dizzying Blow Rank 3 Exploit • Offensive, Weapon When you hit a creature with a bludgeoning or heavy weapon, add three exploit dice to your attack’s damage, and the target must succeed on an Intelligence saving throw or have its speed reduced to 5 feet and not be able to take bonus actions or reactions, both for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. You crack your foe upside the head.   Dragon’s Roar Rank 3 Exploit • Quarry (optional), Utility As a bonus action, each enemy within 30 feet of you is marked or quarried (if you can quarry) by you until the end of your next turn. Additionally, you subtract two exploit dice from all damage dealt to you until the end of your next turn. You let out an explosive roar, diverting your enemies’ attentions to you. The call steels you against the imminent assault.   Draw Their Eyes Rank 3 Exploit • Utility As a bonus action, you can move up to your speed. At the end of your movement, you can choose one enemy within 5 feet of you and may mark that enemy. Until the end of your next turn, you are marked by the target and it has advantage on attack rolls against you. While you are marked by the target, add three exploit dice to all damage rolls against it. You fix the enemy in your eyes, devoting yourself to defeating the foe at any cost.   Eviscerating Shot Rank 3 Exploit • Offensive, Weapon When you hit a creature with a ranged attack using a weapon, add three exploit dice to your attack’s damage, and the target must succeed on a Constitution saving throw or grant advantage on all attack rolls against itself for 1 minute. While granting advantage in this way, the target cannot take the Disengage or Withdraw actions nor may it “move safely.” The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. You aim for a vulnerable spot that will leave your foe too absorbed with its own suffering to withdraw.   Expeditious Stride Rank 3 Exploit • Utility As a bonus action, your speed increases 50% until the end of your next turn. Additionally, until the end of your next turn, whenever you safely move or an ally’s action moves you, you can safely move an additional 5 feet. Like a gazelle, you startle allies and enemies alike with your sudden swiftness.   Fearful Mein Rank 3 Exploit • Fear, Offensive, Weapon When you hit a creature with a melee attack using a weapon, add three exploit dice to your attack’s damage, and the target must make a Charisma saving throw. On a failed save, the target is Weakened for 1 minute. On a successful save, the target is Weakened until the end of your next turn. While Weakened by this exploit, attack rolls against it have advantage, and you and your allies add your exploit die to damage rolls against it. The target can repeat the saving throw at the end of each of its turns, ending the exploit on a success. Your series of feints and slashes cows your foe, preparing it for your allies.   Fist of Lightning Rank 3 Exploit • Stance As a bonus action, you enter the Fist of Lightning stance. Until the stance ends, add your exploit die to all unarmed damage rolls, and half the damage of your unarmed strikes is either lightning damage or thunder damage, chosen by you when you enter the stance. You clench your fist and prepare a rapid assault.   Force of Fellowship Rank 3 Exploit • Offensive, Weapon When you hit a creature with an attack using a weapon, add three exploit dice to your attack’s damage. Your attack deals an additional exploit die on a hit for each time in the last minute you’ve used a maneuver to heal an ally such as Inspiring Word, up to thrice, for a total maximum of six exploit dice. Half the damage of your attack is either radiant or necrotic damage. Having seen to the needs of your troops, you strike out with a powerful blow, buoyed by their gratitude.   Frenzied Skirmish Rank 3 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 two exploit dice to your attack’s damage, and you can make one additional melee attack using your other weapon against a creature within reach. On a hit, add two exploit dice to your attack’s damage. Any creature that takes damage from this exploit is dazed until the end of your next turn, and if both attacks hit the same target, the target’s speed is halved until the end of your next turn. Additionally, before or after your second attack, you can safely move up to half your speed. You leap into the fray and unleash a torrent of strikes upon your unsuspecting foes, staggering them with the ferocity of your attacks.   Friendly Fire Rank 3 Exploit • Fear, Skill, Utility As a reaction, when an enemy misses you or an ally you can see with an attack, make a Charisma (Intimidation) check against the triggering enemy. If you succeed, the triggering enemy must reroll the attack but against a creature you choose within 10 feet of the original target, and you can move the triggering enemy up to 10 feet to a space where the redirected attack is still legal (i.e., where they have reach to the new target), and if it hits you add two exploit dice to the attack’s damage. If your Intimidation check fails, you can’t move the triggering enemy and their redirected attack roll is made with disadvantage. Such is your presence that you panic an enemy into accidentally hitting one of its allies.   Furious Fling Rank 3 Exploit • Offensive, Quarry, Weapon When you hit your quarry with a ranged attack using a thrown weapon, add two exploit dice to your attack’s damage, the target Bleeds for two exploit dice, and while it is bleeding your critical hit range against that target is increased by 1, e.g., from 20 to 19-20. You lob your weapon at your foe, grievously injuring it.   Go for the Eyes Rank 3 Exploit • Offensive, Weapon When you hit a creature with an attack using a finesse or ranged weapon, add three exploit dice to your attack’s damage, and the target must make an Intelligence saving throw. On a failure the target is blinded and cannot take the Disengage action or “move safely” until the end of your next turn, while on a success the blindness still takes effect but only lasts until the start of the target's turn. Additionally, for 1 minute on a failed save or for 1 round on a successful save, whenever you damage the target, it can’t safely move or take the Disengage action until the end of your next turn. You strike at your foe’s face, attempting to blind the creature.   Grappler’s Stance Rank 3 Exploit • Stance As a bonus action, you enter the Grappler’s stance. Until the stance ends, any creature grappled by you is restrained until the grapple ends. You wrench the limbs of your enemy, weakening its resolve.   Harried Quarry Rank 3 Exploit • Offensive, Pet, Quarry (optional), Weapon When you hit a creature that is within 5 feet of your companion pet with a melee attack using a weapon, add three exploit dice to your attack’s damage. If the target is your quarry, it grants advantage on attack rolls against itself to you and your allies until the end of your next turn. While your pet is within 5 feet of the target, add your exploit die to the damage of all your further attacks against the target until the end of your next turn, and your pet gets the same benefit if you are within 5 feet of the target. Your attack, coupled with the threat of your beast companion, throws your quarry off balance.   Hobble Rank 3 Exploit • Offensive, Weapon When you hit a creature with an attack using a hammer, mace or whip, add three exploit dice to your attack’s damage, and the target must succeed on a Strength saving throw or be knocked prone, and for 1 minute, its speed is reduced to 0. The target can repeat the saving throw at the end of each of its turns, ending the speed reduction on a success. You slash at your foe with a brutal attack that briefly cripples it.   Hunker Down Rank 3 Exploit • Stance As a bonus action, you enter the Hunker Down stance. Until the stance ends, while you are wielding a shield, your speed is reduced by half, but you gain half cover against all attacks. You can end this stance at any time. On any round where you don’t move more than 5 feet, this increases to three-quarters cover. You drop into a defensive posture, raising your shield to protect yourself.   Hunting Party Rank 3 Exploit • Quarry, Stance As a bonus action, you enter the Hunting Party stance. Until the stance ends, each time you miss your quarry with an attack, you can choose an ally within 30 feet of your quarry who can see or hear you. If that ally hits your target before the start of your next turn, add your exploit die to the damage of their attack. This effect stacks with itself if you miss multiple times. You’re not about to give up with a simple miss.   Instant Planning Rank 3 Exploit • Utility As a bonus action, you can choose yourself and any number of allies within 30 feet of you who can see or hear you. Each target gains your choice of any two of the following until the end of your next turn (you can choose a different set of two for each target):
  • Add 5 ft x half your exploit die to movement speed
  • Add half your exploit die to attack rolls (rolled for each attack)
  • +2 bonus to save DCs of their spells and abilities
  • Add your exploit die to damage and healing rolls
  • Add half your exploit die to AC (rolled for each attack)
  • Add your exploit die to saving throws
  • Your instinctive reactions to the situation turn the tide in your favor.   Into Harm’s Way Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a finesse weapon, add three exploit dice to your attack’s damage, and you can move the target up to 10 feet to a space within 5 feet of one of your allies. That ally can then use their reaction to make a melee weapon attack against the target. You deliver a slashing feint, causing your enemy to stumble into more danger.   Into the Fray Rank 3 Exploit • Skill, Utility As a bonus action if you are trained in both Athletics and Acrobatics, you can fly up to half your speed, but only if you can end this movement within 5 feet of an enemy. You can then act before you fall, adding your exploit die to any attack roll or skill check made as part of that action, and can fall twice as far as you flew without being subject to falling damage. You scream a fierce battle cry as you leap boldly into the fray.   Invigorating Confrontation Rank 3 Exploit • Offensive, Quarry, Weapon When you hit your quarry with a ranged attack using a weapon, add three exploit dice to your attack’s damage, and until the target is no longer your quarry, whenever you hit the target with a melee attack, you gain temporary hit points equal to the roll of two exploit dice. Each strike you deliver against your quarry bolsters you.   Iron Dragon Charge Rank 3 Exploit • Offensive, Weapon When you hit a creature with a charging attack using a weapon, add three exploit dice to your attack’s damage, and for 1 minute, whenever you make a charging attack, you can choose one ally within 30 feet of where you start the charge who can see or hear you. That ally can use their reaction to make a charging attack against the same creature. On a hit, your ally adds your exploit die to their attack’s damage. Like a rampaging dragon, you hurl yourself at your adversary, landing a terrific blow that inspires your allies to charge as well.   Jackal Strike Rank 3 Exploit • Offensive, Pet (optional), Quarry (optional), Weapon As a reaction, when an enemy marked or quarried by you becomes bloodied, you can make one attack using a weapon against the triggering enemy or your pet can attack in your place. On a hit, add four exploit dice to the attack’s damage. On a miss, this exploit is not expended and you get your exploit dice back. Sensing your opponent’s flagging strength, you move in for the kill.   Jarring Salvo Rank 3 Exploit • Offensive, Weapon When you hit a creature with a ranged attack using a weapon, add three exploit dice to your attack’s damage, and you can make up to two additional ranged attacks using a weapon against the target. Each time you hit the target with this exploit, you can push it up to 5 feet, and another 5 feet if you hit with all three attacks. Each shot that hits your enemy knocks it backward.   Knock Them Down Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon, add three exploit dice to your attack’s damage, and the target must make a Strength saving throw or be knocked prone. Additionally, each ally within 60 feet of you who can see or hear you can use their reaction to move up to half their speed and make a melee weapon attack against a creature within their reach. On a hit, the target of your ally’s attack must make a Strength saving throw or be knocked prone. Seeing weakness among your foe’s defenses, you knock your enemy off its feet. Your allies follow your lead.   Knockout Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a bludgeoning weapon, add three exploit dice to your attack’s damage, and the target must make a Constitution saving throw. On a failed save, the target is knocked unconscious for 1 minute and falls prone. On a successful save, the target is dazed until the end of your next turn. While unconscious from this exploit, the target can make a Constitution saving throw at the end of each of its turns, ending the effect on a success. The effect also ends if the target takes damage or if a creature within 5 feet of it uses an action to wake it up. A well-placed blow takes your foe out of the fight.   Lacerating Maul Rank 3 Exploit • Offensive, Pet, Weapon When you hit a creature with a melee attack using a weapon and your companion pet is within 5 feet of the target, add two exploit dice to your attack’s damage, and the target has Bleed equal to two exploit dice. Until the target is no longer bleeding, your pet has advantage on attack rolls against it. Opening your quarry up with a decisive attack, you allow your companion pet to tear a wound. The scent of blood eggs the pet on.   Last Ditch Evasion Rank 3 Exploit • Utility As a reaction, when you are hit by an attack or fail a saving throw against a spell or ability, you subtract six exploit dice + your level from the damage you take, and negate any secondary effects if you reduce the damage to 0 in this way or halve their duration otherwise, but you are stunned until the end of your next turn. Through skill and luck, you narrowly avoid an attack but leave yourself perilously exposed.   Lead from the Front Rank 3 Exploit • Offensive, Weapon When you hit a creature with a charging attack using a weapon, add two times your exploit die to your attack’s damage, and each ally within 30 feet who can see or hear you can spend a hit die to regain hit points and add your exploit die. For 1 minute, whenever you make a charging attack this effect repeats, except that the 1 minute duration is not reset or extended, and any ally who has already spent a hit die to benefit from this exploit can regain hit points equal to your exploit die without having to spend another hit die. The most dangerous leader is the one who is able to hurt the enemy through helping comrades.   Lend Strength Rank 3 Exploit • Utility As a bonus action, spend two hit dice to choose one or two allies within 30 feet who can see or hear you. If you choose one target, they regain two of their own spent hit dice, and they also regain hit points as if they had spent two hit dice plus four exploit dice. If you choose two targets, each receives half of this benefit. You call to your allies, showing them how you too have suffered but are keeping up the good fight, pushing your comrades to fight on.   Lion’s Roar Rank 3 Exploit • Skill, Utility As an action, make a Charisma (Intimidation) or Strength (Intimidation) check, plus your exploit die, and apply the roll against all enemies within 30 feet to see if they become shaken. Additionally, any or all allies within 30 feet may choose to spend a hit die to heal, and any who do so also gain temporary hit points equal to half your check result. With a bloodcurdling roar, you cow your enemies and hearten your allies.   Marked for Death Rank 3 Exploit • Offensive, Quarry, Weapon When you hit your quarry with an attack using a weapon, add three exploit dice to your attack’s damage, half the total damage of your attack is necrotic or psychic damage, and you mark the target until the end of your next turn. Additionally, for 1 minute your attacks against your quarry deal an extra two exploit dice of damage on a hit, and half the total damage of your attack is necrotic or psychic damage. A carefully aimed shot imperils your quarry.   Marked Revelation Rank 3 Exploit • Utility As an action, choose any number of creatures within 30 feet of you who are not marked and can see or hear you. Each target is marked by an ally of your choice who can see you until the end of your next turn, and that ally adds two exploit dice to the damage of their attacks against their designated target(s). With a fake command and your ally’s practiced response, you identify that ally as a danger that your enemies should heed.   Martial Redoubt Rank 3 Exploit • Utility As a bonus action, you enter the Martial Redoubt stance. Until the stance ends, while you wield a flail or polearm weapon, your allies have half cover while within 10 feet of you or three-quarters cover while within 5 feet of you. Your enemies gain advantage on attack rolls against you. You sink into a broad fighting stance, whirling your weapon in an arc that disrupts your foe’s line of sight and allows you to knock aside your enemy’s attack to protect your allies, at the cost of your own defenses.   Menacing Cry Rank 3 Exploit • Fear, Offensive, Pet When you take the Attack action on your turn, you can forgo one of your attacks to command your companion pet to use its reaction to unleash a terrifying roar. Each enemy within 10 feet of your companion must succeed on a Charisma saving throw or take six exploit dice + pet’s Constitution modifier of psychic damage, and for 1 minute, the target’s speed is reduced to 0. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the target takes half damage and is not immobile. Your companion pet issues a piercing cry, chilling the blood of nearby enemies.   Menacing Stance Rank 3 Exploit • Stance As a bonus action, you enter the Menacing stance. Until the stance ends, whenever an enemy marked by you makes an attack against a creature other than you, you and your allies gain advantage on attack rolls against that target until the start of its next turn. You seem ready to spring at any moment, forcing marked foes to devote more attention to you.   Mighty Surge Rank 3 Exploit • Utility As a bonus action, you can spend up to four hit dice to regain hit points. If you do so, you gain a +1 bonus to AC, saving throws, attack rolls and save DC until the end of your next turn for each hit die spent. Additionally, for 1 minute, each time you spend one or more hit dice to regain hit points, you gain the same benefit again, except if you heal in this way multiple times in a single turn, the bonus does not stack – use the highest one. You dig deep to find the strength you need to overcome your foes.   Move as One Rank 3 Exploit • Offensive, Pet, Quarry, Weapon As an action, choose one creature you can see within 30 feet of you and your companion pet. You designate the target as your quarry. You and your pet both make a charging attack against the target. If you hit, add three exploit dice to your attack’s damage. If your pet hits, add three exploit dice to your pet’s damage. With a silent gesture, you signal your beast, and you both go charging into the fray.   Murderous Aim Rank 3 Exploit • Offensive, Quarry, Weapon When you hit your quarry with a ranged attack using a weapon, add three exploit dice to your attack’s damage, and for 1 minute, when you deal damage to the target (including with this attack), you can reroll any of your damage dice that roll a 1 or 2, but must use the second result. A moment’s careful study reveals to you a vast array of weak points to attack.   Murderous Assault Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon wielded with two hands, add three exploit dice to your attack’s damage, or four dice if the triggering attack was made with advantage, and you can make a charging attack against a different creature. On a hit, add your exploit die to your attack’s damage, or two dice if this second attack was made with advantage. You slam your weapon into your foe and surge in one smooth motion to swing again at another foe.   Nimble Fingers Rank 3 Exploit • Skill, Utility As a bonus action, choose one creature within 5 feet of you and make a Dexterity (Sleight of Hand) or Charisma (Performance) check against them. You can choose to either draw one weapon that is sheathed or worn (but not held) by the target, stow a single item on the target, or retrieve a single item the target has stowed. If your check beats the target’s passive Perception, they are not aware you have taken something, and if you are hidden from them and used Sleight of Hand instead of Performance, you are still hidden from them. You can snatch or stow an enemy’s possessions even in the heat of combat.   Not It Rank 3 Exploit • Offensive, Skill, Weapon When you would make an attack against a creature using a finesse or ranged weapon, you may roll Charisma (Deception) instead of an attack roll. If you hit, add three exploit dice to your attack’s damage, and one ally of your choice within 5 feet of you or the target marks the target for 1 minute. Your sly attack directs your foe’s attention to your ally.   Not Worth My Time Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a heavy blade, light blade, unarmed or improvised weapon, add three exploit dice to your attack’s damage, and you can push the target up to 5 feet. The target must then make a Wisdom saving throw. The target is Weakened and suffers disadvantage on skill checks for 1 minute on a failed save, or until the end of its next turn on a success. The target can repeat the saving throw at the end of each of its turns, ending the exploit on a success. With a vicious blow and a callous shove, you judge your foe unworthy of further attention.   One Against Many Rank 3 Exploit • Offensive, Weapon As an action, make a melee attack using a weapon against any number of creatures within reach of you, with a separate attack roll for each target. On a hit, add two exploit dice to your attack’s damage. Additionally, for 1 minute, you gain a +2 bonus to AC and saving throws while two or more enemies are within 5 feet of you. You also gain a +2 bonus to melee weapon attack rolls while no allies are within 5 feet of you. When your enemies gang up on you, you have the advantage, for it means you have no shortage of targets.   One Hundred Knives Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a finesse weapon, you can make up to two additional melee attacks using a finesse weapon against the target. You deal your exploit die in additional damage to the target for each of these two bonus attacks whether they hit or miss.  Your blade blurs as you plunge it into your foe over and over.   Open the Range Rank 3 Exploit • Utility As a reaction, when an enemy enters a space within 5 feet of you, you can safely move up to 5 feet and then move up to 30 feet. You cannot end your movement within 5 feet of the triggering enemy. You keep your distance from an approaching adversary, backpedaling easily away from it.   Paradigm Shift Rank 3 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 choose up to two allies within 30 feet of you who can both see and hear you. Those allies can use their reaction to make a melee weapon attack against different creatures that are not the target of the triggering attack. On a hit, add two exploit dice to your attack’s damage. You and your chosen allies can then each safely move up to 5 feet. You improvise a plan and lead your allies to respond to the battlefield’s new developments.   Passing Ambush Rank 3 Exploit • Offensive, Weapon When you hit a creature who is surprised or you’re hidden from with an attack using a weapon, add four exploit dice to your attack’s damage, and you can safely move up to 10 feet. If you were hidden from the target when you made the attack, you remain hidden if you have any cover or obscurement after moving. You appear as if from nowhere, skewer your adversary, and then fade away.   Perfect Deflection Rank 3 Exploit • Offensive, Weapon As a reaction, when an attack misses you while you are wielding a shield, choose a creature within 10 feet of you and within range of the triggering attack, including the triggering attacker. The triggering attacker repeats the attack against that creature, adding your exploit die as a bonus on the attack and damage roll. Attacks rebound from your shield to find new targets.   Peripheral Concealment Rank 3 Exploit • Skill, Utility As an action, if no creatures are within 15 feet of you, you can make a Dexterity (Stealth) check, even out in the open without cover or concealment, to become hidden until you attack or until the end of your next turn. Alternately, if you are not in combat, you can use Charisma (Persuasion) to achieve the same result while in the midst of a crowd of people, with your check acting like a Stealth check with respect to anyone who would be looking for or on guard against you specifically or suspicious folk generally. You slip away, and others briefly lose track of where you are.   Pestering Wound Rank 3 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 each time the target moves or is moved before the end of your next turn, it takes two exploit dice of necrotic damage. Both of these are three dice if the triggering attack was with an axe or spear weapon. The injury caused by your attack tears open when your foe tries to maneuver.   Phalanx Assault Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon while you are wielding a shield and within 5 feet of any ally who is using a shield, add three exploit dice to your attack’s damage, you and that ally get a +2 bonus to AC and saving throws until the end of your next turn, and until the end of your next turn, your other allies gain the benefit of half cover while they are within 5 feet of either one of you or while either one of you is between them and the enemy. These benefits stack with the Phalanx Formation stance, and if both apply then the cover granted is three-quarters cover. From behind your ready shield, you pound your foe and bark an order, calling for defensive tactics.   Pinning Shot Rank 3 Exploit • Offensive, Weapon When you hit a creature with a ranged attack using a piercing or slashing projectile or thrown weapon, add three exploit dice to your attack’s damage, and one enemy within 5 feet of the target must make a Dexterity saving throw. On a failed save, it takes the same damage as your target, and both the target’s and the chosen enemy’s speeds are reduced to 0 until the end of your next turn. On a successful save, only the first target’s speed is reduced to 0. Your arrow passes through one enemy to pin another.   Piquing Dare Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon, add three exploit dice to your attack’s damage or four if you had advantage on the attack roll. Additionally, the target is marked by you for 1 minute. If the target does not attack you on its turn while it’s marked by this exploit, you can either make one melee weapon attack against it or safely move up to 5 feet closer to it at the end of its turn (no action required). At the end of each of its turns, the target can make a Wisdom saving throw, ending the exploit on a success. With a precise and provoking blow, you mark your foe and defy them to ignore you on pain of further attack.   Pitiless Grapple Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon while you have a free hand, add three exploit dice to your attack’s damage, and the target must succeed on a Strength saving throw or be grappled by you. Until this grapple ends, your melee weapon attacks against the target add your exploit die to damage on a hit and have +2 critical threat range; e.g., from a natural 20 to an 18-20. You grip your foe mercilessly, striking terrifying blows as it struggles to escape.   Prime Shift Rank 3 Exploit • Stance As a bonus action, you enter the Prime Shift stance. Until the stance ends, the first time on your turn you hit a foe within 30 feet of you with a ranged attack using a weapon, you can safely move up to half your speed. Always in motion, you dart in for the shot before spinning away.   Profit from Weakness Rank 3 Exploit • Offensive, Weapon As a reaction, when a creature within 5 feet of you hits you with a melee attack while you are wielding a finesse weapon, you gain a +4 bonus to AC against the triggering attack, possibly causing it to miss. Additionally, the triggering creature must succeed on a Dexterity saving throw or they take three times your weapon’s damage plus three exploit dice and are knocked prone. You step aside as the enemy’s attack sweeps toward you. You then strike into a place where the foe is open.   Punishing Storm Rank 3 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 two exploit dice to your attack’s damage, and you can make one additional melee attack using your other weapon against the target. On a hit, add two exploit dice to your attack’s damage, and you can safely move up to 5 feet and make one additional melee attack using either weapon against a different creature within reach. On a hit, the target suffers the attack’s normal effects, and must make a Strength saving throw or you add two exploit dice to your attack’s damage and knock the enemy prone. You strike twice at the foe, dancing aside, and deliver a sudden strike with your secondary weapon to send the enemy sprawling.   Quick Recovery Rank 3 Exploit • Pet, Utility As a reaction, when your companion pet suffers an effect that a save can end and is within 120 feet of you, you can command your companion to shake it off, allowing it to make one additional saving throw against the effect and add two exploit dice to the save. Additionally, your pet can spend two hit dice to regain hit points and add two exploit dice, and can stand up if prone (not an action). Your quick command allows your companion pet to recover from an ill effect.   Raining Death Rank 3 Exploit • Offensive, Weapon As an action, make a ranged attack using a weapon against any number of creatures you are hidden from within 30 feet of you. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. On a hit, add two exploit dice to your attack’s damage. From the shadows, you send out a barrage of attacks, raining death upon your foes.   Rain of Bronze Rank 2 Exploit • Stance, Weapon As a bonus action while you are wielding a melee weapon, you enter the Rain of Bronze stance. Until the stance ends, any enemy that starts or ends its turn within 5 feet of you takes your exploit die plus your Strength or Dexterity modifier in damage of the same type as the weapon you are wielding, but only if you are able to take reactions. This stance ends if you are not wielding a weapon at the end of your turn. You constantly swing your weapon about, slashing and cutting into nearby enemies.   Rallying Deflection Rank 3 Exploit • Utility As a reaction, when an enemy hits you with a ranged weapon attack while you are wielding a shield, you can reduce the damage by your exploit die + your level. Then one ally within 30 feet of the triggering enemy who can see or hear you can use their reaction to make a charging attack against the triggering enemy. On a hit, your ally adds your exploit die to their attack’s damage. You catch the arrow on your shield and send your ally forward to meet the shooter.   Ready the Charge Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a two-handed or unarmed weapon, add three exploit dice to your attack’s damage, and the target must make a Strength saving throw. On a failed save, you can push the target up to 20 feet. On a successful save, you can push the target up to 10 feet. Additionally, on a failed save each ally who was within 5 feet of the target at any point before or during this forced movement can use their reaction to make a charging attack against it, whereas on a successful save only allies within 5 feet before the push can do so. You push your foe back, clearing the path for your allies to charge the creature.   Reeling Blow Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon while you have a free hand, add three exploit dice to your attack’s damage, and the target must make a Constitution saving throw. On a failed save, the target is pushed up to 15 feet, and for 1 minute, the target is dazed. On a successful save, you can push the target up to 5 feet, and the target is dazed until the start of your next turn. The target can repeat the saving throw at the end of each of its turns, ending the exploit on a success. You batter your enemy with a powerful blow and send it stumbling away from you.   Relentless Pressure Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon while you are wielding a shield, add three exploit dice to your attack’s damage, and for 1 minute, the target can only use melee weapon attacks while you are within 5 feet of it. Any other action or reaction it takes provokes an opportunity attack from you, and if you hit, it must make a Constitution save or the action fails and its turn ends. The target can make an Intelligence saving throw at the end of each of its turns, ending the exploit on a success. Jabbing and pushing with your shield, you force your foe into using rudimentary attacks.   Reorient the Axis Rank 3 Exploit • Utility As a bonus action, choose any number of allies within 60 feet who can see or hear you. Each target can safely move 5 feet (not an action), and may then optionally use their reaction to safely move up to half their speed. You realize that your allies need to adjust their formation, so you order several to move to new locations.   Resume the Hunt Rank 3 Exploit • Utility As either a bonus action on your turn or a reaction on any turn upon you reducing an enemy to 0 hit points, you can safely move 5 feet and can then move up to your speed. Additionally, until the end of your next turn, you gain a +2 bonus to AC and saving throws. You drop a foe and then spring away in search of the next fight.   Rousing Call Rank 3 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 unconscious or dying ally within 30 feet of you makes a Constitution saving throw and adds your exploit die – against the DC of the effect or creature that made them unconscious, or against their current death save DC. On a success, an ally immediately stabilizes if dying, wakes up if dying or unconscious, and can spend a hit die to heal plus your exploit die. Afterwards, each prone ally who is conscious within 30 feet of you who can see or hear you can immediately stand up (no action required), including those you just revived. Fallen comrades cannot help but answer your call as your battle cry stirs the most melancholy of hearts.   Sadistic Splash Rank 3 Exploit • Offensive, Skill, Weapon As an action while you have a free hand and a poisoner’s or alchemist's kit with which you are proficient, make a ranged attack roll against every creature in a 5 foot radius burst within 30 feet of you. On a hit, deal two exploit dice of acid damage and two exploit dice of poison damage, and the target must make a Constitution saving throw. On a failed save, for 1 minute, the target is poisoned and Weakened and blinded, and takes one exploit die of poison damage and one exploit die of acid damage at the start of each of its turns. On a successful save, the target is Weakened and poisoned until the start of your next turn. The target can repeat the saving throw at the end of each of its turns, ending the exploit on a success. You cripple your foe with painful chemical burns.   Savage Rend Rank 3 Exploit • Offensive, Weapon When you hit a creature in melee with both of your weapons while wielding a separate melee weapon in each hand, add your exploit die to each attack’s damage, and you can make two additional attacks against the target, one with each weapon. On each hit, add your exploit die to your attack’s damage. You deliver a series of deadly blows to an enemy that lets its guard down.   Scent of Victory Rank 3 Exploit • Offensive, Weapon As an action, choose any number of allies you can see within 60 feet of you who can see or hear you. Each chosen ally can use their reaction to move up to half their speed then make a weapon attack against a bloodied creature within 5 feet of them. On a hit, add two exploit dice to the damage of your ally’s attack. As your enemies stagger from their wounds, you can smell victory. Your allies respond with a furious assault.   Shadow Stride Rank 3 Exploit • Skill, Utility As a bonus action, while you are hidden, make a Dexterity (Stealth) check plus your exploit die, and move up to your speed to a space where you have concealment or cover. Unless the check fails to beat an enemy’s passive Perception, you remain hidden during the move, even if you are not obscured. If you remained hidden from an enemy, add your exploit die to your next attack roll or skill check against that enemy before the end of your next turn. You silently step from shadow to shadow, slipping past your foes unseen and unheard.   Shed the Mark Rank 3 Exploit • Utility As a bonus action, if you are marked or quarried, the marked and / or quarried condition ends, you can safely move up to 5 feet, and until the end of your next turn you have a +4 bonus to AC and saving throws against any creature that had previously had you marked or quarried. Your enemies can’t keep track of your fast movements.   Shepherding Slice Rank 3 Exploit • Offensive, Pet, Weapon As an action, you can safely move up to half your speed. Make a melee attack using a weapon against up to three creatures you are within 5 feet of during your movement, with a separate attack roll for each target. On a hit, add two exploit dice to your attack’s damage, and you can move the target up to 15 feet to a space within 5 feet of your companion pet. If you targeted only one creature, you instead add four exploit dice and can move the target up to 30 feet. Additionally, for 1 minute, you can verbally command your companion pet to make on opportunity attack once each turn without using its reaction, and whenever your pet hits a creature with a melee weapon attack, it can move the target up to 5 feet. In a flurry of movement, you send your enemies careening toward your companion pet, which is unlikely to let them escape.   Shield and a Hard Place Rank 3 Exploit • Offensive, Weapon As an action, while you are wielding a shield, choose one creature that is either prone, within 5 feet of blocking terrain, or within 5 feet of your ally. The target must make a Strength saving throw at disadvantage. On a failed save, the target takes your Strength modifier + six exploit dice of bludgeoning damage, and it is grappled. Until the grapple ends, the target takes your Strength modifier + exploit die bludgeoning damage at the start of each of its turns. On a successful save, the target takes half as much damage, and you can move it up to 5 feet. Having maneuvered your foe into a disadvantageous position, you lunge and trap it with your shield.   Shield Ripper Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon, add three exploit dice to your attack’s damage, and for 1 minute, the target suffers a -2 penalty to AC and to Strength, Constitution and Dexterity saving throws. If the target had a shield equipped, the shield is ripped from them and drops in a random space adjacent to them, further decreasing their AC; if the target had, or in response tries to bring up a spell that manifests as a shield, protective aura or the like, make a dispel check (as per the dispel magic spell) using your attack ability modifier to try to dispel each such effect. The target can make an Intelligence saving throw at the end of each of its turns, ending the AC and save debuff from this exploit on a success. You strike past your enemy’s guard and hew through the foe’s defenses.   Shift the Battlefield Rank 3 Exploit • Offensive, Weapon As an action, make a melee attack using a weapon against any number of creatures within your reach + 5 feet of you, with a separate attack roll for each target. On a hit, add two exploit dice to your attack’s damage, and you can move the target up to 5 feet. As part of the maneuver’s resolution, you safely move to any open space within your reach + 5 feet, including a space opened up by an enemy’s departure. With supreme skill and great resolve, you maneuver your enemies where you want them.   Shocking Assault Rank 3 Exploit • Fear, Offensive, Skill, Weapon When you take the attack action and have disadvantage on the attack, you may make a Strength (Intimidate) or Charisma (Intimidate) check in place of the attack roll, which still has disadvantage. If you hit, add three exploit dice to your attack’s damage, half the total damage of your attack is psychic damage, and for 1 minute the target is frightened, has a -2 penalty on AC and attack rolls, and has their speed reduced to 0. The target can make a Wisdom saving throw at the end of each of its turns, ending the exploit on a success. You rush your opponent, and before it can react, you pin the creature in place with steel and its own fear.   Shooter’s Nemesis Rank 3 Exploit • Utility As a reaction, when you are hit by a ranged or spell attack, you can spend up to three hit dice. For as many hit dice as you spent, regain that many hit points, then prevent twice that many exploit dice of damage from the triggering attack. The fact that your enemy is too cowardly to close to melee swells your confidence.   Situational Advantage Rank 3 Exploit • Offensive, Weapon When you hit a creature with a ranged attack that had advantage using a sling or thrown weapon, until the end of your next turn, you and each ally within 60 feet can see or hear you add three exploit dice to damage rolls on attacks that have advantage, including the triggering attack. Your attack against an unprepared enemy gives you and your allies a decided advantage.   Sniper’s Shot Rank 3 Exploit • Offensive, Weapon As an action, make one ranged attack against an enemy. If you hit, add six exploit dice to your attack’s damage, and the target must succeed on a Constitution saving throw or the attack becomes a critical hit. If the attack was already a critical hit, the target instead must succeed on a Constitution saving throw or your attack deals maximum damage. You draw a bead on your chosen opponent and take the shot.   Spinning Top Rank 3 Exploit • Offensive, Weapon As an action, make an attack using a 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 two exploit dice to your attack’s damage, and the target must make a Strength or Dexterity saving throw (the same ability score with which you made the attack). On a failed save the target is pushed up to 5 feet, and if it was within 5 feet of any of your allies, those allies can make an opportunity attack against it. With a wild, wheeling attack, you send your foes careening into your allies’ waiting weapons.   Spitting Cobra Stance Rank 3 Exploit • Stance As a bonus action, you enter the Spitting Cobra stance. Until the stance ends, you can make a ranged opportunity attack against any enemy within 30 feet that you can see who moves closer to you. You stand ready to launch a quick attack against any foe that menaces you.   Spray of Arrows Rank 3 Exploit • Offensive, Weapon As an action, make a ranged attack with a weapon against any number of creatures you can see within a 15-foot cone originating from you. You must have ammunition for each target, as normal, and you make a separate attack roll for each target, ignoring the usual disadvantage for firing at point blank range. On a hit, add four exploit dice to your attack’s damage. You fire repeatedly with a short draw, showering arrows at each enemy in front of you.   Springback Shot Rank 3 Exploit • Offensive, Weapon As a reaction, when an enemy enters a space within 5 feet of you during its turn, you can safely move up to half your speed, but cannot end this movement within 5 feet of the triggering enemy. Then make a ranged attack using a weapon against the triggering enemy. On a hit, add three exploit dice to your attack’s damage, and the target must succeed on a Wisdom saving throw or have its speed reduced to 0 for 1 minute. The target can repeat the saving throw at the end of each of its turns. As an enemy rushes your position, you spring back suddenly and fire at it, discouraging it from approaching.   Staggering Assault Rank 3 Exploit • Offensive, Weapon When you hit a creature with an attack using a weapon, add three exploit dice to your attack’s damage, and the target’s speed is reduced by 10 feet for 1 minute. Additionally, for 1 minute, whenever you hit the target with an attack, its speed is reduced by 10 feet for 1 minute. While suffering any speed reduction from this exploit, the target can make a Constitution saving throw at the end of each of its turns, removing 10 feet of speed reduction on a success; if it removes all speed reductions, the effect ends. You deal a savage strike that staggers your adversary.   Stalwart Guard Rank 3 Exploit • Stance As a bonus action, you enter the Stalwart Guard stance. Until the stance ends, enemies provoke opportunity attacks from you if they approach within reach of one of your allies. You can safely move up to 5 feet (not an action) toward a space where the enemy is within your reach before taking this attack. You focus your attention on guarding your allies’ backs.   Stay on Target Rank 3 Exploit • Offensive, Weapon As a reaction, when an enemy enters a space within 15 feet of you while you are wielding a thrown weapon, you can make a ranged attack using your thrown weapon against the triggering enemy. On a hit, add three exploit dice to your attack’s damage, and each ally within 15 feet of the enemy who can see or hear you can use their reaction to make a melee or ranged weapon attack against your target. On a hit, your ally adds your exploit die to their attack’s damage. You and your comrades train your fire on an enemy drawing near.   Steely Persuasion Rank 3 Exploit • Skill, Utility As a reaction, when you fail an Intimidation or Performance check while you are wielding a weapon, you can reroll the check and use the better result. Your skill with your weapon is enough to daunt even stalwart foes.   Stop Thrust Rank 3 Exploit • Offensive, Weapon As a reaction, when an enemy enters a space within 15 feet of you, you can safely move up to 15 feet to a space within 5 feet of the target. Then make a melee attack using a weapon against the target. On a hit, add three exploit dice to your attack’s damage, and the target’s speed becomes 0 until the start of your next turn. If the target moved as part of a charge or an exploit that was going to result in an attack, it can attack you instead of the original target of its maneuver. As the enemy moves to attack, you respond by rapidly advancing and striking.   Strength from Pain Rank 3 Exploit • Stance As a bonus action, you enter the Strength from Pain stance. While you are bloodied, exploits you use cost one less exploit die, to a minimum of zero, but you lose 1d6 hit points each time you use an exploit. This stance ends immediately if you regain hit points. The pain of your wounds opens the floodgates to your inner strength.   Strength of Conviction Rank 3 Exploit • Utility As a bonus action, choose any number of allies within 30 feet of you who can see or hear you. Each target can spend up to two hit dice to regain hit points. Additionally, for 1 minute, any time one of these creatures regains hit points, including from this exploit, they roll your exploit die and add it to the amount healed. You create an area of calm even as violence rages around you.   Strider Stance Rank 3 Exploit • Stance As a bonus action, you enter the Strider stance. Until the stance ends, you can use a bonus action to choose yourself or one ally you can see within 30 feet of you who can see or hear you; you also make this choice as part of the bonus action with which you initiate the stance. The target can safely move up to 5 feet and adds your exploit die to their damage rolls until the end of their next turn. You stand ready to change position quickly or to point out opportunities for your allies to do so.   Subtle Cut Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a light or one-handed weapon that deals slashing or piercing damage, including natural weapons like claws, the target must make a Constitution saving throw. On a failed save, the target suffers Bleed of three exploit dice. Until the bleeding ends, the target’s speed is halved. On a successful save, the target only suffers Bleed of your exploit die, and its speed is not reduced by the bleeding. After the exploit is resolved, you can safely move up to 5 feet. You deftly maneuver to precisely slash your foe, drawing its blood and slowing it with suffering.   Surging Assault Rank 3 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 any number of allies within 5 feet of you or the target who can see or hear you. Each chosen ally gains a +2 bonus to AC and saving throws and attack rolls until the end of their next turn, and can spend up to two hit dice to regain hit points, adding two exploit dice to the amount healed. Your powerful strike gives an ally the means to recover from their injuries and rejoin the battle.   Sweeping Whirlwind Rank 3 Exploit • Offensive, Weapon As an action, while you are wielding a separate melee weapon in each hand, make a melee attack using a weapon against any number of creatures within 5 feet of you with a separate attack roll for each target. On a hit, do damage as if you hit with both weapons, and the target must succeed on a Dexterity saving throw or take two exploit dice in additional damage and be pushed up to 15 feet and knocked prone. You slash and stab at surrounding foes with unbound fury, knocking them off balance.   Swift Strike Rank 3 Exploit • Offensive, Weapon When you hit a creature with an attack using a finesse or ranged weapon, add three exploit dice to your attack’s damage. If the target has not yet taken an action during this encounter, add five exploit dice instead. Your brutal efficiency makes your enemy pay for its lack of initiative.   Swirling Leaves of Bronze Rank 3 Exploit • Offensive, Weapon As an action, while you are wielding a separate melee weapon in each hand, make a melee attack using a weapon against any number of creatures within 5 feet of you, with a separate attack roll for each target and giving yourself disadvantage on each attack. On a hit, add five exploit dice to your attack’s damage. You spin around with blades outstretched, unbalanced but hitting hard if you do manage to hit.   Tactical Shift Rank 3 Exploit • Utility As a reaction, when an ally is hit by an attack roll, roll your exploit die and you allow the triggering ally to use their reaction to safely move up to half that many squares, rounded up. (e.g., up to 3 squares or 15 feet on a roll of 5 or 6.) If the ally is no longer a valid target after the movement, the triggering attack misses. Your mastering of battle tactics and stern commands allow you to move an ally out of harm’s way, turning a certain hit into a near miss.   Tactical Withdrawal Rank 3 Exploit • Offensive, Weapon When you hit a creature with an attack using a melee or ranged weapon, add three exploit dice to your attack’s damage, and the target must succeed on an Intelligence saving throw or be unable to take reactions for 1 minute. The target can repeat this save at the end of each of their turns, ending the effect on a success. Additionally, each ally within 5 feet of the target, including you if in range, can use their reaction to move up to half their speed, and must end this movement in a space that is not within 5 feet of the target. You land a final blow on the enemy and then command a temporary retreat.   Tag the Prey Rank 3 Exploit • Offensive, Quarry, Weapon When you hit a creature with a ranged attack using a weapon, add three exploit dice to your attack’s damage, and you designate the target as your quarry. If the target was already your quarry, you can follow up with another weapon attack against the same target. Your keen hunter’s instinct picks out this foe from the rest.   Teachable Moment Rank 3 Exploit • Utility As a bonus action, for 1 minute, each time you hit with a weapon attack, one ally who can see or hear you adds your exploit die to their next damage roll. Each time you miss with a weapon attack, one ally who can see or hear you adds your exploit die as a bonus to their next attack roll. Your successes show your allies where the enemy is weak, and your failures show them where it is too strong.   Terrain Dominance Rank 3 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 times if the target is in difficult terrain, and the target must succeed on a Dexterity saving throw or be moved up to 10 feet. If the target ends this movement in difficult terrain, it is knocked prone. Additionally, for 1 minute regardless of the save, you and your allies who can see or hear you gain a +2 bonus to attack rolls against targets in difficult terrain. You drive your foe into hindering terrain, showing your allies how to utilize the battlefield to their advantage.   Terrifying Impact Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon, add three exploit dice to your attack’s damage, or four if you made the triggering attack using an axe, hammer, or mace. Additionally, choose any number of creatures within 15 feet of the target who can see you. Each chosen creature must succeed on a Wisdom saving throw or be pushed up to 5 feet. Giving an exultant battle cry, you pulverize an opponent and put the fear of impending doom in nearby foes.   Thousand Arrow Awareness Rank 3 Exploit • Offensive, Weapon As an action, you create a 15-foot radius zone centered on a point you can see within 120 feet. Make a ranged attack using a bow or crossbow against any number of creatures within a 15-foot radius of that point. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. On a hit, add two exploit dice to your attack’s damage. For 1 minute, when a creature enters the zone you designated, you can make a ranged weapon attack against it as an opportunity attack (which normally uses your reaction barring other options you may have). You can move the designated area up to 15 feet on your turn as a bonus action. You mark an area in your mind and feed arrows into it every time you have a spare moment.   Tracing Shot Rank 3 Exploit • Offensive, Weapon When you hit a creature with a ranged attack using a weapon, add three exploit dice to your attack’s damage, and for 1 minute, you add your exploit die to the damage rolls of melee or ranged attacks you make against the same target from within 15 feet. You hit your foe in a weak spot, and use that wound to guide subsequent attacks up close.   Undaunted Stride Rank 3 Exploit • Skill, Stance As a bonus action if you are trained in Acrobatics, you enter the Undaunted Stride stance. Until the stance ends, your movement cannot be reduced by spells or exploits, your movement is not hindered by difficult terrain, you can squeeze through spaces one size smaller than you without slowing down, and you can move through enemy spaces without slowing down (though you still provoke for doing so). You expertly navigate through even the most cluttered and sodden battlefields.   Unintended Feint Rank 3 Exploit • Utility As a reaction, when an ally within 30 feet of you who can see or hear you misses with an attack, you allow the target to reroll the triggering attack. If the attack now hits, add two exploit dice to the attack’s damage. As your ally misses, you spot an opening that the attack created. You point it out so that your friend can immediately take advantage of it.   Unstoppable Assault Rank 3 Exploit • Offensive, Weapon As a reaction, when an enemy tries to grapple you, restrain you, enter your space, subject you to forced movement, or make you prone while you are wielding a shield, you can make one melee attack using a weapon against the triggering enemy. On a hit, add three exploit dice to your attack’s damage, and until the end of your next turn, the target cannot perform any of the triggering acts, though any other effects of their attack (such as simple damage) can still proceed. Additionally, for 1 minute, you can use a bonus action to choose one enemy within 5 feet of you. The chosen enemy cannot perform any of the triggering acts until the end of your next turn, though any other effects of their attack can still proceed. You fend off an enemy’s advance by striking hard and then jabbing the foe with the edge of your shield.   Vexing Escape Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a spear or polearm, add three exploit dice to your attack’s damage, and you can safely move 5 feet and then move up to half your speed. Additionally, for 1 minute, each time the target enters a space within their reach of you, as a reaction you can safely move up to 5 feet and then move half your speed. Your timely act allows you to break away from combat, and you remain one step ahead of your foe thereafter.   Vexing Sting Rank 3 Exploit • Offensive, Weapon When you hit a creature with an attack using a finesse or ranged weapon, add three exploit dice to your attack’s damage, and the target suffers a -2 penalty to attack rolls for 1 minute. Each time they miss with an attack, the penalty increases by 1 on all further attacks until the end of their next turn, with the duration of the expanded penalty extending another round if they also miss on their next turn. The target can make a Wisdom saving throw at the end of each of its turns, ending the exploit on a success. Despite your foe’s armor, you drive your point home, disheartening it.   Victorious Surge Rank 3 Exploit • Offensive, Weapon When you critically hit an enemy with a melee attack using a weapon, add two exploit dice to your attack’s damage, and you regain hit points as if you had spent two hit dice to regain hit points. Your enemy’s howl of pain is like music to your ears, making you forget about your own wounds.   Warrior’s Grit Rank 3 Exploit • Utility As a bonus action, until the end of your next turn, you ignore any effect that reduces your speed and all effects of the dazed, exhausted, frightened, paralyzed, poisoned, stunned, and weakened conditions, as well as any effect that prevents you from taking bonus actions or reactions. Add your exploit die to any saving throws you make during this time. (You can use this exploit even if you would otherwise currently be prevented from taking bonus actions.) With pure determination, you ignore weakness and battle on.   Weathered Resilience Rank 3 Exploit • Stance As a bonus action, you enter the Weathered Resilience stance. Until the stance ends, you gain resistance to all damage while you are bloodied. Each setback, stumble, or wound bolsters your determination to succeed.   White Raven Strike Rank 3 Exploit • Offensive, Weapon When you hit a creature with a melee attack using a weapon, add three exploit dice to your attack’s damage, and up to two allies of your choice within 60 feet of you who can see or hear you gain three exploit dice + your Charisma modifier in temporary hit points. If you reduce the target to 0 hit points with this exploit, those allies can also make a saving throw with advantage against one ongoing effect that a save can end. You land a punishing blow that ignites the fire within your allies and keeps them alive on the battlefield.   Whirling Bladestorm Rank 3 Exploit • Offensive, Weapon As an action, make a melee attack using a weapon against any number of foes within your normal reach + 5 feet, with a separate attack roll for each target. If you are wielding a flail, heavy blade, or axe, you gain a +2 bonus to the attack rolls. Deal double your weapon’s damage to each target that you hit and add two exploit dice to your attack’s damage. Your weapon becomes a whirlwind around you, striking so fast that your enemies have little chance to dodge.

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