Base Class: Fighter
Successful attacks have a percentage chance of dealing extra damage.
Combat Exploit Ability
When you choose this archetype at 3rd level, you learn techniques (exploits) that are fueled by special dice called exploit dice.
Exploits. You learn different exploits to enhance your combat.
Exploit Dice. You have four exploit dice, which are d8s. An exploit die is expended when you use it. You regain all of your expended exploit dice when you finish a short or long rest.
You gain another exploit die at 7th level and one more at 15th level.
Saving Throws. Some of your exploits require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Exploit save DC = 8 + your proficiency bonus + your ability modifier
Initiate Duelist
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Exploits
The exploits are presented in here.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one exploit die to increase your chance of hitting a weak point. If you hit, you add the exploit die to the percentage die roll.
Dexterity saving throw to prevent weak point hit, 8 + proficiency + strength or dexterity modifier (choose 1).
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one exploit die to reduce the damage by the number you roll on your exploit die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one exploit die to reduce the target's AC by the rolled amount (for the purposes of this attack).
Tactical Assessment
If you choose to inspect a target as an action in the course of combat, you can expend one exploit die and add it to a Perception (Perception) check to discern a target's weak point. Successful attempt gives 100% chance on the next exploit weakness roll.
Target can roll a wisdom save to prevent this.
Throw
When you take the attack action on your turn, you can expend one exploit die and then try to throw the target to the ground as a bonus action (see the Player’s Handbook for rules on grappling). Add the exploit die to your Strength (Athletics) check. (grapple)
Exploit Weakness
When attacking with a melee weapon, you aim for the enemy's weak point.
Each time the attack action is chosen there is a 25% chance to deal additional damage, and gain temporary hit points equal to the roll.
Level 3: 1d6
Level 5: 1d8
Level 11: 1d10
Level 17: 1d12
Riposte/Reflect
If you or an ally (ally within 5ft. of you), is target of an attack, spell, or damaging ability, you may use your reaction to Riposte the attack, negating it, and Reflecting a stun at the attacker. This ability can trigger Exploit Weakness. The attacker may roll a constitution saving throw (8 + your proficiency + your a choice between Strength or Dexterity modifier).
Improved Exploit Ability
At 10th level, your exploit dice turn into d10s. At 18th level, they turn into d12s.
Relentless
Starting at 15th level, when you roll initiative and have no exploit dice remaining, you regain one exploit die.
Improved Exploit Ability
At 18th level, your exploit dice turn into d12s.