Warriors of Myth and Legend New Archetypes and Abilities for Fighters DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Table of Contents

Foreword . . . . . . . . . . . . . . . . . . . . . . . . . 3 Design Notes . . . . . . . . . . . . . . . . . . . . . . 4 Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Martial Archetype: Weapon Master . . . . . . . . . . . . . . . . . . . . .5 Martial Archetype: Legendary Warrior . . . . . . . . . . . . . . . . . .6 Stances . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Martial Practices . . . . . . . . . . . . . . . . . . .9 Martial Exploits . . . . . . . . . . . . . . . . . . . 10 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . .17

Foreword There's always going to be a certain amount of tension between martial classes and spell casters in a game like Dungeons and Dragons. On the one hand you have classes that are in theory supposed to accomplish tasks purely through skill and grit, and others that bend the fabric of reality to their will. So... you have “the hero who's the best at fighting,” and “the hero who's the best at magic”, but “magic” can be used for pretty much everything, including fighting. Different editions of Dungeons and Dragons tried to address this tension in various ways. I'm not here to editorialize or comment on how each edition has dealt with it. What I will do is look back at a certain Legends and Lore article from 2012, in which Mike Mearls lays out the design goals for the Fighter class in the then-upcoming 5th edition of Dungeons and Dragons. In general, I think we're doing pretty well until we reach this point:



“3. The Fighter Exists in a World of Myth, Fantasy, and Legend Keeping in mind the point above, we also have to remember that while the fighter draws on mundane talent, we’re talking about mundane within the context of a mythical, fantasy setting. Beowulf slew Grendel by tearing his arm off. He later killed a dragon almost singlehandedly. Roland slew or gravely injured four hundred Saracens in a single battle. In the world of D&D, a skilled fighter is a one-person army. You can expect fighters to do fairly mundane things with weapons, but with such overwhelming skill that none can hope to stand against them.”



A fighter who is firmly rooted in the theme of the “mythological hero”. A very worthy goal! This is one of my primary inspirations when I designed these archetypes. Going through the rest of the list, I have reservations here and there, but here's something I feel I need to take to heart when designing these archetypes:

“6. A High-Level Fighter and a High-Level Wizard Are Equal Too often in D&D, the high-level fighter is the flunky to a high-level wizard. It’s all too easy for combinations of spells to make the wizard a far more potent enemy or character, especially if a wizard can unleash his or her spells in rapid succession. A wizard might annihilate a small army of orcs with a volley of fireballs and cones of cold. The fighter does the same sword blow by sword blow, taking down waves of orcs each round. Balancing the classes at high levels is perhaps the highest priority for the fighter, and attaining balance is something that we must do to make D&D fit in with fantasy, myth, and legend. Even if a wizard unleashes every spell at his or her disposal at a fighter, the fighter absorbs the punishment, throws off the effects, and keeps on fighting.”



Not only do we want a fighter that embodies the spirit of the mythological hero, but we want a fighter that could, in theory, withstand the entirety of a wizard's magical arsenal and keep on fighting. This is no easy feat, given what high-level wizards are capable of, short of making the fighter simply immune to spells at a certain point (which would have its own problems). At the very least, the fighter should be able to slay scores of foes each round in order to maintain parity with the wizard and other casters. Furthermore, when I create these archetypes, I want to bring the fighter and the spell caster both closer together and further apart. Confusing at first glance, what I mean is I want to more clearly define what role(s) in the game the fighter is supposed to play—thus making them more different than other classes. I also want to bring them closer together, in making a fighter more closely related to expendable resources—like a spell caster. This ensures that a fighter and a caster are still playing the same game, so to speak. However, the most important thing in my view is to make sure the fighter can do amazing things that might be able to compete in spectacle with a spell like teleport, resurrection, or meteor swarm. If the fighter needs to bend reality a bit to make that happen, that's okay, as long as we stick to the theme of the fighter being a mighty warrior in a fantasy setting. This is not a foot soldier in Medieval Europe. This is Beowulf battling Grendel. This is Hercules overcoming the twelve labors. Sidebar: On Short Rests The class archetypes presented in this document rely on short rests to replenish their resources. In general, they assume that the classes receive one short rest after every two combat encounters for a 6-8 encounter day, or one short rest after every combat encounter for a 3-4 encounter day (which are presumably more difficult than the encounters faced in a longer adventuring day). At 2 or fewer combat encounters per day, the classes will likely not stack up well with full casters which have a suite of more powerful daily resources (though they'll likely fare better than similar archetypes in the Player's Handbook). Consider making adjustments to short rests to ensure your players receive this many short rests on a typical adventuring day, such as shorteneing the duration of a short rest to 5-10 minutes. These are, of course, only guidelines and suggestions, and are hardly required for using this material.

Design Notes Here I want to give Dungeon Masters and players some notes on the design principles for the material in this document, to hopefully help you guys a better idea as to whether or not this is material you want to include in your game. At the very least, it should help give you some idea on what I was trying to accomplish here, and let you judge on how well I did so. Hey, feedback's always welcome too!



Exploits: Martial exploits are an adaptation of the maneuvers from the Tome of Battle and the fighter powers from 4th edition Dungeons and Dragons. Unlike the maneuvers offered by the Battle Master fighter, exploits scale up in power aggressively as your level increases, and come in different tiers with varying levels of power. Exploits not only aid you by allowing you to fight in new ways and make you tougher, but also enable to you to perform heroic feats in battle worthy of legend, such as taking a chunk out of an army round-by-round or striking every enemy you can see with an arrow with one action. The tiering system of exploits makes sure a fighter has something new to look forward to when gaining additional levels.



Martial Practices: The purpose of martial practices is to truly allow the fighter to live up to the legend. Though they can assist a fighter in battle, they're also meant to be more broadly applicable to non-combat situations. In my mind, if we compare the fighter to the warlock, exploits occupy the same design space as spells, stances occupy the same design space as cantrips, and martial practices occupy the same design space as invocations.



Legendary Warrior: Despite the Weapon Master being presented first, this one was actually the first one I designed. At one point in Dungeons and Dragons history, it was stated that balance between the wizard and the fighter was based on the fact that the wizard had reality-warping spells, but the fighter could use all different kinds of magical weapons and armor. This made sense when the wizard could only obtain spells by looting them, just like the fighter would obtain his or her magical armaments by looting them. This is no longer the case, and the wizard gets a bunch of spells for free. So... why can't a fighter get a bunch of magical items for free? Let's try it! It's even thematic; many heroes from myth and legend are closely associated with their legendary armaments—like King Arthur and Excalibur, or Roland and Durendal.



Weapon Master: However, as I designed the Legendary Warrior, it occurred to me that many Dungeon Master may not be quite so comfortable with the archetype's overall design. Either they don't want that many magical items in their game, or they just don't want a fighter that's meant to represent a demigod. Fair enough! Thus began the design of the Weapon Master, who can still utilize exploits and martial practices, but clings a little bit more closely to the mundane in theme. Ideally, the Weapon Master should still be powerful enough to accomplish what I want to do with the fighter but also be more thematically appropriate for a Dungeon Master who wants to keep stricter control of magical armaments.



Overall Power: Are these archetypes overall more powerful than the fighter archetypes presented in the Player's Handbook? Almost certainly. Again, without editorializing, I feel this was necessary to reach the design goals, especially the one where it needed to be equal at higher levels to a high-level wizard. It is something to be aware of. If you are against the idea of adjusting the fighter upwards in terms of power, these archetypes may not be for you.

Fighters

From Beowulf to Hercules to Cú Chulainn, the martial exploits of many heroes have been immortalized in myth and legend. These heroes are fighters—extraordinary warriors who went beyond the limits of mortality as exemplars of martial prowess. Martial Archetypes In order to utilize martial powers, called Exploits, a fighter may select either the Weapon Master or Legendary Warrior archetype. Weapon Master As a weapon master, you are well-trained in the use of armor and weapons. Not only that, but your with your legendary strength or agility and indomitable fortitude, you will eventually become a peerless warrior, even among the greatest mortal champions. The Weapon Master Fighter Level Stances Known Exploits Known Exploit Slots Slot Tier Practices Readied 3rd 2 2 3 1 1 4th 2 3 3 1 1 5th 2 4 3 2 1 6th 2 5 3 2 1 7th 2 6 3 2 1 8th 2 7 4 2 1 9th 2 8 4 3 2 10th 2 9 4 3 2 11th 2 10 4 3 2 12th 3 11 4 3 2 13th 3 12 5 4 2 14th 3 13 5 4 2 15th 3 14 5 4 3 16th 3 14 5 4 3 17th 3 14 5 5 3 18th 3 15 6 5 3 19th 3 15 6 5 3 20th 3 15 6 5 3 Exploits When you choose this archetype at the 3rd level, you begin to master exploits, a type of martial maneuver that is handled in a similar manner to warlock's Pact Magic. Exploits represent powerful displays of martial prowess. Stances. You learn two stances of your choice, which are detailed here. You learn an additional stance of your choice at the 12th level. Exploits Known. The Weapon Master table shows when you learn more Martial Exploits of the 1st tier or higher. The exploit you learn must be of a tier no higher than what's shown in the table's Slot Tier column for your level. For example, when you reach 6th level, you learn a new exploit, which can be 1st or 2nd tier. Exploits are detailed here. Additionally, when you gain a level in this class, you can choose one of the exploits you know and exchange it with another exploit, which also must be of a level no higher than what's shown in the table's Slot Tier column for your level. Exploit Slots. The Weapon Master table shows how many exploit slots you have. To perform one of your known martial exploits, you must expend an exploit slot. You regain all expended exploit slots after you finish a short or long rest. Saving Throws. If an exploit calls for a saving throw, the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) unless stated otherwise. Martial Practices When you choose this archetype at the 3rd level, you unlock the potential to increase your capabilities by performing various exercises, meditating, partaking of carefully-chosen food and drink, and other acts of mental and physical conditioning. Over time, you are conditioned into a warrior of extraordinary skill and power. During a long rest you perform at least 1 hour of physical and/or mental conditioning, which does not interrupt your rest. When you do so, choose one or more Martial Practice to ready. At the end of your long rest, you gain the benefits of those practices until you finish another long rest. Practices Readied. The Weapon Master table shows how many Martial Practices you can ready when you take a long rest. Martial practices you can choose are detailed here. Weapon and Armor Specialization At 7th level, you continue to refine your mastery with armor and weapons. Performing martial exploits pushes you to the limits of your past training, and you must adapt in order to one day reach true mastery. You are always considered proficient in Constitution saving throws made to maintain concentration on an exploit when you take damage, and you add double your proficiency bonus to those saving throws instead of your normal proficiency bonus. Additionally, you gain a benefit based on your 1st level choice of fighting style. Archery. When you make a ranged weapon attack on your turn, you can use a bonus action on the same turn to make a ranged weapon attack against a different creature within 30 feet of your target.

Defense. When you are wearing armor, and a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature that missed you. Dueling. When you a melee weapon in one hand and no other weapons, you gain a +1 bonus to melee weapon attack rolls. Great Weapon Fighting. When you make a melee weapon attack with a weapon you are wielding with two hands and you exceed the target's AC by 2 or more, if the target creature is no more than one size category larger than you, you can knock it prone. Protection. When you wield a shield, you have advantage on Strength (Athletics) checks made to push creatures, and you can use your reaction to halve the damage of any attack that hits you as long as you can see the attacker. Two-Weapon Fighting. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. Improved Indomitable At 10th level, you have honed your body and mind to better resist potentially debilitating effects in combat. You become proficient in two saving throws of your choice, and you regain all uses of your Indomitable feature after a short rest rather than a long rest. Armor Mastery At 15th level, you have learned to get the absolute most out of your armor. When wearing armor, you have resistance to piercing, bludgeoning, and slashing damage. Weapon Mastery At 18th level, you have reached a level of mastery with weapons that few could ever dream of. You gain the following benefits: Your weapon attacks score a critical hit on a roll of 19-20.

You add your proficiency bonus to damage rolls with weapon attacks.

When you hit a creature with a weapon attack, if the target has less hit points than twice your fighter level after it takes the damage, it must make on a Constitution saving throw. The DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failure, the target drops to 0 hit points. Legendary Warrior The legendary warrior is a fighter from the epic tales of old. This is not one who masters the mundane, it is one who surpasses it. The legendary warrior can unleash feats of strength and skill that most would deem impossible if not seen it with their own eyes—the stuff that legends are made of. Though you are a fledgling warrior now, in time you will grow exponentially in strength and prowess. Work with your Dungeon Master to determine what exactly has granted you your legendary prowess. Perhaps you have ancient runes carved into your body which imbue you with potent magical enhancements. Perhaps you have been chosen by a deity or forged a pact with another entity who grants you power as a reward for helping it spread its influence. Perhaps you are a demigod; a child of the gods or a mortal embedded with a shard of divinity. The Legendary Warrior Fighter Level Stances Known Exploits Known Exploit Slots Slot Tier Practices Mastered 3rd 2 2 2 1 2 4th 2 3 2 1 2 5th 2 4 3 2 2 6th 2 5 3 2 2 7th 2 6 3 2 2 8th 2 7 3 2 2 9th 2 8 4 3 3 10th 2 8 4 3 3 11th 2 9 4 3 3 12th 3 9 4 3 3 13th 3 10 5 4 3 14th 3 10 5 4 3 15th 3 11 5 4 4 16th 3 11 5 4 4 17th 3 12 6 5 4 18th 3 12 6 5 4 19th 3 12 6 5 4 20th 3 12 6 5 4 Exploits When you choose this archetype at the 3rd level, you begin to master exploits, a type of martial maneuver that is handled in a similar manner to warlock's Pact Magic. Exploits represent powerful displays of martial prowess. Stances. You learn two stances of your choice, which are detailed here. You learn an additional stance of your choice at the 12th level. Exploits Known. The Legendary Warrior table shows when you learn more Martial Exploits of the 1st tier or higher. The exploit you learn must be of a tier no higher than what's shown in the table's Slot Tier column for your level. For example, when you reach 6th level, you learn a new exploit, which can be 1st or 2nd tier. Exploits are detailed here. Additionally, when you gain a level in this class, you can choose one of the exploits you know and exchange it with another exploit, which also must be of a level no higher than what's shown in the table's Slot Tier column for your level. Exploit Slots. The Legendary Warrior table shows how many exploit slots you have. To perform one of your known martial exploits, you must expend an exploit slot. You regain all expended exploit slots after you finish a short or long rest. Saving Throws. If an exploit calls for a saving throw, the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) unless stated otherwise.

Martial Practices When you choose this archetype at the 3rd level, you begin to unlock your true potential as a hero of myth and legend. You master two of the martial practices detailed here. These practices represent talents granted to you by whatever force has granted you your legendary prowess. You always have the benefits of mastered practices. You can choose additional martial practices to master at the 9th and 16th levels. Practices Mastered. The Legendary Warrior table shows how many Martial Practices you have mastered at a given level. Legendary Armaments When you choose this archetype at the 3rd level, your legendary accomplishments begin to become synonymous with the mystical weapons and armor you utilize. You may choose up to two mundane items in your possession. Those items become uncommon magical items of your choice when you wield or wear them (other creatures treat them as mundane items). The magical items you create must follow these guidelines (unless your DM rules otherwise): The item must be appropriate for the type of magic item you wish to create. For example, you can treat a longsword as a sun blade, but not as a berserker axe or bag of holding.

You cannot create magical consumable items such as ammunition, elixirs, oils, potions, or scrolls in this way. Other items with limited uses that do not recharge like dust of disappearance fall into this category.

You cannot create items that require attunement by characters of a class other than fighter.

You cannot create items that modify an ability score, such as a manual of gainful exercise, belt of dwarvenkind, or amulet of health.

You cannot affect decks of cards to create items such as the deck of many things in this way. Otherwise, you can select any magical item in the Dungeon Master's Guide, or other sources at your DM's discretion. As you gain levels in the fighter class; you can affect more items in this way and the rarity of the magic items you create increases, as shown on the Legendary Armaments table. Note that the indicated rarity is a maximum, for example, you can make an uncommon item in place of a rare one, and later swap it out for a rare item (see below). Each time you gain a fighter level, you can choose to replace one of your magic items with a different magic item through the same process, so long as the items affected by this feature do not exceed the Total Magic Items column of the Legendary Armaments table in quantity or rarity. You can delay creating a new item until you come into possession of a desired mundane item to affect if you wish. At the end of a long rest, you can also replace any such items that you are no longer in possession of with a new magic item of the same kind (if it had missing charges or was affected in a similar way, it is in the same condition as the one you misplaced). Doing so means the item you lost is no longer affected by this feature. You cannot replace a magic item in this way if it has something stored in it (such as a bag of holding with stored items) or if it is affecting you or another creature in an ongoing way (such as an oathbow with a sworn enemy). Additionally, starting at the 7th level, you can attune to an additional magical item. You gain another additional attunement slot at both the 10th and 18th levels. Legendary Armaments Fighter Level Total Magic Items Additional Attunement Slots 3rd 2 Uncommon - 4th 2 Uncommon - 5th 2 Uncommon - 6th 2 Uncommon - 7th 3 Uncommon, 1 Rare 1 8th 3 Uncommon, 1 Rare 1 9th 3 Uncommon, 1 Rare 1 10th 3 Uncommon, 2 Rare 2 11th 3 Uncommon, 2 Rare 2 12th 3 Uncommon, 2 Rare 2 13th 3 Uncommon, 2 Rare 2 14th 3 Uncommon, 2 Rare 2 15th 3 Uncommon, 2 Rare, 1 Very Rare 2 16th 3 Uncommon, 2 Rare, 1 Very Rare 2 17th 3 Uncommon, 2 Rare, 1 Very Rare 2 18th 3 Uncommon, 2 Rare, 1 Very Rare, 1 Legendary 3 19th 3 Uncommon, 2 Rare, 1 Very Rare, 1 Legendary 3 20th 3 Uncommon, 2 Rare, 1 Very Rare, 1 Legendary 3

Legendary Resistance At 10th level, you become much more resistant to debilitating conditions. When you use your Indomitable feature, you automatically succeed on the saving throw instead of rerolling. Sidebar: Weapon Master or Legendary Warrior? Both the Weapon Master and Legendary Warrior are designed to emulate heroes of myth and legend, but the Legendary Warriors is more dependent upon magical items to grant them additional bonuses as they gain levels. You may prefer to utilize the Weapon Master if you don't want to deal with extra magical items, or are in a campaign that is decidedly lower-magic.

Stances, Exploits, and Martial Practices

Stances You can adopt a stance as a bonus action. You benefit from the stance until you switch to a different stance as a bonus action, or you become incapacitated. You can only benefit from a single stance at any given time. The stances are presented in alphabetical order. Aggressor Stance. Once per round when you make a weapon attack on your turn, you can grant yourself advantage on the attack roll. If you do so, the creature you target with the triggering attack gains advantage on the first attack it makes against you before the start of your next turn. Additionally, when you roll the damage dice of a weapon, you can treat any 1 on a damage die as a 2. Berserker Stance. As an action, you can move up to your speed towards an enemy of your choice that you can see and hear. You must end this move closer to the enemy than you started it. If you end this move within 5 feet of that enemy and move at least 10 feet as part of the move, you can then make a melee weapon attack against it or attempt to shove it. The melee weapon attack deals an extra weapon die of its damage (if you attack and hit) or you can push the creature an additional 5 feet (if you shove and succeed). Brawler Stance. Your proficiency bonus is doubled for Strength (Athletics) checks, if you add your proficiency bonus to those checks. Additionally, you gain advantage on Strength (Athletics) checks made to grapple or shove, and you can grapple or shove creatures one size category larger than normal. Your unarmed strike uses a d4 for damage. Defender Stance. Hostile creatures within 5 feet of you have disadvantage when attacking creatures other than you. Additionally, you gain advantage on opportunity attacks, and you make opportunity attacks without using your reaction. However, you can't make opportunity attacks if you are unable to take reactions due to a condition or other effect, and you can only make one opportunity attack per turn. Fletcher Stance. Your ranged weapon attacks ignore half and three-quarters cover. Additionally, when you wield a ranged weapon, you extend its normal range by one-half its default value (the weapon's maximum range is unchanged). Skirmisher Stance. Opportunity attacks against you are made with disadvantage. When you move at least 15 feet on your turn, the first weapon attack you make before the end of your turn is made with advantage. Martial Practices Martial practices represent your fighter's ability to unlock extraordinary potential from within yourself. As a fighter in a fantasy world, you can push yourself beyond the mortal realm—as a Weapon Master, through intense mental and physical conditioning, or as a Legendary Warrior, through innate talent or supernatural gifts. However you obtain these abilities, they will serve you well as you adventure alongside your spell-casting companions. The benefits you gain from a martial practice vary based on your tier of play, and are cumulative. For example, as a 13th level fighter, you gain the benefits for the first, second, and third tiers. The martial practices are presented in alphabetical order. All-Seeing By clearing your senses of all distractions and honing your senses, you can now see the unseen. Fighter level 1st-4th: You can see in nonmagical darkness to a distance of 120 feet. You also gain advantage on Insight checks. Fighter level 5th-10th: Additionally, you can see in magical darkness for the same distance. You gain advantage on all checks and saves against illusions. Fighter level 11th-15th: You gain blindsight to a distance 60 feet. You automatically succeed on ability checks and saving throws against visual illusions within the same distance, and you automatically discern the true nature of non-visual illusions (no range limit). You can also tell whenever a creature is lying to you or otherwise trying to deceive you as long as you can understand its speech. Fighter level 16th-20th: You can see invisible creatures and objects within 60 feet, and discern the true form of shapeshifters or otherwise magically altered creatures within the same distance. As an action, you can see into the Ethereal Plane for the same distance until you use another action to end this effect. Destroyer Your great might allows you to destroy objects with the greatest ease, and you eventually become a living engine of destruction. Fighter level 1st-4th: You gain advantage on attack rolls and ability checks made to attack or destroy objects. Fighter level 5th-10th: When you deal damage to objects, the damage is maximized and doubled. Fighter level 11th-15th: You can destroy any nonmagical object of Large size or smaller with no check or attack required, as long as the object isn't being worn or carried. You must use an action to physically strike the object to do so. Fighter level 16th-20th: As an action, you can completely destroy one magical or nonmagical barrier blocking your path. At your DM's discretion, if the barrier is too large to completely destroy, you instead make a hole in the barrier large enough for creatures your size or smaller to pass completely through the barrier. This hole persists until it is repaired. You may use this feature to part rivers, smash through a wall of force or forcecage, or perform other feats your DM deems appropriate in terms of removing or bypassing barriers. Ever-Enduring Your body is conditioned to withstand just about any form of punishment. Combat with powerful foes can still wear you down, but not much else. Fighter level 1st-4th: While affected by this practice, when you consume food or drink, you can subsist on one-quarter the normal amount without accruing penalties. When you finish a long rest or gain the effect of this practice, you completely remove all levels of exhaustion instead of reducing it by one level.

Fighter level 5th-10th: When you have two or fewer levels of exhaustion, you ignore all effects of exhaustion. You are immune to poison and disease, and you purge your body of all diseases and poisons afflicting you. Fighter level 11th-15th: When you have five or fewer levels of exhaustion, you ignore all effects of exhaustion. You are unaffected by the harsh conditions of a natural environment, as well as magically altered environments like the regional effects of a powerful monster. Fighter level 16th-20th: You cannot die from exhaustion and completely ignore all effects of exhaustion. You no longer need to eat, drink, sleep, or breathe while affected by this practice. You can gain the benefit of a short or long rest in half the normal amount of time. Herculean You grow progressively stronger and more skilled in athletics until you can perform feats beyond the reach of most mortals. Fighter level 1st-4th: Your jump distance and carrying capacity are doubled, as is the maximum weight you can push, pull, or drag. Swimming and climbing don't cost you additional movement. Fighter level 5th-10th: Your jump distance is tripled instead of doubled, and your speed increases by 5 feet. Every two feet you clear jumping costs you one foot of movement (instead of one-to-one). You make all jumps as if you have a running start. Fighter level 11th-15th: You can lift objects (or creatures) of immense size, weighing up to 300,000 pounds. If you lift an amount greater than your normal lift capacity, you are restrained until you rid yourself of the burden. You can toss an item of up to this weight about 10 feet. You can also push, pull, or drag burdens of up to 600,000 pounds, though your speed is 5 feet while doing so. Fighter level 16th-20th: You can high jump or long jump up to 100 feet regardless of your Strength score unless you already exceed this value. Every five feet you clear jumping costs you only one foot of movement (instead of two-to-one). You can ignore all forms of difficult terrain and you never take falling damage. Immovable You have conditioned your body to shrug off just about any effort made to dislodge you. You hold the line when all others falter. Fighter level 1st-4th: You gain advantage on ability checks and saving throws made to oppose grapples, against being knocked prone, or any effect that would push you via non-magical physical force. Fighter level 5th-10th: The advantage granted by this practice extends to magical forces, as well as any effect that would attempt to restrain you. Attacks that would grapple or restrain you on a hit are made at disadvantage. Fighter level 11th-15th: You cannot be grappled, pushed, knocked prone, or restrained against your will. You can ignore any mental compulsion to move as well. Fighter level 16th-20th: You can no longer be teleported or banished against your will. All other effects that would attempt to forcibly move you fail. The only thing that can force you to move is gravity, though you can't be affected by reverse gravity and similar spells. Sidebar: Martial Practices, to the Dungeon Master Martial practices give the fighter a way to interact with the world in a meaningful, unique way outside of combat. Try to give your fighter plenty of chances to make use of these features—while the fighter is supposed to be exceptional at fighting, he or she should be able to interact with the setting in other thematic ways. Martial practices are an attempt to allow them to do this within the rules, but it needn't be limited to these effects. Hopefully, these give you ideas about other ways a powerful, heroic martial character could influence non-combat play.

Martial Exploits Martial exploits represent great feats of strength, agility, and weapon proficiency that you can leverage to get the upper hand during battles against the sorts of deadly foes that adventurers are wont to encounter. Many exploits require you to make a weapon attack as part of using the exploit. When you hit with a weapon attack made as part of using an exploit, the target suffers all of the attack's normal effects unless the exploit specifies otherwise. For the most part, resolving a martial exploit's effects are similar to the manner in which you resolve a spell, with the following exceptions. Use Time. Often, using an exploit requires an action, a reaction, or bonus action in a similar manner to spells. If an exploit lists “None” for its use time but requires a trigger, you can only use one exploit for a given triggering effect or action. For example, if you use an exploit that triggers when you take the Attack action such as Powerful Strikes, you can't use any additional exploits triggering off attacks made as part of that Attack action such as Crushing Surge, nor can you trigger an exploit like Mighty Strikes off the same Attack action. Range. If an exploit has a range of “melee weapon”, its range is the reach of the melee weapon you use as a component. If an exploit has a range of “ranged weapon”, its range is the maximum range of the ranged weapon you use as a component (you take disadvantage as normal if you attack outside your weapon's normal range). If an exploit has “melee or ranged weapon” listed for range, it acts as the above depending on the weapon you use. Components. Many exploits require a weapon as a component. If you use a melee weapon as a component for an exploit, the range is dependent upon the weapon's reach. If you use a ranged weapon as a component for an exploit, the range is dependent upon the weapon's maximum range. As normal, if you attack beyond a weapon's normal range, you have disadvantage on the attack. If an exploit refers to a weapon's reach, range, or other statistics, it refers to the weapon you use as a component for the exploit. If an exploit simply has a somatic component, it typically requires you to move your body in a certain way.

Concentration. Some exploits may involve concentration for repeated or enduring effects. The mechanics for concentrating on exploits are handled in the same way as concentrating on a spell, though you are not considered to be concentrating on a spell for effects such as the Mage Slayer or War Caster feats, which specify they only affect creatures that are concentrating on spells. On the other hand, an effect such as a sleet storm spell would affect you if you are concentrating on an exploit, as it does not specify disrupting concentration on spells. The exploits are presented in alphabetical order, grouped by tier. Tier 1 Martial Exploits

Arrow of Warning 1st-tier martial exploit Use Time: 1 reaction, which you take when a friendly creature you can see is hit by an attack made by a hostile creature

1 reaction, which you take when a friendly creature you can see is hit by an attack made by a hostile creature Range: Ranged weapon

Ranged weapon Components: M (a ranged weapon)

M (a ranged weapon) Duration: Instantaneous A sudden shot from your ranged weapon gives your ally enough warning to see an incoming blow. Make a ranged weapon attack against the creature that made the triggering attack. On a hit, the friendly creature that would be hit gets a +4 bonus to AC against the triggering attack, possibly causing it to miss. Bedeviling Assault 1st-tier martial exploit Use Time: 1 bonus action

1 bonus action Range: Melee or ranged weapon

Melee or ranged weapon Components: M (a weapon)

M (a weapon) Duration: Concentration, up to 10 minutes After striking a creature once, you focus on capitalizing on distractions caused by your ally's attacks. Choose one creature within range you have hit with a weapon attack this turn. For the duration of this exploit, whenever the chosen creature is hit by another creature's attack, you can use a reaction to make a weapon attack against the target. Bull Charge 1st-tier martial exploit Use Time: 1 action

1 action Range: Your current speed

Your current speed Components: M (a melee weapon)

M (a melee weapon) Duration: Instantaneous Choose an enemy you can see and hear within range that is at least 10 feet away from you. You can move your speed towards the enemy and must end this move closer to the enemy than you started. You can then make a melee weapon attack against that enemy if it is within your weapon's reach. If the target is no more than one size category larger than you and you hit, you push the target 5 feet away from you and can move into the space it just occupied, and it must make a Strength saving throw or fall prone. When you are moving as part of this action, you can move through spaces occupied by hostile creatures. Each time you enter a space occupied by a hostile creature no more than one size category larger than you, the hostile creature must make a Strength saving throw. On a failure, you push that creature 5 feet out of your path and it falls prone. A creature makes this saving throw only the first time you enter its space this turn. Crushing Surge 1st-tier martial exploit Use Time: None, you can use this exploit when you take the Attack action and hit with a weapon attack

None, you can use this exploit when you take the Attack action and hit with a weapon attack Range: Melee or ranged weapon

Melee or ranged weapon Components: M (a weapon)

M (a weapon) Duration: Instantaneous The sheer force of your shattering blow inspires you to fight on. The triggering attack deals one extra weapon die of its damage to the attack and you gain temporary hit points equal to 2d6 + your Constitution modifier + your fighter level. At Higher Tiers. When you use this exploit using an exploit slot of 2nd-tier or higher, add an extra weapon die of damage and 1d6 to the temporary hit points gained for slot tier above 1st. Glowering Threat 1st-tier martial exploit Use Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: V

V Duration: 1 round You let out a cry of challenge, threatening enemies that refuse to face you in combat. Hostile creatures within range that can hear you have disadvantage on attack rolls against creatures other than you until the end of your next turn. Parry and Riposte 1st-tier martial exploit Use Time: 1 reaction, which you take when a creature hits you with a melee attack

1 reaction, which you take when a creature hits you with a melee attack Range: Melee weapon

Melee weapon Components: M (a melee weapon)

M (a melee weapon) Duration: Instantaneous Turning aside an enemy's blow, you reply with a lethal strike of your own. You gain +4 AC against the triggering attack. If this makes the attack miss, make a melee weapon attack against the creature that made the triggering attack. On a hit, the attack deals an extra weapon die of damage.

Powerful Strikes 1st-tier martial exploit Use Time: None, you can use this exploit when you take the Attack action

None, you can use this exploit when you take the Attack action Range: Melee or ranged weapon

Melee or ranged weapon Components: M (a weapon)

M (a weapon) Duration: Instantaneous You expertise allows you to deliver far more deadly weapon strikes than most. You can have one of your attacks that hits this turn deal two extra weapon dice of its damage. At Higher Tiers. When you use this exploit using an exploit slot of 2nd-tier or higher, add two extra weapon dice of damage to an additional attack for each slot tier above 1st. For example, when using a 4th-tier slot, you can have up to four weapon attacks made this turn deal two extra dice of damage. Stand the Ground 1st-tier martial exploit Use Time: 1 reaction, which you take when you are pushed or knocked prone

1 reaction, which you take when you are pushed or knocked prone Range: Self

Self Components: S

S Duration: 1 round You brace yourself against an incoming shove. Until the start of your next turn, you ignore effects that would push you, and you can't be knocked prone. This negates the triggering effect. Stone Vise Strike 1st-tier martial exploit Use Time: None, you can use this exploit when you take the Attack action and hit with a weapon attack

None, you can use this exploit when you take the Attack action and hit with a weapon attack Range: Melee or ranged weapon

Melee or ranged weapon Components: M (a weapon)

M (a weapon) Duration: 1 round You lash out with a harrying series of strikes that cuts off an enemy's preferred method of escape, preventing it from moving away for a time. The triggering attack deals an extra weapon die of damage and the target's speed drops to 0 until the end of your next turn. At Higher Tiers. When you use this exploit using an exploit slot of 3rd-tier or higher, when this effect would normally end, you can choose to extend the duration until the end of your next turn if you are within 5 feet of the affected creature and you are not incapacitated. Sweeping Strike 1st-tier martial exploit Use Time: 1 action

1 action Range: Melee weapon

Melee weapon Components: M (a melee weapon)

M (a melee weapon) Duration: Instantaneous You make a powerful, sweeping blow against a group of nearby foes. Make a melee weapon attack against each creature you choose and can see within range. Tier 2 Martial Exploits

Attacks on the Run 2nd-tier martial exploit Use Time: None, you can use this exploit when you take the Attack action

None, you can use this exploit when you take the Attack action Range: Self

Self Components: S

S Duration: Instantaneous You sprint across the battlefield, striking foes as you do so. You gain the benefits of the Dash action. Bell Ringer 2nd-tier martial exploit Use Time: None, you can use this exploit when you take the Attack action and hit with a melee weapon attack

None, you can use this exploit when you take the Attack action and hit with a melee weapon attack Range: Melee weapon

Melee weapon Components: M (a melee weapon)

M (a melee weapon) Duration: 1 round A ringing blow to the enemy's skull renders them temporarily senseless. If the attack would deal slashing or piercing damage, it instead deals bludgeoning damage. If the attack was made with a weapon that deals bludgeoning damage, it deals an additional weapon die of its damage. In any case, the creature you hit with the triggering attack must succeed on a Constitution saving throw or be stunned until the end of your next turn. Come and Get It 2nd-tier martial exploit Use Time: 1 action

1 action Range: 30 feet

30 feet Components: V, M (a melee weapon)

V, M (a melee weapon) Duration: 1 round You brandish your weapon and call out to your foes. In their overconfidence, they surge towards you, only to face a crippling blow from your weapon. Each creature you choose within range that can see and hear you must make a Charisma saving throw. A creature that fails this saving throw must immediately use its reaction to move as far as its speed allows toward you. Each affected creature that ends this move within reach of your weapon takes one weapon die of the weapon's damage, and its speed drops to 0 until the start of your next turn. At Higher Tiers. When you use this exploit using an exploit slot of 3rd-tier or higher, add an extra weapon die of damage to the damage taken by creatures that end this move within reach of your weapon for each slot tier above 2nd.

Great Cleave 2nd-tier martial exploit Use Time: None, you can use this exploit when you take the Attack action

None, you can use this exploit when you take the Attack action Range: Melee weapon

Melee weapon Components: M (a melee weapon)

M (a melee weapon) Duration: Instantaneous You strafe across the battlefield, leaving naught but corpses in your wake. The first time this turn you hit with a melee weapon attack, as well as the first time this turn a melee weapon attack you make reduces a creature to 0 hit points, you can immediately make a melee weapon attack against a different creature than the one you just hit. Any additional attack made in this way is considered part of the triggering Attack action (but doesn't count against the number of attacks you can make with that action) and deals an additional weapon damage die of its damage. Ignore Weakness 2nd-tier martial exploit Use Time: None, you can use this exploit when you become blinded, deafened, frightened, paralyzed, poisoned, restrained, or stunned

None, you can use this exploit when you become blinded, deafened, frightened, paralyzed, poisoned, restrained, or stunned Range: Self

Self Components: S

S Duration: Concentration, up to 1 minute You power through a debilitation using raw strength and determination. You can ignore the triggering effect for the duration, after which you suffer its effects as normal. You can be cured of the affliction before the duration ends, in which case you suffer no adverse effects, though you can't make saving throws against it for the duration. At Higher Tiers. When you use this exploit using a 3rd-tier exploit slot, the duration is up to 1 hour. When you use this exploit using a 4th-tier exploit slot, the duration is up to 8 hours. When you use this exploit using a 5th-tier exploit slot, if you concentrate for the full 8 hours, you can completely negate the triggering effect. Improvised Shield 2nd-tier martial exploit Use Time: 1 reaction, which you take when a ranged attack hits you or you fail a Dexterity saving throw and take damage from the resulting effect

1 reaction, which you take when a ranged attack hits you or you fail a Dexterity saving throw and take damage from the resulting effect Range: 5 feet

5 feet Components: M (a free hand or grappled creature)

M (a free hand or grappled creature) Duration: Instantaneous As you face an incoming attack, you grab the nearest convenient foe to use as a shield. If you do not have a target grappled, you attempt to grapple a target within range, following the normal rules for grappling, except you make the attempt as a reaction. Then, if you have a target grappled, you take only half damage from the triggering attack or effect, and the grappled target takes the other half. Spitting-Cobra Shot 2nd-tier martial exploit Use Time: 1 reaction, which you take when a hostile creature within 30 feet moves towards you

1 reaction, which you take when a hostile creature within 30 feet moves towards you Range: 30 feet

30 feet Components: M (a ranged weapon)

M (a ranged weapon) Duration: 1 round A quick shot from your weapon stops an approaching foe in its tracks. You make a ranged weapon attack against the triggering creature. On a hit, the attack deals an additional weapon die of its damage, and the creature's speed drops to 0 for the rest of the turn. Volley Fire 2nd-tier martial exploit Use Time: 1 action

1 action Range: Ranged weapon

Ranged weapon Components: M (a ranged weapon)

M (a ranged weapon) Duration: Instantaneous Choose up to three creatures within your weapon's range. You make a ranged weapon attack against each of these creatures. At Higher Tiers. When you use this exploit using an exploit slot of 3rd or 4th-tier, you can make a ranged weapon attack against a fourth creature you choose. When you use this exploit using an exploit slot of 5th-tier, you can make a ranged weapon attack against a fourth and fifth creature you choose. Unbroken 2nd-tier martial exploit Use Time: 1 reaction, which you use when you take damage

1 reaction, which you use when you take damage Range: Self

Self Components: S

S Duration: 1 round You stand stalwart in the face of carnage. You gain resistance to all damage until the start of your next turn, which applies for the triggering instance of damage. In addition, you gain temporary hit points equal to 2d8 + your fighter level after taking the damage. These temporary hit points last until you finish a long rest. At Higher Tiers. When you use this exploit using an exploit slot of 3rd-tier or higher, the temporary hit points you gain increase by 1d8 for each slot tier above 2nd.

Tier 3 Martial Exploits

Arrow of Slaying 3rd-tier martial exploit Use Time: None, you can use this exploit when you take the Attack action

None, you can use this exploit when you take the Attack action Range: Ranged weapon

Ranged weapon Components: M (a ranged weapon)

M (a ranged weapon) Duration: Instantaneous A shot through the heart, or another weak point, may bring a quick end to any battle. The first ranged weapon attack you make that hits this turn can score a critical hit on a roll of 18-20. The attack deals three extra weapon die of damage. If the creature you hit is at 30 or fewer hit points after taking this damage, it must make a Constitution saving throw or instantly be reduced to 0 hit points. At Higher Tiers. When you use this exploit using an exploit slot of 4th-tier or higher, increase the extra damage by another one weapon damage die and hit point threshold for the latter effect by 10 for each slot tier above 3rd. Body Over Mind 3rd-tier martial exploit Use Time: None, you can use this exploit when you fail a Wisdom, Intelligence, or Charisma saving throw

None, you can use this exploit when you fail a Wisdom, Intelligence, or Charisma saving throw Range: Self

Self Components: S

S Duration: Instantaneous Your staunch resistance enables you to power through even mental assaults. You can reroll the triggering saving throw, with a Constitution saving throw in place of whatever saving throw the effect normally calls for. You must use the new result. Disrupting Strike 3rd-tier martial exploit Use Time: 1 reaction, which you take when a hostile creature you see begins casting a spell

1 reaction, which you take when a hostile creature you see begins casting a spell Range: Melee or ranged weapon

Melee or ranged weapon Components: M (a weapon)

M (a weapon) Duration: Instantaneous Spell casters are dangerous adversaries, but you know how to stop them before they can unleash their powers. Make a weapon attack against the triggering creature. On a hit, the attack deals two extra weapon die of its damage. After you resolve the attack, the target must immediately make a Constitution saving throw, with disadvantage if the attack hits and is a melee weapon attack. If the creature fails, its spell fails and has no effect. Mighty Slayer's Strike 3rd-tier martial exploit Use Time: 1 action

1 action Range: Self (30-foot-radius)

Self (30-foot-radius) Components: M (a weapon)

M (a weapon) Duration: Instantaneous You strike the ground with your weapon, creating a shock wave that instantly lays low lesser creatures. Each creature you choose within 30 feet of you must make a Constitution saving throw or take 6d8 bludgeoning damage and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. Creatures of challenge rating 1 or less have disadvantage on this saving throw, and are instantly reduced to 0 hit points on a failed saving throw (still taking half damage on a success). If you reduce at least one creature to 0 hit points in this way, you gain an extra action that you can use this turn only to repeat this exploit's effect. Doing so doesn't require or expend an additional exploit slot. When you use this extra action, you only affect creatures of CR 1 or lower. You can continue to do so until you use this action and don't reduce a creature to 0 hit points. At Higher Tiers. When you use this exploit using an exploit slot of 4th-tier or higher, the minimum challenge rating for hostile creatures to suffer the latter effects increases by 2 for each slot tier above 3rd. Rain of Steel 3rd-tier martial exploit Use Time: 1 bonus action

1 bonus action Range: Self

Self Components: M (a melee weapon)

M (a melee weapon) Duration: Concentration, up to 10 minutes As you battle, you swing and strike at nearby foes near-continuously. Any foe near you, even one that you don't directly target, is in danger of being hit by a back swing or stray strike. For the duration, whenever a hostile creature begins its turn within reach of your weapon, it must make a Dexterity saving throw or take two of your weapon's dice of damage (of the weapon's type). It takes half as much damage on a successful saving throw. At Higher Tiers. When you use this exploit using an exploit slot of 4th-tier or higher, the damage dealt increases by one weapon damage die for each slot tier above 3rd. When you use this exploit using a 5th-tier exploit slot and a creature fails its saving throw against this effect, its speed becomes 0 for the rest of the turn.

Sidebar: Exploits, to the Dungeon Master Ideally, martial exploits should encourage creativity rather than stifle it. As a Dungeon Master, work with your players to do cool and unique things using exploits. Try to help them determine how an exploit like Mighty Slayer's Strike might work in a particular situation. After all, the fighter is intended to be the best at “fighting”, and the idea behind this material is to represent one facet of this by granting them the ability to mow down lesser foes using exploits like Rain of Steel and Mighty Slayer's Strike without sacrificing too many actions to do so. Actions are a valuable commodity in combat, and the ability to more efficiently utilize the action economy to make quick work of lesser foes represents the growth in a martial character's power.

Superior Reflexes 3rd-tier martial exploit Use Time: 1 bonus action

1 bonus action Range: Self

Self Components: S

S Duration: Concentration, up to 1 minute You begin to dodge and weave, foiling most attempts to directly attack you. For the duration, attack rolls against you have disadvantage, and you have advantage on Dexterity saving throws. Additionally, when you are included in an effect you can see such as a fireball spell that covers an area, you can use your reaction to move a distance up to your speed, possibly allowing you to move out of the area of effect and avoid it. You can't benefit from this exploit if an effect reduces your speed to 0, such as when you are restrained or grappled. Unyielding Avalanche 3rd-tier martial exploit Use Time: None, you can use this exploit when you take the Attack action and hit with a melee weapon attack

None, you can use this exploit when you take the Attack action and hit with a melee weapon attack Range: Melee weapon

Melee weapon Components: M (a melee weapon)

M (a melee weapon) Duration: Concentration, up to 1 minute You strike out with a heavy blow, which serves to reinvigorate you throughout the battle to come. The triggering attack deals two extra weapon dice of its damage of its damage, and you regain 4d6 hit points. For the exploit's duration, you have advantage on Constitution saving throws and you regain 4 hit points at the start of each of your turns. At Higher Tiers. When you use this exploit using an exploit slot of 4th-tier or higher, increase the amount of hit points you regain at the start of each of your turns for the duration by 1 for each slot tier above 3rd. Tier 4 Martial Exploits

Bone-crushing Blow 4th-tier martial exploit Use Time: None, you can use this exploit when you take the Attack action and hit with a melee weapon attack

None, you can use this exploit when you take the Attack action and hit with a melee weapon attack Range: Melee weapon

Melee weapon Components: M (a melee weapon)

M (a melee weapon) Duration: 1 round You lash out with an exceptionally savage strike that creates a powerful opening for your allies. The triggering attack deals an extra three weapon dice of its damage, and until the start of your next turn, whenever the target is hit by a weapon attack, it takes an extra 3d8 damage (the damage is of the same type as the triggering attack). The creature can only take this damage once per turn. At Higher Tiers. When you use this exploit using a 5th-tier exploit slot, add two additional weapon die to the extra damage dealt by the initial attack. Magebane 4th-tier martial exploit Use Time: 1 reaction, which you take when you are affected by a spell cast by a hostile creature, or when a hostile creature's spell affects a space you occupy or a space within range

1 reaction, which you take when you are affected by a spell cast by a hostile creature, or when a hostile creature's spell affects a space you occupy or a space within range Range: 5 feet

5 feet Components: M (a weapon)

M (a weapon) Duration: Instantaneous You instinctively perceive a spell taking shape around you, and strike through it in an instant with your weapon. Make a weapon attack opposed by the hostile creature's spell save DC. If you win this contest, the spell fails and has no effect. This attack is made instead of a saving throw against the spell, if it has one. At Higher Tiers. When you use this exploit using a 5th-tier exploit slot, you can extend the duration of this effect by concentrating for up to 1 minute. For the duration, you can use this reaction any time it triggers. Martial Supremacy 4th-tier martial exploit Use Time: 1 bonus action

1 bonus action Range: Self

Self Components: S

S Duration: Concentration, up to 1 minute You shut out all distractions and focus entirely on the battle before you. For the duration, you gain advantage on attack rolls for opportunity attacks, and all weapon attacks you make using the Attack action. Mighty Strikes 4th-tier martial exploit Use Time: None, you can use this exploit when you take the Attack action

None, you can use this exploit when you take the Attack action Range: Self

Self Components: M (a weapon)

M (a weapon) Duration: Instantaneous Each swing of your weapon scatters you foes before you. Some find themselves unable to stand before your fury altogether. For the rest of this turn, when you hit with a weapon attack and the creature you hit is no more than one size category larger than you, you can push the creature you hit up to 10 feet or knock it prone. Additionally, each of the attacks you make this turn can score a critical hit on a roll of 18-20.

Slayer's Resurgence 4th-tier martial exploit Use Time: None, you can use this exploit when you reduce a creature to 0 hit points with a weapon attack

None, you can use this exploit when you reduce a creature to 0 hit points with a weapon attack Range: Self

Self Components: S

S Duration: Instantaneous After laying one foe low, you take a moment to draw your endurance back unto yourself before throwing your body once more into the fray. You can immediately spend hit dice as if you were taking a short rest, regaining hit points as normal. Additionally, you regain all of your expended exploit slots. Once you regain expended exploit slots in this way, you can't regain them again using this exploit until you take a long rest. At Higher Tiers. When you use this exploit using a 5th-tier exploit slot, you regain 4 additional hit points per hit die spent. Spring-back Shot 4th-tier martial exploit Use Time: 1 reaction, which you take when a creature within 5 feet attacks you

1 reaction, which you take when a creature within 5 feet attacks you Range: Ranged weapon

Ranged weapon Components: M (a ranged weapon)

M (a ranged weapon) Duration: Instantaneous You spring away from an oncoming attack, and fire off a shot as you do so. You can immediately move up to half your speed, and this movement doesn't provoke opportunity attacks from the creature that made the triggering attack. This movement takes place before the triggering attack is resolved, possibly making the creature unable to attack you. Then, make a ranged weapon attack against the creature that made the triggering attack. On a hit, the attack deals two extra weapon dice of its damage. On a miss, you don't expend an exploit slot for using this exploit. Whirling Strikes 4th-tier martial exploit Use Time: 1 bonus action

1 bonus action Range: 5 feet

5 feet Components: M (a melee weapon)

M (a melee weapon) Duration: Concentration, up to 10 minutes For the duration, you can replace one of the weapon attacks you make on each of your turns with the following effect: you make a melee weapon attack against each creature within range, making separate attack rolls for each target. Each attack that hits deals an additional weapon die of its damage. Tier 5 Martial Exploits

Force the Battle 5th-tier martial exploit Use Time: 1 bonus action

1 bonus action Range: Self

Self Components: M (a melee weapon)

M (a melee weapon) Duration: Concentration, up to 10 minutes You are an unstoppable force in melee. For the duration, your weapon attacks deal an extra weapon die of damage. Additionally, your opportunity attacks don't use your reaction, though you can still only make one opportunity attack per turn, and you can't make opportunity attacks if a condition or other effect prevents you from taking reactions. For the duration, whenever a creature begins its turn within the weapon's reach, it provokes an opportunity attack from you. Hail of Arrows 5th-tier martial exploit Use Time: 1 action

1 action Range: Ranged weapon

Ranged weapon Components: M (a ranged weapon)

M (a ranged weapon) Duration: Instantaneous You let loose a veritable hail storm of projectiles. Make a ranged weapon attack against any number of creatures you can see within range. Make attack rolls for each creature you target, but use a single damage roll for all creatures you hit (critical hits deal extra damage as appropriate). Sudden Onslaught 5th-tier martial exploit Use Time: 1 reaction, which you take when an ally is hit by an attack made by a hostile creature you can see within range

1 reaction, which you take when an ally is hit by an attack made by a hostile creature you can see within range Range: Melee or ranged weapon

Melee or ranged weapon Components: M (a weapon)

M (a weapon) Duration: 1 round In response to an enemy's attack, you unleash a devastating blow to punish them for focusing on the wrong target. Make a weapon attack against the creature that made the triggering attack. On a hit, the attack deals an extra four weapon die of damage, and the target must make a Constitution saving throw or be stunned until the end of your next turn. On a miss, you don't expend an exploit slot for using this exploit.