At 2nd level ,you begin to learn techniques that enhance your martial skill in and out of battle. You gain the features below:
Exploit Dice
The Fighter table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend Exploit Dice to use them. You can only use one Exploit per weaponattack, abilitycheck, or saving throw , and you regain expended Exploit Dice when you finish a short or long rest. Your Exploit Dice begin as d6s and increase in size as you gain levels in this class ,as shown in the Exploit Die column of the Fighter table. When adding an Exploit Die to a roll ,always roll your Exploit Die and add it to the result.
Exploits Knows
You know two Exploits of your choice from the list at the end of this class. To learn an Exploit you must meet any prerequisites it has. You learn additional Martial Exploits of your choice as you gain levels in this class ,as shown in the Exploits Known column. When you gain a level you can replace an Exploit you know with another you could learn.
Saving Thorws
If one of your Exploits requires a creature to make a savingthrow, the Exploit savingthrow DC is calculated based on your Strength or Dexterity. Once you choose which abilityscore to use, it cannot be changed: Exploit save DC=8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Martial Exploits
Below are the Exploits available to Fighters. If an Exploit hasa prerequisite, like a minimum Ability Score or Fighter level,you can learn it at the same time you meet its prerequisites.
1st-Degree Exploits
Exploits of the 1st-degree are minor techniques slightly morecomplicated than swinging a weapon. They can be learned byFighters with modest training and have no level prerequisite.
Arresting Strike
When you hit a target with a weapon attack, you can expendone Exploit Die and force it to make a Dexterity saving throw.On a failure, add your Exploit Die to the damage roll, and thetarget's speed is halved until the start of your next turn.
Brace Up
Prerequisites: Constitution of 11
You prepare yourself to take a hit. As a bonus action, you canexpend one Exploit Die to gain temporary hit points equal toyour Exploit Die + your Constitution modifier. Temporary hitpoints from this Exploit only last for 1 minute.
Commanding Presence
Prerequisites: Charisma or Strength of 11
Whenever you make a Intimidation or Persuasion check, youcan expend an Exploit Die and add it to your roll. You can doso after you roll, but before you know if you succeed or fail.
You can also make Strength (Intimidation) checks in placeof the normal Charisma (Intimidation) checks.
Cunning Instinct
Prerequisites: Wisdom of 11
Whenever you make a Perception or Survival check, you canexpend one Exploit Die and add it to your roll. You can do soafter you roll, but before you know if you succeed or fail.
Disarm
When you hit a target with a weapon attack, you can expendan Exploit Die and force it to make a Strength saving throw.On a failure, add your Exploit Die to the damage roll and itdrops one item of your choice to the ground in its space.
Feat of Strength
Prerequisites: Strength or Constitution of 11
When you make a Strength or Constitution ability check youcan expend Exploit Dice (up to your Proficiency Bonus) andadd them to your roll. You can do so after you roll, but beforeyou know if you succeed or fail.
Feint
As a bonus action, you expend an Exploit Die to feint, forcinga creature that can see you within 15 feet to make a Wisdomsaving throw. On a failure, you have advantage on all attacksagainst that creature until the end of your current turn.
First Aid
Prerequisites: Medicine proficiency
As an action, you touch a willing, living creature and expendExploit Dice (up to your Proficiency Bonus). For every ExploitDie you spent, that creature regains hit points equal to oneroll of its Hit Die + its Constitution modifier (minimum of 0).
Heroic Fortitude
When you make a Strength, Dexterity, or Constitution savingthrow, you can expend an Exploit Die and add it to your roll.You can do so after you roll, but before you know if you fail.
Hurl
Prerequisites: Strength of 11, Athletics proficiency
In place of an attack, you expend an Exploit Die to throw oneobject you are holding at a target you can see within 60 feet.The target must succeed on a Dexterity saving throw or boththe thrown object and target take bludgeoning damage equalto your Exploit Die + your Strength modifier.
At 11th level, the range of this Exploit becomes 120 feet.
Inquisitive Eye
Prerequisites: Intelligence or Wisdom of 11
Whenever you make an Investigation or Insight check, youcan expend an Exploit Die and add it to your roll. You can doso after you roll, but before you know if you succeed or fail.
Lightstep
Prerequisites: Dexterity of 11
Whenever you make an Acrobatics or Stealth check, you canexpend an Exploit Die and add it to your roll. You can do soafter you roll, but before you know if you succeed or fail.
Mighty Leap
Prerequisites: Strength of 11, Athletics proficiency
After you run 10 feet in a straight line, you use a bonus actionto expend an Exploit Die to long jump up to 30 feet in a line,even if this distance would exceed your remaining speed.
Mighty Thrust
Prerequisites: Strength of 11, Athletics proficiency
In place of an attack, you expend an Exploit Die to force onetarget that you touch to make a Strength saving throw. On afailure, it is knocked back in a line number of feet equal to 5times your Strength modifier (minimum 5 feet). This distance
is halved for every size category the target is larger than you.
Parry
Prerequisites: Dexterity of 11
While you are wielding a finesse or versatile weapon, and acreature you can see hits you with a melee attack, you use areaction to expend one Exploit Die and add that Exploit Dieto your Armor Class against the triggering attack.
Precision Strike
Prerequisites: Dexterity of 11
As part of a weapon attack you can expend one Exploit Dieand add it to your attack roll. You can use this Exploit afteryou roll, but before you know if your attack is a hit or miss.
Riposte
Prerequisites: Dexterity of 11
When a creature misses you with a melee attack, you use areaction to expend an Exploit Die to make a melee weaponattack against it. On hit, add your Exploit Die to the damage.
Rustic Intuition
Prerequisites: Wisdom of 11
When you make an Animal Handling, Medicine, or Naturecheck, you can expend one Exploit Die and add it to your roll.You can do so after you roll, but before you know if you fail.
Sweeping Strike
If you hit a creature with a melee weapon attack, you expendan Exploit Die and force it to make its choice of a Strength or
Dexterity saving throw. On a failure, add your Exploit Die to
the damage roll and the creature is knocked prone.
2nd-Degree Exploits
Exploits of 2nd-degree represent peak martial skills
achievable without dedicated training. These can
be learned by any Fighter of 5th-level and up.
Blinding Debris
Prerequisites: 5th-level, Dexterity of 13
As a bonus action, you expend one Exploit Die to
force one creature within 10 feet to make a Constitution
saving throw. On a failed save, the creature is Blinded until
it uses its action to clear the debris from its eyes.
Concussive Blow
Prerequisites: 5th-level, Strength of 13
When you hit a creature with a melee weapon attack, you canexpend an Exploit Die to strike with force. It must succeed ona Constitution saving throw or until the start of your next turnits speed is 0, it can't speak, it has disadvantage on Dexteritysaving throws, and attack rolls against it have advantage.
Crippling Strike
Prerequisites: 5th-level
When you hit a target with a weapon attack, you can expendan Exploit Die to attack one of its senses, forcing it to make aConstitution saving throw. On a failure, add your Exploit Dieto the damage roll, and it is Blinded, Deafened, or can't speak(your choice) until the beginning of your next turn.
Defensive Stance
Prerequisites: 5th-level, Constitution of 13
As a bonus action, you can expend one Exploit Die to enter adefensive stance and add an Exploit Die to your Armor Class.
This stance, and the bonus to your Armor Class, lasts untilyou move from your space or you are incapacitated.
Heroic Will
Prerequisites: 5th-level
When you make an Intelligence, Wisdom, or Charisma savingthrow, you can expend one Exploit Die and add it to your roll.You can do so after you roll, but before you know if you fail.
Honor Duel
Prerequisites: 5th-level, Charisma of 13
As a bonus action, you expend one Exploit Die and shout achallenge at a creature within 15 feet that can both hear andunderstand you. It must succeed on a Wisdom saving throw,or it has disadvantage on attacks against targets other thanyou for 1 minute. This effect ends early if you attack or forceanother creature to make an ability check or saving throw.
The creature can repeat this Wisdom saving throw at theend of each of its turns, ending this effect on a success.
Martial Focus
Prerequisites: 5th-level
As part of a weapon attack you can expend an Exploit Die togain advantage on your attack roll. You can use this Exploitafter you roll, but before you know if you hit or miss.
Ruthless Strike
Prerequisites: Strength of 11
Whenever you hit a target with a melee weapon attack, youcan expend Exploit Dice (up to your Proficiency Bonus) andadd them to the damage roll of your attack.
Scholarly Recall
Prerequisites: Intelligence of 11
When you make an Arcana, History, or Religion check, youcan expend one Exploit Die and add it to your roll. You can doso after you roll, but before you know if you succeed or fail.
Shield Impact
Prerequisites: Strength of 11
When you are wearing a shield and a creature that you cansee hits you with an attack, you use your reaction to expendan Exploit Die and reduce the damage of the attack by yourExploit Die + your Strength modifier (minimum of 1).
Skilled Rider
Prerequisites: Animal Handling proficiency
When a trained mount you are riding makes an attack roll,damage roll, ability check, or saving throw, you expend anExploit Die and add it to your mount's roll. You can do soafter it rolls, but before you know if it succeeds or fails.
Subtle Con
Prerequisites: Dexterity or Charisma of 11
If you make a Deception, Performance, or Sleight of Handcheck, you can expend an Exploit Die and add it to your roll.You can do so after you roll, but before you know if you fail.
Menacing Shout
Prerequisites: 5th level, Constitution or Charisma of 13
As a bonus action, you can expend an Exploit Die to force acreature within 30 feet that can hear you to make a Wisdomsaving throw. On a failure, it is Frightened of you until the endof your next turn, or until you are incapacitated.
Redirect
Prerequisites: 5th-level
When a creature you can see misses you with a melee attack,you can use your reaction to expend an Exploit Die and forceit to attack another creature of your choice within range of itsattack, adding your Exploit Die to its attack roll.
Rending Strike
Prerequisites: 5th-level, Strength of 13
When you hit a target with a melee weapon attack, you canexpend one Exploit Die to target its defenses and force it tomake a Dexterity saving throw. On a failure, add your ExploitDie to your damage roll, and its Armor Class is reduced by 1until the damage is repaired. This effect is cumulative.
Volley
Prerequisites: 5th-level, Dexterity of 13
As an action, you can expend one Exploit Die to fire a volley
of ammunition at a point you can see within normal range ofyour weapon, forcing creatures of your choice within 5 feet ofthat point to make a Dexterity saving throw. Creatures takedamage as if they were hit by your weapon on a failure, andhalf as much damage on a success.
Whirlwind Strike
Prerequisites: 5th-level, Strength or Dexterity of 13
In place of an attack, you expend one Exploit Die to forcetargets of your choice within your reach to make a Dexteritysaving throw. Targets take the damage as if they were hit by your
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