TEXT: Martial Exploits
  Martial Exploits
  Martial Exploits
  Martial Exploits
  Martial Exploits
  
  Martial Exploits
  Version 2.0
  A conversion of over 900
  4th Edition Martial Powers
  into 5th Edition Abilities
  Conversion work done by DM_Steel
  Special thanks to everyone who gave feedback
  and inspired me to do this in the first place:
  My Wife, Abby
  Chris Burns
  Cross @crossthegamer
  Matthew Durham
  Alex "Dusty" Germano
  Aly
  2
  
  Table of Contents
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  Back
  Introduction
  What is an Exploit?
  How to use Exploits in Your Game
  How Players can Acquire Exploits
  Reading an Exploit
  New Rules & Terms
  Conditions ................................................................................
  Bleeding
  Dazed
  Rules ...............................................................................................
  Attacking Objects
  Marked
  Saving Throws
  Two Weapon Fighting and Exploits
  Tags ..................................................................................................
  Fear
  Pet
  Quarry
  Offensive
  Skill or Tool
  Stance
  Utility
  Weapon
  Terms ..............................................................................................
  “Attacks, Spells, and Abilities”
  Charging Attack
  Exploit
  “Make a Melee Attack Using a Shield”
  Movement and Safe Movement
  Opportunity Attacks
  Quarry
  Spending Hit Dice
  Weapon Categories
  “When you hit a creature with an attack”
  “When you take the attack action on your turn”
  Exploits
  Rank 1 Exploits ......................................................................
  Rank 2 Exploits ....................................................................
  Rank 3 Exploits ....................................................................
  Rank 4 Exploits ....................................................................
  Rank 5 Exploits ....................................................................
  Change Log
  Credits and Legal
  3
  
  Introduction
  This document is a part of a larger series converting 4th
  edition powers into 5th edition abilities. This particular
  document presents fighter, ranger, rogue, and warlord
  themed exploits. Exploits in this document is not intended to
  be only for these classes, but rather to add a little dash of
  fighter, ranger, rogue, or warlord flavor to any character.
  That being said, there are abilities presented here that
  benefit certain classes more. Those exploits often refer to
  marking, a variant combat option in the DMG, and marks
  make the most use out of the Rank 1 Exploit: Combat
  Challenge.
  Some may reference the Sneak Attack class feature,
  though they do not require it.
  Others refer to a companion pet. Anyone can have a pet,
  but this refers to any companion creature that is trained for
  battle. Such as a trained wolf, a Beast Master’s animal
  companion, or maybe even a Paladin’s steed.
  What is an Exploit?
  Exploits are abilities converted from 4th edition Martial
  Powers, taken from Fighter, Ranger, Rogue, and Warlord.
  They are Martial which means they are fueled only by the
  cunning and expertise of the character performing them.
  They are called exploits because they exploit a specific
  opening in a fight that might only present itself once in a fight
  or once in a day. This is a narrative justification for why the
  abilities cannot just be used all the time.
  These exploits are divided by Rank, with each rank about
  equal in power to a spell of the same level or a permanent
  magic item of equal rarity. See the Exploit Rank and Rarity
  table for comparison.
  How to use Exploits in your game
  These exploits are intended to be used as either special
  abilities for NPCs to use to make them unique, or as rewards
  for players in place of magic items. They do not take up an
  attunement slot, but are also more limited in function than a
  magic item.
  Each rank is intended to have a minimum character level
  to acquire, but that is ultimately up to the GM to decide.
  How Players can Acquire Exploits
  It is ultimately up to you to decide how they are introduced
  into your game, and which ones are available. Here are a few
  examples of how you could allow players to acquire them.
  You could have NPCs reward them as special training
  instead of treasure. Similar in the way Boons are awarded.
  The players find a magical scroll that when studied is
  consumed as it bestows the knowledge of the exploit on
  the character.
  You could use the "Buying a Magic Item" Downtime
  Activity from Xanathar's Guide to Everything as a
  framework for spending downtime to train an exploit from
  a teacher.
  If using the training method or rewarding them instead of
  treasure, it is unlikely that an instructor knows all of the
  exploits. I would recommend picking 3-5 exploits that the
  instructor is willing to teach, and allowing the players to
  pick from that list.
  Exploit Rank and Rarity Comparison
  Rank
  Spell Level
  Magic Item Rarity
  Level Range
  1
  1st
  Common
  1-4
  2
  2nd
  Uncommon
  5-8
  3
  3rd
  Rare
  9-12
  4
  4th
  Very Rare
  13-16
  5
  5th
  Legendary
  17-20
  Reading an Exploit
  Name of Exploit
  Rank of Exploit • Tags (How often the Exploit recharges)
  Exploit text. This section describes the mechanical
  benefits of the exploit.
  Flavor text. This section describes how the exploit appears
  in the world
  How often the Exploit recharges
  Turn. The exploit recharges at the start of your turn.
  Short. The exploit recharges after a short or long rest.
  Long. The exploit recharges after a long rest.
  4
  
  New Rules & Terms
  Conditions
  Bleeding
  Bleeding is a new condition. A creature that is bleeding takes
  the listed amount of damage (usually a die amount) at the
  beginning of its turn. Bleeding can be stopped by a using an
  action to make a DC 15 Wisdom (Medicine) check or through
  the application of any effect that allows the creature to regain
  hit points.
  GMs can choose to have bleed damage stack with itself or
  not, depending on the type of campaign they wish to play.
  Variant: A bleeding creature can make a DC 15
  Constitution saving throw at the end of each of its turns,
  ending the bleeding on a success.
  Dazed
  This is a new condition that means a creature may not take
  reactions, and on its turn it can use either an action or a
  bonus action, but not both. Regardless of the creature’s
  abilities or magic items, it can’t make more than one melee or
  ranged attack during its turn.
  Rules
  Attacking Objects
  With your DM's permission, you can use an exploit to target
  an object when it would normally target a creature.
  Marked
  This is the variant rule presented on page 271 of the
  Dungeons Masters Guide. When a creature marks a target,
  the mark lasts until the end of the attacker’s next turn unless
  specified otherwise, and any opportunity attack it makes
  against the marked target has advantage. The opportunity
  attack doesn’t expend the attacker’s reaction, but the attacker
  can’t make the attack if anything, such as the incapacitated
  condition or the shocking grasp spell, is preventing it from
  taking reactions. The attacker is limited to one opportunity
  attack per turn.
  Saving Throws
  Some exploits require your target to make a saving throw to
  resist its effects. The saving throw DC is calculated as
  follows:
  Exploit Save DC = 8 + your proficiency bonus +
  your Strength or Dexterity modifier (your choice)
  Two Weapon Fighting and Exploits
  When you are engaging in two weapon fighting (TWF) and an
  exploit specifies “make one additional attack using your other
  weapon” or similar wording, then the additional attack is
  made using a single melee weapon, normally different from
  the one you made the triggering attack with. This distinction
  typically only comes up when using a TWF variant that
  allows you to deal your other weapon’s damage alongside
  your main weapon.
  Tags
  Fear
  A fear exploit inspires fright. This fright is often represented
  by a creature being forced to move, taking a penalty to attack
  rolls, or granting advantage on attack rolls. Creatures
  immune to fear effects will be immune to parts of an exploit
  (generally the status effects or psychic damage), if not the
  whole thing.
  Offensive
  You can only activate 1 exploit per turn with the “Offensive”
  tag. This is intended to prevent stacking damage dealing
  exploits on a single trigger, and to prevent offensive exploits
  from triggering off of each other.
  Variant: Offensive could also be limited to once per round,
  depending on if you want to make players choose between
  using an offensive exploit to attack, or hold back and be able
  to activate an offensive exploit during a reaction.
  Pet
  Exploits that have the pet tag require the user to have some
  sort of companion creature present. Most often, this will refer
  to a Beast Master Ranger’s beast companion, though any
  companion creature could suffice, such as a Paladin’s mount,
  a Chain Pact Warlock's familiar, or simply a trained wolf.
  Exploits that use this tag will sometimes refer to a
  companion’s reaction. This is assuming the companion gets
  their own full turn of actions. If this isn’t the case, feel free to
  change the action cost as needed to best fit your beast
  companion rules.
  These exploits will often have some bonus effect if your
  companion is a certain type. It’s up to the DM to determine if
  your pet fits into any of the categories.
  Quarry
  If an Exploit has the quarry tag, it means that you need to be
  using the hunter’s quarry exploit on the target, the spell
  hunter’s mark, or another similar ability with DM approval.
  Skill or Tool
  When an exploit has a Skill or Tool tag, you must be
  proficient in that skill or tool to activate the exploit. If it
  requires a tool, you must have the tool on hand.
  Stance
  When an exploit has the "Stance" tag, the stance lasts for 1
  minute, until you are knocked unconscious, or until you enter
  another stance. You can end a stance on your turn (no action
  required).
  The DM might also decide that certain environmental
  phenomena, such as a wave crashing over you while you’re on
  a storm-tossed ship, could require you to succeed on a DC 10
  Constitution saving throw to maintain your stance.
  Susceptibility
  Being susceptible to a damage type means you take extra
  damage from that damage type. If you have a 1d6
  susceptibility to fire, then any time you take fire damage, you
  take an additional 1d6 fire damage.
  5
  
  Utility
  Utility exploits are generally buffs for the user or allies, and
  generally don't interact with enemies in any way. Sometimes
  these exploits have no combat application at all.
  Weapon
  Weapon exploits apply any special properties of that weapon
  to the exploit. If the exploit requires a saving throw, you can
  apply your weapon’s enhancement bonus to the save DC, and
  any special on hit effects of your magic weapon apply on a
  failed save, such as dealing extra fire damage, or causing a
  bleeding wound.
  Terms
  “Attacks, spells, and abilities”
  When an exploit refers to a creatures “Attacks, spells, and
  abilities”, it refers to any attack roll, spell, trait, special ability,
  or saving throw effect imposed by the creature, etc.
  Charging Attack
  If an exploit refers to a charging attack and you don't have
  rules for that in your game, consider using the following:
  Charging Attack. As an action, you can move up to your
  speed and make a melee weapon attack against one creature
  within your weapon’s reach. If you moved at least 10 feet you
  gain advantage on the attack roll. Additionally, all attack rolls
  against you have advantage until the start of your next turn.
  Exploit
  A character performs bold and daring exploits drawing on
  relentless martial training and specific openings in a fight. An
  exploit is not a magical effect, but its limited uses are
  represented by the fact that it requires a very specific opening
  in a fight, and this opening might only present itself once in a
  fight or once in a day.
  “Make a melee attack using a shield”
  When an exploit requires you to use a shield like a melee
  weapon, you treat the shield like any other weapon attack
  using Strength. Just like a weapon you are proficient in, you
  get to add your proficiency bonus to the attack roll if you are
  proficient in the use of shields.
  Movement and Safe Movement
  When an exploit allows you to move, this is normally in
  addition to any other movement on your turn. Unless
  specified otherwise, this bonus movement is only available as
  part of the exploit. Meaning, if an exploit allows you to move
  20 feet, you must use that movement then, you can’t use 10
  feet and save the other 10 feet for later.
  If an exploit allows you to safely move, jump, fly, etc., it
  means the movement does not provoke opportunity attacks.
  The disengage action is another example of safe movement.
  The Sentinel feat interacts with safe movement in the same
  way it interacts with the disengage action.
  Opportunity Attacks
  When an exploit grants you an opportunity attack, you must
  still follow all the rules and restrictions of a standard
  opportunity attack. In most cases, this means using your
  reaction, unless you have the target Marked.
  Quarry
  When an exploit refers to your quarry, it refers to the target of
  your hunter’s quarry exploit, your hunter’s mark spell, or any
  other similar effect approved by your DM.
  Spending Hit Dice
  When an exploit has you "spend a hit die" it will always
  specify what the benefit is. The benefit is often to recover hit
  points, but not always. If you are regaining hit points using a
  hit die, it is just like during a short rest. You roll your die and
  add your Constitution modifier. This means you do not regain
  hit points for spending hit dice unless the effect tells you to
  do so.
  Some exploits will reference "as if you had spent a hit die"
  which refers to rolling the die and adding your Constitution
  modifier without actually needing to spend the die. These
  effects can be used even if you have no hit dice remaining.
  Weapon Categories
  Some exploits gain extra damage or effects when used with
  specific weapon types. These types are broken up into
  categories. You can find them in the following table.
  Type
  Weapons
  Axe
  Battleaxe, Handaxe, Greataxe, Halberd
  Bow
  Longbow, Shortbow
  Crossbow Hand Crossbow, Heavy Crossbow, Light
  Crossbow
  Flail
  Flail, Whip
  Hammer Maul, Throwing Hammer, Warhammer
  Heavy
  Blade
  Glaive, Greatsword, Longsword, Scimitar
  Light
  Blade
  Dagger, Rapier, Short sword, Sickle
  Mace
  Club, Great club, mace, Morningstar,
  Quarterstaff
  Pick
  Sickle, Warpick
  Polearm
  Glaive, Halberd, Lance, Pike, Spear (when
  wielded in two hands), Quarterstaff (when
  wielded in two hands)
  Spear
  Javelin, Lance, Pike, Spear, Trident
  “When you hit a creature with an
  attack”
  When an exploit triggers from hitting with an attack, the
  target suffers the attack’s normal effects, and any additional
  effects listed in the exploit.
  “When you take the attack action on
  your turn”
  These exploits often forgo one of your attacks to allow
  another creature to do something, or they modify one of the
  attacks you are about to make. If it modifies one of your
  attack, such as granting a “bonus to the attack roll of one of
  your attacks” or allowing you to “move before one of your
  attacks”, then the “On a hit,” text that follows always refers to
  the specific attack you added the bonus to, or moved before.
  6
  
  Rank 1 Exploits
  Adaptable Flanker
  Rank 1 Exploit • Utility (Short)
  As a bonus action, until the end of your next turn, you gain
  advantage on attack rolls against any creature that both you
  and an ally of yours are within 5 feet of.
  The mere presence of an ally gives you all the advantage
  you need.
  Adaptive Stratagem
  Rank 1 Exploit • Utility (Short)
  As a bonus action, choose one ally you can see within 50
  feet of you who can see or hear you. Until the end of your
  next turn, the target gains a +1d4 bonus to damage rolls and
  a +3 bonus to saving throws.
  Your companion has the ability and the will. You provide
  the plan and the motivation.
  Advance Lunge
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  safely move up to 5 feet before one of your attacks using a
  weapon. On a hit, your attack deals an extra 1d10 damage.
  If you made the attack with a light blade or spear, you can
  either safely move up to 10 feet before the attack or safely
  move up to 5 feet before and after the attack.
  If you had advantage on the attack roll, your attack deals an
  extra 2d10 damage instead of 1d10.
  You spring forward to make a quick attack.
  Agile Footwork
  Rank 1 Exploit • Utility (Short)
  As a reaction, when an enemy ends its turn within 5 feet of
  you, you can safely move up to 15 feet.
  Though your foe wants to move in closely, you’d rather keep
  your distance, so you nimbly move away.
  Aid the Injured
  Rank 1 Exploit • Utility (Short)
  As an action, choose yourself or one ally you can see within
  5 feet of you. The target can spend one hit die to regain hit
  points plus an additional 1d10.
  Your presence is both a comfort and an inspiration to an
  ally.
  Archer’s Stairway
  Rank 1 Exploit • Utility, Weapon (Short)
  As a bonus action while wielding a bow or crossbow, you
  can target up to 5 contiguous 5-foot spaces on a vertical
  surface within your weapon range that you can see. The DC
  for climbing these spaces is reduce by 1 for each piece of
  ammunition you spend on a space, up to 4. These hands
  holds last until removed or destroyed. The ammunition you
  spend on this exploit is not recoverable. You must abide by
  your weapon’s loading restriction, as normal.
  A stairway of arrows appears where you point your bow.
  Arm and Edge
  Rank 1 Exploit • Stance (Long)
  As a bonus action, you enter the Arm and Edge stance.
  Until the stance ends, whenever you make a ranged attack
  with a thrown weapon or a sling, you double the weapon’s
  normal and long range.
  You sharpen your aim and flex your arm, preparing to hurl
  your weapon at a distant foe.
  Armor-Piercing Thrust
  Rank 1 Exploit • Offensive, Weapon (Short)
  As an action, while wielding a melee weapon, choose one
  creature you can see within reach. The target must succeed
  on a Dexterity saving throw or take 2d10 piercing damage.
  If you are wielding a light blade or spear, the saving throw
  is made with disadvantage and the target takes 3d10 piercing
  damage on a failed save instead of 2d10.
  You drive your weapon through a weak point in your foe's
  defenses.
  Avenging Charge
  Rank 1 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy attacks your ally, you can
  make a charging attack against the triggering enemy. On a
  hit, your attack deals an extra 2d10 damage.
  You take advantage of an enemy’s opening while it focuses
  on your ally.
  Bait and Switch
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and you
  can switch spaces with the target and can then safely move
  up to 10 feet.
  You strike and weave, causing your foe to lurch forward so
  that you can duck around it and slip into its space.
  Bash and Pinion
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon and have a free hand, your attack deals an extra 1d10
  damage, and the target must succeed on a Strength saving
  throw or be grappled by you. Until the grapple ends, the
  target suffers a -1 penalty to attack rolls.
  You slam your weapon through your foe’s defenses,
  creating an opening. You then step in and trap your enemy.
  Bastion of Defense
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and each
  ally within 25 feet of you who can see you gains 1d4 + 2
  temporary hit points, and a +1 bonus to AC and saving
  throws for 1 minute.
  You strike your foe a mighty blow, rallying your friends as
  they witness the path to glory.
  7
  
  Battering Command
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Strength saving throw or be
  knocked prone.
  Additionally, one ally within 5 feet of the target can use
  their reaction to make a melee weapon attack against it.
  You slam your weapon into your foe’s gut and cause the
  creature to double over, enabling an ally to smash it.
  Battle Fury
  Rank 1 Exploit • Stance (Short)
  As a bonus action, you enter the Battle Fury stance. Until
  the stance ends, you gain a +1d4 bonus to damage rolls with
  melee weapons, but suffer a -1 penalty to AC.
  This stance ends early if you regain hit points. You cannot
  end this stance willingly on the same turn that you activate it.
  The damage bonus and AC penalty increase when you
  reach 5th level (+1d6 damage and -1 AC), 11th level (+1d8
  damage and -2 AC), and 17th level (+1d12 damage and -3 AC).
  You throw your full weight into each attack, ruining your
  defenses but scoring a crippling blow with each strike.
  Battlefront Shift
  Rank 1 Exploit • Utility (Short)
  When you roll initiative, choose yourself or one ally within
  15 feet who can see or hear you. The target can safely move
  up to half their speed (no action required).
  As combat breaks out, you give a quick call, urging an ally
  to move or spurring yourself to take action.
  Beast Latch
  Rank 1 Exploit • Offensive, Pet (Short)
  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 a melee weapon attack against one
  creature within its reach. On a hit, your pet’s attack deals an
  extra 1d10 damage, and if the target moves during its next
  turn, your companion can safely move with it, ending in any
  space within 5 feet of the target. Also on a hit, if the target is
  your quarry, its speed is reduced by 10 feet until the end of
  your next turn.
  If your companion is a bear, cat, raptor, spider, or snake,
  their attack deals an extra 2d10 damage on a hit instead of
  1d10.
  Your attack diverts your foe’s attention long enough for your
  companion pet to take hold, hampering your foe and allowing
  the pet to easily follow.
  Begin the Hunt
  Rank 1 Exploit • Quarry, Utility (Long)
  When you roll initiative, you gain a +2 bonus to the
  Dexterity check, and using a quarry feature, you can
  designate one creature you can see as your quarry. You gain a
  +1d4 bonus to damage rolls against that creature until it is no
  longer your quarry.
  You quickly identify your prey and ready yourself to attack.
  Bell Ringer
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Constitution saving throw or be
  dazed until the end of your next turn.
  If you made the triggering attack using an axe, hammer, or
  mace, the attack deals an extra 2d10 damage instead of 1d10.
  You smash your weapon into your enemy, jarring their
  vitals.
  Bending Branch
  Rank 1 Exploit • Utility (Short)
  As a reaction, when you are subject to forced movement,
  you negate the forced movement. In addition, you gain a +2
  bonus to your next melee attack roll before the end of your
  next turn.
  You resist a foe’s attempt to move you, and like a great tree
  swaying in a storm, you snap back, ready to attack.
  Blade Vault
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  safely move up to 10 feet before one of your attacks and gain
  a +2d10 bonus to your next damage roll using a melee
  finesse weapon before the end of your turn.
  If you are trained in Athletics, you can ignore difficult
  terrain during the safe movement.
  You bound into the air, driving your blade home as you land.
  Blinding Barrage
  Rank 1 Exploit • Offensive, Weapon (Long)
  As an action, make a ranged attack using a finesse or
  ranged weapon against any number of creatures 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. On a hit, your attack deals an extra 1d6
  damage, and the target must succeed on a Constitution
  saving throw or be blinded until the end of your next turn.
  A rapid flurry of projectiles leaves your enemies clearing
  the blood from their eyes.
  Blinding Smash
  Rank 1 Exploit • Offensive, Weapon (Short)
  As an action, while wielding a melee weapon, choose one
  creature you can see within reach. The target must succeed
  on a Constitution saving throw or take 2d10 damage of the
  same type as your weapon and until the end of your next turn,
  the target is blinded.
  If you are wielding an axe, hammer, or mace, the target
  takes 3d10 damage of the same type as your weapon on a
  failed save instead of 2d10.
  A sharp blow leaves your enemy seeing only stars.
  Bloody Ending
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a bloodied creature with a melee attack using
  a weapon, your attack deals an extra 2d10 damage, and until
  the end of your next turn, your allies gain a +2 bonus to attack
  rolls against the target.
  You cunningly aim to finish off a wounded foe.
  8
  
  Boar Assault
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 1d10 damage.
  Until the target is reduced to 0 hit points, you gain 1d4
  temporary hit points each time you hit the target with a
  weapon attack, including the triggering attack.
  Each successful attack against your foe increases your
  tenacity.
  Boundless Endurance
  Rank 1 Exploit • Stance (Long)
  As a bonus action, you enter the Boundless Endurance
  stance. Until the stance ends, if you are above 0 hit points
  and bloodied at the start of your turn, you regain 1d4 + 2 hit
  points.
  You shake off the worst of your wounds.
  Bristling Defense
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 1d6 damage, and you
  can make one additional melee attack using your other
  weapon against a different creature within reach. On a hit,
  your attack deals an extra 1d6 damage.
  Each target his by this exploit cannot gain advantage on
  attack rolls against you until the end of your next turn.
  You throw your arms wide and strike two foes, each with a
  different weapon.
  Brutal Trick
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and you
  provoke an opportunity attack from the target. If the target
  misses with the opportunity attack or does not take it, it takes
  2d10 damage of the same type as your weapon.
  You create an opening that lulls your foe into a false sense
  of security. Then you unleash a devastating attack.
  Brute Strike
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage.
  You deliver a powerful blow that rends flesh and shatters
  bone.
  Bull Charge
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Strength saving throw or be pushed
  up to 5 feet and knocked prone. Also on a failed save, you can
  safely move up to 5 feet to a space the target vacated.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  You run into your enemy, taking a brutal swing. Your force
  knocks your enemy backward and to the ground, allowing you
  to step forward.
  Calculated Assault
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and one of
  your allies within 25 feet of you gains a +1d6 bonus to
  damage rolls against the target for 1 minute. You can transfer
  this bonus to another ally within 25 feet of you as a bonus
  action, sharing the same duration among all your allies.
  Your attack proves your superior command of the situation.
  Checking Jab
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and the
  target’s speed is reduced by 10 feet for 1 minute. The target
  can make a Constitution saving throw at the end of each of its
  turns, ending the exploit on a success.
  You have advantage on attack rolls against the target while
  its speed is reduced by this exploit.
  You smile callously as your attack lands, cowing your
  enemy into an overcautious state.
  Combat Challenge
  Rank 1 Exploit • Offensive, Weapon (Turn)
  As a reaction, when a creature marked by you is within 5
  feet of you and takes the Disengage action or makes an attack
  against a target other than you, you can make a melee
  weapon attack against the triggering creature.
  It’s dangerous to ignore you, and you show your enemy
  why.
  Comeback Strike
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can spend one hit die to regain hit points.
  A timely strike against a hated foe invigorates you, giving
  you the strength and resolve to fight on.
  Commanding Confrontation
  Rank 1 Exploit • Offensive, Quarry, Weapon (Long)
  When you hit your quarry with an attack using a ranged
  weapon, your attack deals an extra 1d10 damage.
  Until the target is no longer your quarry, your melee
  weapon attacks against it deal an extra 2d4 damage on a hit.
  You launch an agonizing shot that continues to inhibit your
  foe with each subsequent attack you make.
  Concentrated Attack
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage.
  Additionally, one ally within 50 feet of you who can see or
  hear you can use their reaction to make a weapon attack
  against the target with a +2 bonus to the attack roll. On a hit,
  your ally’s attack deals an extra 1d4 damage.
  You and your companion combine your attacks to deliver a
  nasty blow.
  9
  
  Confounding Attack
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 1d10 damage, and
  the target must use its reaction, if available, to make a melee
  weapon attack against a creature of your choice within its
  reach.
  If you or the target would have advantage on attack rolls
  against the second creature, you can add your Sneak Attack
  damage to the damage roll of the forced attack. This counts
  as one use of the Sneak Attack ability for this turn.
  Your attack causes your opponent to accidentally wallop its
  ally.
  Confusion of Blades
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 1d4 damage for each
  enemy within 5 feet of you, and you can make one additional
  melee attack using your other weapon against the target. On
  a hit, your attack deals an extra 1d4 damage for each enemy
  within 5 feet of you.
  Your twin blades become a whirl of slapping, jabbing, and
  cutting surfaces.
  Coordinated Offensive
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and one
  ally within 5 feet of you or the target can safely move up to 5
  feet (no action required).
  Additionally, you can also choose one ally you can see
  within 5 feet of you or the target. You move the chosen ally up
  to 5 feet to a space with no enemies within 5 feet of it (no
  action required).
  You draw the enemy’s attention long enough for one ally to
  move to safety and another to move into position.
  Covering Attack
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and one
  ally of your choice within 5 feet of the target can safely move
  up to 10 feet (no action required).
  You launch a ferocious attack at your enemy, allowing one
  of your allies to safely retreat from it.
  Covering Volley
  Rank 1 Exploit • Offensive, Weapon (Short)
  As an action, make a ranged attack against 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 you make a separate attack roll for each
  target. On a hit, your attack deals an extra 1d6 damage.
  The area within 10 feet of the point you choose becomes a
  zone until the start of your next turn. Any creature that moves
  into the zone takes 2d6 damage of the same type as your
  weapon.
  A series of shots convinces your foes to take a different
  path.
  Create a Target
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must make a Wisdom saving throw. On a failed save,
  you can push the target up to 10 feet and it is affected by this
  exploit for 1 minute. On a successful save, you can push the
  target up to 5 feet. While affected by this exploit, whenever
  the target is subjected to forced movement, it provokes an
  opportunity attack from one ally of your choice, and the target
  can repeat the saving throw at the end of each of its turns,
  ending the exploit on a success.
  You swing at your foe, shoving it into the line of fire. The
  creature then continues to stagger around, disoriented and
  vulnerable.
  Create Opening
  Rank 1 Exploit • Utility (Short)
  As a bonus action, choose one creature you can see within
  5 feet. The target is marked until the end of your next turn.
  The target can then make an opportunity attack against you
  (no action required), suffering a -2 penalty to the attack roll.
  One ally of your choice within 5 feet of the target can use its
  reaction to safely move up to its speed.
  You draw your enemy’s attention, allowing an ally to slip
  away.
  Crescendo of Violence
  Rank 1 Exploit • Utility (Short)
  As a reaction, when an ally within 25 feet who can see or
  hear you scores a critical hit, you allow the triggering ally to
  gain 2d10 temporary hit points.
  When one of your allies delivers a telling blow on a foe, you
  offer encouragement to help your friend finish the fight.
  Crucial Advice
  Rank 1 Exploit • Utility (Short)
  As a reaction, when an ally within 25 feet that you can see
  or hear makes an ability check using a skill you are proficient
  in, you can grant the ally advantage on the check and an
  additional +4 bonus.
  You are wise in all things. The sooner your friends realize
  this, the safer and better off they’ll be.
  Crushing Blow
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage.
  If you made the triggering attack using an axe, hammer, or
  mace, your attack deals an extra 3d10 damage instead of
  2d10.
  Taking a full swing, you deliver a brutal blow to your foe.
  Cunning Adjustment
  Rank 1 Exploit • Utility (Short)
  When you hit an enemy with a melee attack, the target
  suffers the attack’s normal effects, and one ally within 5 feet
  of you who can see or hear you can use their reaction to
  safely move up to 15 feet, and gain advantage on attack rolls
  against the triggering enemy until the end of your next turn.
  Your strike creates an opening your ally seizes to their
  advantage.
  10
  
  Cunning Step
  Rank 1 Exploit • Stance (Long)
  As a bonus action, you enter the Cunning Step stance.
  Until the stance ends, your speed increases by 5 feet.
  The bonus to speed increases when you reach 11th level
  (+10 feet), and 17th level (+15 feet).
  You cut corners and dodge obstacles, making it seem as
  though you move with unnatural speed.
  Cut and Run
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon
  while you are wielding a separate melee weapon in each
  hand or a ranged weapon, your attack deals an extra 1d10
  damage, and you can safely move up to 15 feet. In addition,
  you can make one additional attack using your other weapon
  or the same ranged weapon against the target.
  You attack twice while maneuvering yourself into the most
  advantageous position possible.
  Dance of Steel
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage.
  If you made the triggering attack using a polearm or heavy
  blade, the target must also succeed on a Constitution saving
  throw or its speed is reduce to 0 until the end of your next
  turn.
  Testing your enemy’s defenses as you weave your weapon
  in and out, you lash out with a sudden attack that leaves your
  foe in pain.
  Daunting Onslaught
  Rank 1 Exploit • Fear, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target and each enemy within 5 feet of you or the target
  suffers a -2 penalty to attack rolls until the end of your next
  turn.
  You bring down your rage upon an enemy, frightening
  nearby foes with your brutality.
  Dazing Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and the
  target is dazed until the end of your next turn.
  An expert strike catches your foe by surprise and leaves
  them reeling from the pain.
  Deadly Distraction
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 1d10 damage, and until the end of
  your next turn, you and each ally within 5 feet of the target do
  not provoke opportunity attacks from it.
  You strike your foe hard, delivering a wound that keeps
  your enemy distracted while you and your allies retreat.
  Deadly Knowledge
  Rank 1 Exploit • Utility (Short)
  When you attack a bloodied enemy, or score a critical hit
  against an enemy, your attack deals an extra 1d10 damage.
  You twist your weapon or adjust your aim, hurting your foe
  a little more than usual.
  Defender’s Cohort
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage. If the target
  is marked by an ally of yours, your attack deals an extra 3d10
  damage instead of 2d10.
  Another warrior’s vigilance is all you need to find the soft
  spot in your enemy’s defenses.
  Defensive Stance
  Rank 1 Exploit • Stance (Long)
  As a bonus action, you enter the Defensive stance. Until the
  stance ends, your speed is reduced by 10 feet and you gain a
  +2 bonus to AC, and whenever an enemy misses you with a
  melee attack, you can move up to 5 feet (no action required).
  The bonus to AC granted by this exploit increases when
  you reach 5th level (+3), 11th level (+4), and 17th level (+6).
  Dropping into a cautious stance, you maneuver around
  your opponent’s attacks to get into position.
  Deflecting Shield
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a shield, your attack deals an
  extra 1d10 damage, and the next time the target attacks you
  before the end of your next turn, one other enemy within 5
  feet of you takes 1d4 bludgeoning damage.
  As you hammer your foe with an attack, you move your
  shield to deflect its counterattack.
  Destructive Surprise
  Rank 1 Exploit • Offensive, Weapon (Long)
  As an action, choose one ally you can see within 50 feet
  who can see or hear you. That ally can use its reaction to
  safely move up to 10 feet and make a weapon attack against
  one creature. On a hit, your ally’s attack deals an extra 2d10
  damage.
  You motivate an ally to strike true at just the right moment.
  Devastating Offensive
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must make a Strength saving throw. On a failed save,
  you can move the target up to 5 feet and you can move one
  ally within 5 feet of you up to 15 feet to the space the target
  vacated. Then the ally can use their reaction to make a melee
  weapon attack against the target with a +2 bonus to the
  attack roll. On a hit, your ally’s attack deals an extra 1d4
  damage.
  You knock the enemy aside and call forth a nearby ally for a
  combined assault.
  11
  
  Diabolic Stratagem
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, the target
  is marked until the end of your next turn, and the target of
  this attack gains advantage on attack rolls against you until
  the start of your next turn. The first attack the target makes
  against you before the start of your next turn provokes
  opportunity attacks from you and your allies.
  A feint and attack marks a foe and seemingly leaves you
  defenseless, but it’s just a cunning move to allow you to make
  other attacks.
  Dicey Predicament
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while at least two enemies are within 5 feet of you,
  your attack deals an extra 2d10 damage, and until the end of
  your next turn, your allies who can see or hear you gain
  advantage on attack rolls against any enemy within 5 feet of
  you.
  Surrounded by enemies, you fake weakness and make
  them careless. Then you suddenly strike.
  Dire Wolverine Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  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 you can see within 5 feet of
  you, with a separate attack roll for each target. On a hit, your
  attack deals an extra 1d6 damage.
  Enemies surround you–much to their chagrin, as you slash
  them to pieces with the ferocity of a wounded dire wolverine.
  Disruptive Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  As a reaction, when you or an ally is hit with an attack by a
  creature you can see, you can make an attack using a weapon
  against the triggering creature. On a hit, your attack deals an
  extra 1d10 damage, and the target suffers a -4 penalty on the
  triggering attack roll, possibly causing it to miss.
  You thwart an enemy’s attack with a timely thrust of your
  blade or a quick shot from your bow.
  Distracting Spate
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Dexterity saving throw or grant
  advantage on attack rolls against itself to you until the end of
  your next turn.
  If you made the triggering attack while you are wielding a
  separate melee weapon in each hand, the attack deals an
  extra 2d10 damage instead of 1d10.
  Your flurry of feints and strikes leaves your foe’s defenses
  unsteady.
  Distracting Shot
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  crossbow, light thrown weapon, or sling, your attack deals an
  extra 1d10 damage, and you can choose one of your allies
  within 5 feet of the target. Until the end of your next turn, the
  chosen ally has advantage on attack rolls against the target.
  If you were hidden when you made the triggering attack,
  you can make a Dexterity (Stealth) check to remain hidden if
  you have three-quarters cover or are heavily obscured.
  Your attack draws your enemy’s attention long enough to
  give your ally an opening.
  Distracting Team
  Rank 1 Exploit • Offensive, Pet, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and your
  companion pet can use its reaction to move up to its speed
  and make a melee weapon attack against the target. On a hit,
  your pet’s attack deals an extra 1d10 damage, and the target
  must succeed on a Strength saving throw or be knocked
  prone.
  You distract your foe while your companion pet moves in
  for the kill.
  Driving Attack
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must make a Strength saving throw. On a failed save,
  you can push the target up to 15 feet and knock it prone. On a
  successful save, you can push the target up to 5 feet.
  Once the exploit is resolved, you can safely move up to 5
  feet closer to the target.
  You drive back your adversary with a hail of blows.
  Driving the Quarry
  Rank 1 Exploit • Offensive, Pet, Quarry Weapon (Long)
  When you hit your quarry with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must make a Strength saving throw. On a failed save,
  you can move the target up to 10 feet and you can move your
  companion pet up to 10 feet to a space within 5 feet of the
  target. If the target is also bloodied, you can move your
  companion pet up to 20 feet on a failed save instead of 10
  feet.
  If your companion pet that is a cat, raptor, spider, or wolf,
  you can move it to any unoccupied space within 5 feet of the
  target.
  You fiercely assault your quarry, and your companion pet
  compels that same foe forward.
  Duelist’s Prowess
  Rank 1 Exploit • Stance (Long)
  As a bonus action, you enter the Duelist’s Prowess stance.
  Until the stance ends, whenever a creature within 5 feet of
  you hits or misses you with an attack, it provokes an
  opportunity attack from you.
  The way you stand appears to allow a foe an opening, but
  in truth your skill is such that you use your foe’s attack to
  draw it in for your own quick strike.
  12
  
  Enforced Threat
  Rank 1 Exploit • Fear, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  or ranged weapon, your attack deals an extra 1d10 damage,
  and the target suffers a -2 penalty to attack rolls until the end
  of your next turn. If the target is already suffering from a
  penalty to attack rolls, you also gain advantage on your next
  attack roll against the target before the end of your next turn.
  Your weapon backs up your threats, extracting its toll in
  blood.
  Encircle the Prey
  Rank 1 Exploit • Offensive, Pet, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must make a Wisdom saving throw. On a failed save,
  you can move the target up to 5 feet and you can safely move
  up to 5 feet.
  Additionally, your companion pet can use its reaction to
  make a melee weapon attack against the target.
  You lure your enemy into position. Then, your companion
  pet lunges.
  Enclose the Prey
  Rank 1 Exploit • Offensive, Pet, Quarry, Weapon (Short)
  When you take the Attack action on your turn, you can
  safely move up to 10 feet before one of your melee attacks
  against your quarry using a weapon. On a hit, your attack
  deals an extra 1d10 damage, and your companion pet can
  use its reaction to safely move up to 10 feet and make a
  melee weapon attack against the target.
  If your companion is a cat, spider, or wolf, their attack deals
  an extra 1d4 damage on a hit.
  Your companion pet circles your quarry, gaining a better
  position just as you strike.
  Encouraging Boost
  Rank 1 Exploit • Utility (Short)
  As a bonus action, choose one ally you can see within 25
  feet who can hear you. The target can spend one hit die to
  regain hit points plus an additional 1d4, and it gains a +2
  bonus to AC and saving throws until the end of its next turn.
  You shout words of encouragement, giving your ally a
  necessary boost.
  Evasive Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  safely move up to 15 feet before or after one of your attacks
  using a weapon. On a hit, your attack deals an extra 1d10
  damage.
  You confound your enemies by weaving through the
  battlefield unscathed as you make your attacks.
  Expert Timing
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and for 1
  minute, you and each ally you can see who can hear you
  gains a +5-foot bonus to speed.
  You deliver a blow to your foe and let out a call to your
  allies who, remembering their training, move nimbly around
  the battlefield.
  Fearless Rescue
  Rank 1 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy within 25 feet of you reduces
  one of your allies to 0 hit points, you can move to the nearest
  unoccupied space within 5 feet of the triggering enemy and
  make a melee attack using a weapon against it with a +2
  bonus to the attack roll. On a hit, your attack deals an extra
  1d10 damage.
  Additionally, the triggering ally can spend one hit die to
  regain hit points, plus an additional 1d4 hit points for each
  opportunity attack you provoked while moving to the enemy.
  One of your allies falls, and without regard for your own
  well-being, you rush to make the attacker pay. Your bravery
  inspires your ally to fight on.
  Feral Ambush
  Rank 1 Exploit • Offensive, Pet (Short)
  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 a melee weapon attack against one
  creature within its reach. On a hit, your pet’s attack deals an
  extra 1d10 damage if you are also within 5 feet of the target.
  If your companion is a cat, raptor, snake, or wolf, their
  attack deals an extra 2d10 damage on a hit instead of 1d10.
  You distract an enemy while your pet lunges for the
  creature and savages it.
  Ferocious Insight
  Rank 1 Exploit • Offensive, Pet (Short)
  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 a melee weapon attack against one
  creature within its reach. On a hit, your pet’s attack deals an
  extra 1d10 damage. Also on a hit, while you and your pet are
  both within 5 feet of the target and not incapacitated, the first
  time the target moves before the end of your next turn, you
  and your pet can safely move up to 15 feet as a reaction.
  Your companion exudes an air of ferocity as it attacks,
  which lends agility and allows you both to react to your foe’s
  movements.
  Ferret an Opening
  Rank 1 Exploit • Utility (Short)
  As a bonus action, choose a creature that both you and an
  ally are within 5 feet of. Until the end of your next turn, you
  and your ally gain advantage on attack rolls against the
  target.
  With a keen eye, you use one moment of advantage to
  create another.
  13
  
  Flailing Shove
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d6 damage, and you can
  push the target up to 5 feet. After the push, each of your
  enemies within 5 feet of the target takes 2d4 bludgeoning
  damage.
  The enemy recoils from your weapon and accidentally
  strikes its allies.
  Flamboyant Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and you
  can safely move up to 5 feet.
  By distracting your foe with a colorful flourish, you manage
  to attack from an unexpected angle.
  Flanking Assault
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d4 damage for each of
  your allies within 5 feet of the target.
  The presence of so many enemies overwhelms your foe,
  giving you the opportunity to land a vicious blow.
  Flash of Insight
  Rank 1 Exploit • Utility, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Strength saving throw or be
  knocked prone or pushed up to 10 feet.
  Your weapon slips past a foe’s guard, allowing you to adjust
  your attack and throw the creature off balance.
  Flattening Charge
  Rank 1 Exploit • Offensive, Weapon (Short)
  As an action, make a charging attack against one creature.
  On a hit, your attack deals an extra 1d10 damage, you don’t
  expend this exploit, and the target must succeed on a
  Strength saving throw or be knocked prone. On a miss, until
  the start of your next turn, the target gains advantage on
  attack rolls against you and a +1d4 bonus to damage rolls
  against you.
  The force of your hurtling attack knocks your enemy flat or
  leaves your defenses down.
  Flattening Shot
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a sling,
  your attack deals an extra 1d10 damage, and you can push
  the target up to 5 feet and knock it prone.
  Your sling’s stone careens toward an enemy and hits with a
  crack, knocking it over.
  Fleeting Ghost
  Rank 1 Exploit • Stealth, Utility (Turn)
  As a bonus action, you can take the Dash action or Hide
  action.
  If you have a class feature or other ability that allows you to
  do both of these actions as a bonus action already, such as
  the rogue’s Cunning Action, you can both Dash and Hide with
  the same bonus action.
  You are stealthy and fleet of foot at the same time.
  Fleeting Spirit Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  safely move up to 15 feet before one of your attacks using a
  finesse or ranged weapon and make a Dexterity (Stealth)
  check to become hidden. On a hit, your attack deals an extra
  1d10 damage, and you can safely move up to 15 feet and
  make a Dexterity (Stealth) check to become hidden.
  You dart from shadow to shadow, striking out along the
  way.
  Follow Me In
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can choose one ally within 50 feet of you who can see or hear
  you. The chosen ally’s speed increases by 10 feet until the
  end of your next turn. If the ally makes a charging attack
  while the speed bonus is active, the ally’s movement does not
  provoke opportunity attacks, and the ally does not grant
  advantage on attack rolls against itself as part of the Charge.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the Charge.
  You rush into battle with a decisive attack, rallying a friend
  behind you.
  Forceful Drag
  Rank 1 Exploit • Utility (Short)
  As a bonus action, choose one creature you have grappled
  who is up to one size category larger than you. You can move
  up to your speed, pulling the target along with you. At the end
  of this movement, you can end the grapple to knock the target
  prone.
  You dig your fingers into a foe and drag the struggling
  opponent across the battlefield.
  Fox Shift
  Rank 1 Exploit • Offensive (Short)
  When you hit a creature marked by an ally with a melee
  attack, the target suffers the attack’s normal effects, you can
  safely move up to 5 feet, and gain a +2 bonus to AC and
  saving throws against the target’s attacks, spells, and abilities
  until the end of your next turn.
  Distracted by your ally, your foe can’t respond effectively to
  your sly maneuvering.
  14
  
  Fox’s Cunning
  Rank 1 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy hits or misses you with a
  melee attack, you can safely move up to 5 feet, then make an
  attack using a weapon against the triggering enemy with a +2
  bonus to the attack roll. On a hit, your attack deals an extra
  1d10 damage.
  Using the momentum from your enemy’s blow to fall back
  or slip to one side, you make a sudden retaliatory attack as
  they stumble to regain their composure.
  Full Extension
  Rank 1 Exploit • Utility (Short)
  As a bonus action, until the end of your next turn, your
  reach with melee weapons increases by 5 feet.
  You lunge forward, hitting a spot well beyond where your
  foes thought you could reach.
  Funneling Flurry
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 1d6 damage, and you
  can move the target up to 5 feet. You can then make one
  additional melee attack using your other weapon against a
  creature within reach. On a hit, your attack deals an extra
  1d6 damage, and you can move the target up to 5 feet.
  With snakelike strikes, you force two of your enemies to
  move where you want them.
  Get over Here
  Rank 1 Exploit • Utility (Short)
  As a bonus action, choose one ally you can touch. You can
  move the target up to 10 feet to a space within 5 feet of you.
  You pull one of your allies into a more advantageous
  position.
  Goading Maneuver
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can safely move up to 10 feet. In addition, you can mark one
  or two enemies within 5 feet of you until the end of your next
  turn.
  After a swift strike, you step to the side and draw another
  one or two foes into your trap.
  Guarded Attack
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and the
  target provokes an opportunity attack from you if it makes a
  melee attack against you before the start of your next turn.
  The opportunity attack is made before the target makes its
  attack roll. On a hit, your attack deals an extra 1d10 damage,
  and the target suffers a -2 penalty to the triggering attack roll.
  Striking quickly, you remain ready to parry.
  Guardian Arrow
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can choose one ally within 5 feet of the target. For 1 minute,
  if the target attacks that ally, you can make an opportunity
  attack against the target using a ranged weapon. You cannot
  make this attack if the target is marked by that ally.
  You slam an arrow home and promise more if harm befalls
  your friend.
  Guarding Attack
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can choose one ally within 5 feet of you or the target who can
  see or hear you. That ally gains a +3 bonus to AC against the
  target’s attacks until the end of your next turn.
  With a calculated strike, you knock your enemy off balance,
  granting some protection against the villain’s attacks.
  Hack and Hew
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d6 damage, and you can
  make one additional melee attack against a different creature
  within reach. On a hit, your attack deals an extra 1d6
  damage.
  You hack an enemy with one stroke and then slash at
  another with your next swing.
  Hammer and Anvil
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and one
  ally within 5 feet of the target who can see or hear you can
  use their reaction to make a melee weapon attack against it.
  On a hit, your ally’s attack deals an extra 1d4 damage.
  You land a ringing blow against your foe, inspiring a nearby
  ally to do the same, but harder.
  Hammer Formation
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  thrown weapon, your attack deals an extra 1d10 damage, and
  each ally within 10 feet of you gains a +1d4 bonus to their
  next damage roll using a weapon before the start of your next
  turn.
  You signal your allies to attack with abandon, dishing out
  as much damage as possible.
  Harrier’s Ploy
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage and for 1
  minute, whenever the target moves, you can use your
  reaction to safely move up to 10 feet.
  Your forceful attack promises your foe a pursuit that can
  end only when one of you is victorious.
  15
  
  Hasty Alert
  Rank 1 Exploit • Utility (Long)
  When you roll initiative and you or one of your allies would
  be surprised, you and each ally within 50 feet of you who can
  see or hear you are not surprised. Additionally, each target
  gains a +2 bonus to AC, and a +3 bonus to Dexterity and
  Intelligence saving throws until the end of the first round of
  combat.
  Your shout warns comrades of imminent danger in time for
  them to react.
  Hearten the Beast
  Rank 1 Exploit • Pet, Utility (Turn)
  As an action, if your companion pet is within 100 feet and
  can see or hear you, it can immediately make a saving throw
  with a +2 bonus against one effect that a save can end.
  If your companion pet is a bear or a boar, it gains a +4
  bonus to the save instead of +2.
  With an encouraging shout, you give your beast companion
  the desire to fight harder.
  Heroic Effort
  Rank 1 Exploit • Utility (Long)
  As a bonus action, while you are bloodied, each ally within
  50 feet of you who can see or hear you gains a +1d4 bonus to
  damage rolls until you are no longer bloodied. Additionally,
  you gain temporary hit points equal to your level + 1d4.
  On the brink of exhaustion, you still manage to rally your
  allies.
  Hesitation Slash
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Wisdom saving throw or grant
  advantage on attack rolls against itself until the end of your
  next turn.
  If the triggering attack was made with a light blade, heavy
  blade, or spear, your attack deals an extra 2d10 damage
  instead of 1d10.
  You flick your weapon one way, then the next, slashing your
  opponent and making it unclear which direction your next
  attack will come.
  Hindering Shot
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target’s speed is reduced by 10 feet until the end of your next
  turn.
  An arrow in the leg slows even the hardiest creature.
  Hold the Line
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage.
  Until the end of your next turn, allies who can see or hear
  you gain a +2 bonus to AC and cannot be subjected to forced
  movement while within 5 feet of you.
  With a snap series of commands, you keep your allies in
  formation and well defended as you assault your adversary.
  Hounding Assault
  Rank 1 Exploit • Fear, Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 1d10 damage, and
  for 1 minute, whenever you hit with a melee attack, the target
  suffers a -2 penalty to attack rolls until the end of your next
  turn.
  Your vicious attack rends flesh and courage alike, leaving
  your foe quivering.
  Hunter’s Bear Trap
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 1d10 damage, and the target must
  make a Constitution saving throw. On a failed save, it bleeds
  for 1d4 necrotic damage, and its speed is reduced by 10 feet
  for 1 minute. On a successful save, the target’s speed is
  reduced by 10 feet until the end of your next turn. The target
  can repeat the saving throw at the end of each of its turns,
  ending the speed reduction on a success.
  A well-placed shot to the leg leaves your enemy hobbled
  and bleeding.
  Hunter’s Pounce
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  safely move up to 10 feet before one of your attacks using a
  melee weapon. On a hit, your attack deals an extra 1d10
  damage, and the target must succeed on a Constitution
  saving throw or its speed is reduced by 10 feet until the end
  of your next turn.
  You leap forward and strike with a single, well-aimed blow.
  The strike cuts deep and leaves your enemy reeling.
  Hunter’s Privilege
  Rank 1 Exploit • Quarry, Stance (Long)
  When you roll initiative and your check result is higher
  than any other combatant’s, you enter the Hunter’s Privilege
  stance. Until the stance ends, you gain a +1d4 bonus to
  damage rolls against your quarry.
  The damage bonus of this exploit increases at 5th level
  (1d6), 11th level (1d8), and 17th level (1d12).
  Your keen senses and uncanny instincts give you an edge
  over your enemies.
  Hunter’s Quarry
  Rank 1 Exploit • Utility (Turn)
  As a bonus action, you designate the nearest enemy to you
  that you can see as your quarry. The hunter’s quarry effect
  remains active for 1 minute or until you designate a different
  target as your quarry.
  Once per turn, you can deal an extra 1d4 damage when you
  hit your quarry with a weapon attack.
  The damage of this exploit increases when you reach 5th
  level (1d6), 11th level (1d8), and 17th level (1d12).
  Your eye focuses in on your nearest foe, marking them as
  your prey.
  16
  
  Hunting-Partner Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage.
  If one of your allies is within 5 feet of the target and not
  incapacitated, your attack deals an extra 3d10 damage
  instead of 2d10.
  Working with an ally allows you that extra edge.
  Hunt’s End
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a bloodied creature with an attack using a
  weapon, your attack deals an extra 2d10 damage. If the target
  is your quarry, the triggering attack can score a critical hit on
  a roll of 19–20.
  You carefully focus to make your attack spell your target’s
  end.
  Hurling Charge
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  thrown weapon, your attack deals an extra 1d10 damage, and
  you can make a charging attack against the target.
  You can designate the target as your quarry using a quarry
  feature (no action required) before you make the charging
  attack.
  You hurl one of your weapons and then launch into a
  charge.
  Immediate Vengeance
  Rank 1 Exploit • Offensive (Short)
  As a reaction, when an enemy within 5 feet of you hits you
  or an ally with a melee weapon attack while you’re wielding a
  shield, you force the target to make a Constitution saving
  throw with a -2 penalty. On a failed save, the target takes
  2d10 bludgeoning damage and deals only half damage with
  weapon attacks that use Strength until the end of your next
  turn, including the triggering attack.
  The penalty to the saving throw increases when you reach
  5th level (-3), 11th level (-4), and 17th level (-6).
  An attack gets through, but before the attacker can
  withdraw, you smash your shield down upon it with crippling
  force.
  Impact Shot
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  finesse or ranged weapon, your attack deals an extra 1d10
  damage, and you can push the target up to 5 feet.
  Your shot slams your foe backward.
  Insightful Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a bloodied creature with a melee attack using
  a weapon, your attack deals an extra 3d10 damage.
  Your opponent is showing weakness, and your shrewdness
  allows you to exploit it.
  Inspire Resilience
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can choose any number of allies within 5 feet of you who can
  see or hear you. Each ally can chooses to gain one of the
  following:
  +1d4 bonus to damage rolls until the end of your next
  turn.
  2d6 temporary hit points.
  You deliver a powerful hit that bolsters your ally or
  encourages your comrade to unleash an equally devastating
  blow.
  Inspired Belligerence
  Rank 1 Exploit • Utility (Short)
  As a bonus action, choose one enemy within 25 feet of you
  that you or an ally has advantage on attack rolls against. Until
  the start of your next turn, all your allies who can see or hear
  you gain advantage on attack rolls against the target and a
  +1d4 bonus to damage rolls against the target.
  You lead your allies to use your enemies’ defensive
  openings to deliver more punishment.
  Inspiring Shot
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deal an extra 1d10 damage, and for one
  minute, whenever you allow an ally to regain hit points, that
  ally regains an additional 1d4.
  Your shot strikes an enemy hard, proving that victory is
  near.
  Inspiring War Cry
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage.
  Additionally, one ally of your choice within 25 feet of you who
  can see or hear you can make a saving throw against one
  effect that a save can end.
  As you strike, you shout a fierce war cry that heartens a
  nearby ally, jolting your friend out of succumbing to their
  troubles.
  Inspiring Word
  Rank 1 Exploit • Utility (Short)
  As a bonus action, choose yourself or one ally within 25
  feet who can hear you. The target can spend one hit die to
  regain hit points plus an additional 1d10.
  This exploit's additional healing increases when you reach
  5th level (2d10), 11th level (4d10), and 17th level (7d10).
  You call out to a wounded ally and offer inspiring words of
  courage and determination that helps that ally rally.
  Invigorating Stride
  Rank 1 Exploit • Utility (Short)
  As a bonus action, you can safely move up to 10 feet. If
  there are no enemies within 5 feet of you after this
  movement, you can spend one hit die to regain hit points.
  You back away from danger and catch your breath.
  17
  
  Isolation Strike
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d6 damage, and you can
  make one additional melee attack using a weapon against a
  creature within reach. On a hit, your attack deals an extra
  1d6 damage.
  When you deal damage with this exploit to a creature that
  isn’t your quarry, that creature must succeed on a Strength
  saving throw or be pushed up to 10 feet.
  Your flurry of attacks knocks your opponents back,
  allowing you to focus on a single foe.
  Interrupting Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can mark the target until the end of your next turn. While
  marked by this exploit, if the target makes an attack before
  the end of your next turn that does not include you as a
  target, one ally within 5 feet of the target can make an
  opportunity attack against it as a reaction. If the ally’s attack
  hits, the target suffers a -2 penalty to the triggering attack roll,
  possibly causing it to miss.
  Your weapon strikes the foe and, if it seeks to attack
  another, your waiting ally can attempt an attack of their own
  first.
  Jaws of the Wolf
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 1d10 damage, and until
  the end of your turn, all of your attacks deal an extra 1d4
  damage on a hit.
  You use your weapons to hedge in your foe and trick them
  into exposing a weak spot, at which point you strike.
  Jumping Blade Assault
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and you
  knock the target prone.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the Charge.
  You deliver a flying kick to the face of your foe, knocking it
  to the ground. You then plunge your blade into its vitals.
  King’s Castle
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 1d10 damage, and
  you and one ally you can see within 5 feet of you can safely
  swap places.
  You make a stinging strike against your foe and then
  retreat behind a nearby ally.
  Knee Breaker
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Constitution saving throw or its
  speed is reduced by 10 feet for 1 minute. If the target’s speed
  was already reduced by any effect, its speed is instead
  reduced to 0 for 1 minute. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on a
  success.
  If you made the triggering attack using an axe, hammer, or
  mace, your attack deals an extra 2d10 damage on a hit
  instead of 1d10.
  By smashing into your opponent’s legs, you make even the
  thought of moving painful for them.
  Knight’s Move
  Rank 1 Exploit • Utility (Short)
  As a bonus action, choose one ally within 50 feet who can
  see or hear you. That ally can use their reaction to move up to
  their speed.
  With a sharp wave of your arm, you direct one of your allies
  to a more tactically advantageous position.
  Lamb to the Slaughter
  Rank 1 Exploit • Offensive, Weapon (Long)
  As an action, choose one creature that can see or hear you
  within 25 feet. The target must succeed on a Wisdom saving
  throw or be pulled up to 25 feet. Also on a failed save, up to 3
  allies of your choice within 25 feet of you who can see and
  can hear you can use their reaction to make a charging attack
  against the target.
  The enemy succumbs to your challenge and engage you –
  only to find more opponents than it expected.
  Lasting Threat
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target is marked by you for 1 minute or until you fall
  unconscious. No mark can supersede this one.
  Following up your challenge with a solid attack, you force
  your enemy to engage you.
  Lead by Example
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you take the Attack action on your turn, you can
  safely move up to 5 feet before one of your attacks using a
  melee weapon. On a hit, your attack deals an extra 1d10
  damage, and your allies gain advantage on attack rolls
  against the target until the start of your next turn.
  You step forward to attack, showing your allies how it’s
  done–and whom to hit next.
  Lead the Attack
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  and each ally within 25 feet of you gain a +3 bonus to attack
  rolls until the end of your next turn.
  Under your direction, arrows hit their marks and blades
  drive home.
  18
  
  Leader’s Instincts
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and one
  ally of your choice who can see you can use their reaction to
  make a melee weapon attack against the target with a +2
  bonus to the attack roll.
  You strike at your foe with a skillful thrust. As your
  opponent is about to dodge, you call for an ally to attack.
  Leaf on the Wind
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Dexterity saving throw or swap
  positions with you or one of your allies within 5 feet of it.
  As if your enemy were a leaf caught in the autumn wind,
  your attack maneuvers it as you wish, forcing it to yield
  ground to one of your allies.
  Leonine Surge
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 1d10 damage, and you
  can make on additional melee attack using your other
  weapon against the target. On a hit, your attack deals an
  extra 1d4 damage, and the target must succeed on a Strength
  saving throw or be knocked prone.
  Like a hunting lion, you throw yourself at your enemy in an
  attempt to land two blows and put your victim down.
  Low Slash
  Rank 1 Exploit • Offensive, Weapon (Short)
  As a bonus action, you can make a melee attack using a
  finesse weapon against one creature within reach. On a hit,
  your attack deals an extra 1d10 damage, and you can move
  the target up to 5 feet and reduce its speed by 10 feet until
  the end of your next turn.
  If one of your allies is within 5 feet of the target and that
  ally isn’t incapacitated, your attack deals an extra 2d10
  damage on a hit instead of 1d10.
  Your blade bites your enemy’s legs, momentarily hobbling
  them.
  Lunging Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you take the attack action on your turn, you can
  increase the reach of one of your attacks using a weapon by 5
  feet. On a hit, your attack deals an extra 1d10 damage.
  You lunge at a foe that thought it was beyond your reach.
  Luring Focus
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must make a Constitution saving throw. On a failed
  save, you can choose one enemy you can see within 25 feet of
  you. You pull the chosen enemy up to 10 feet.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the Charge.
  Your attack wounds your adversary, and another enemy
  moves closer, hoping to take advantage of your concentration.
  Lurker’s Cloak
  Rank 1 Exploit • Utility (Short)
  As a bonus action, until the end of your next turn, you gain
  a +2 bonus to AC and a +4 bonus to Dexterity saving throws
  while you are obscured or have cover.
  You maximize the benefit of the obstacle or shadows hiding
  you.
  Maneuvering Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and you
  can move the target up to 5 feet.
  If you move the target, one ally you can see gains
  advantage on attack rolls against the target until the end of
  your next turn. If you don’t move the target, you gain
  advantage on attack rolls against it until the end of your next
  turn.
  Ducking to the side, you drive your weapon upward. You
  force your opponent to step away or face a devastating follow-
  up attack.
  Martial Cascade
  Rank 1 Exploit • Utility (Short)
  When you hit an enemy with an attack, you can choose any
  number of creatures within 50 feet of you who can see or
  hear you. Until the end of your next turn, any target who
  spends an inspiration to gain advantage on an attack roll
  against the triggering enemy also gains a +2 bonus to the
  attack roll.
  Your daring attack inspires your allies to follow your lead.
  Martial Doom
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 1d10 damage, and until the end of
  your next turn, your allies gain advantage on attack rolls
  against the target.
  Additionally, any ally that hits the target with an attack that
  has advantage from this exploit before the end of your next
  turn, deals an extra 1d10 damage.
  Your attack connects to expose an opening that any ally
  with will or daring can sieze.
  19
  
  Master’s Edge
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage.
  Additionally, for 1 minute, whenever the target willingly
  moves to a space within 5 feet of one of your allies, you can
  use your reaction to either make a melee weapon attack
  against the target if they are within your reach, or make a
  charging attack against the target.
  Your extensive experience helps you pick out the flaws in
  your opponent’s technique, letting you move to meet the
  enemy’s attacks.
  Mighty Leap
  Rank 1 Exploit • Utility (Short)
  When you make a long jump or a high jump, you are
  considered to have a running start, the distance of your long
  jump is increased by 10 feet, the distance of your high jump
  is increased by 2 feet, and if you need to make a Strength
  (Athletics) check or Dexterity (Acrobatics) check as part of
  the jump you gain a +4 bonus to the check.
  You gather your strength for a truly impressive leap.
  Myrmidon Formation
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a shield, your attack deals an
  extra 1d10 damage, and at the start of your next turn, each
  ally within 5 feet of you gains 1d4 temporary hit points.
  Knowing that regrouping increases morale, you attack
  while calling for your allies to fall into line.
  Nasty Backswing
  Rank 1 Exploit • Offensive, Weapon (Short)
  As a reaction, when you miss an enemy with a melee
  attack, you can make one melee attack using a finesse
  weapon against the triggering enemy with advantage on the
  attack roll. On a hit, your attack deals an extra 1d10 damage,
  and you can safely move up to 5 feet.
  You follow a missed attack with a surprising strike and a
  hasty sidestep.
  Motivated Recovery
  Rank 1 Exploit • Utility (Long)
  As a bonus action, choose one bloodied ally within 25 feet
  who can hear you. The target can spend one hit die to regain
  hit points, and until the end of their next turn, the target gains
  a +2 bonus to AC and saving throws, and a +1d4 bonus to
  their next damage roll.
  At your encouragement, an injured ally exploits an
  opportunity to shine.
  Nimble Footwork
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can safely move up to 5 feet. After you move, one ally within
  10 feet of you can safely move up to 5 feet (no action
  required).
  You attack and step to one side, allowing an ally to slip
  closer.
  No Opening
  Rank 1 Exploit • Utility (Short)
  As a reaction, when an enemy makes an attack roll against
  you with advantage, you negate the advantage and until the
  start of your next turn, attack rolls against you cannot gain
  advantage.
  You raise your weapon or shield to block an opening in
  your defenses.
  Off-Hand Parry
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate weapon in each
  hand, your attack deals an extra 1d10 damage, and for 1
  minute you gain a +1 bonus to AC while you are wielding a
  separate melee weapon in each hand.
  You ready your off-hand weapon to deflect incoming
  attacks.
  Off-Hand Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 1d6 damage, and you
  can make one additional melee attack using your other
  weapon. On a hit, your attack deals an extra 1d6 damage.
  A weapon in your off-hand allows for a quick attack.
  One-Two Punch
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and you
  can make one additional melee attack using a finesse weapon
  against a creature within reach. On a hit, your attack deals
  extra damage equal to your Sneak Attack, if you meet the
  normal prerequisites for Sneak Attack, and you are not
  already applying your Sneak Attack to the target.
  You stab your blade into the back of a foe and then plunge
  it into the chest of another.
  Opening Move
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and you
  gain a +2 bonus to your AC and a +4 bonus to Dexterity
  saving throws until the end of your next turn.
  While your enemies fumble for weapons or stand and gape,
  you leap into the fray to score a deadly hit.
  Orchestrated Offensive
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can choose up to 2 allies within 25 feet of you. Your chosen
  allies can use their reaction to make a charging attack, a
  weapon attack, or safely move up to their speed.
  Your strike is the only signal your allies need to put your
  careful plan into motion.
  20
  
  Pack Alertness
  Rank 1 Exploit • Pet, Utility (Turn)
  As a bonus action, you target yourself and your companion
  pet if it’s within 50 feet of you and you can see each other.
  Each target can make a Wisdom (Perception) check and
  share the better result. Also, if your companion pet becomes
  aware of something, you do as well, and vice versa.
  If your companion is a cat, raptor, or wolf, you both gain a
  +3 bonus to the ability check.
  Through subtle communications, you and your companion
  pet act almost as if you share senses.
  Paired Predators
  Rank 1 Exploit • Offensive, Pet, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and your
  companion pet can use its reaction to make one melee
  weapon attack against the target if it’s within its reach.
  If your companion pet is a boar, lizard, or wolf, your pet’s
  attack deals an extra 1d4 damage on a hit.
  Coupling attacks, you and your pet effectively take it to your
  enemies.
  Parry and Riposte
  Rank 1 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy within reach misses you or
  an ally with a melee attack, you can make a melee attack
  using a weapon against the triggering enemy. On a hit, your
  attack deals an extra 1d10 damage, and the target must
  succeed on a Wisdom saving throw or grant advantage on
  attack rolls against itself to you and your allies until the end
  of your next turn.
  You parry an attack and quickly counter with your own,
  throwing your foe off balance.
  Parting Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target’s speed is reduced by 10 feet until the end of your next
  turn. After the attack, you can safely move up to your speed.
  You slash your enemy across the legs and then withdraw,
  leaving your foe hobbled.
  Partnered Savaging
  Rank 1 Exploit • Offensive, Pet (Long)
  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 a melee weapon attack against one
  creature within its reach. On a hit, your pet’s attack deals an
  extra 1d10 damage.
  If the target is your quarry, you can move up to 10 feet and
  make one additional melee weapon attack against the target.
  Your beast companion brutalizes the enemy as you slip in
  for a quick strike.
  Pass Forward
  Rank 1 Exploit • Utility (Turn)
  As a bonus action, choose one creature you can see within
  5 feet of you and move up to your speed. As long as you end
  this movement in a space within 5 feet of the target, your
  movement does not provoke opportunity attacks.
  With perfect timing, you slip by your foe without dropping
  your guard.
  Passing Attack
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d6 damage, and you can
  safely move up to 5 feet. You can then make one additional
  melee attack using a weapon against a different creature with
  a +2 bonus to the attack roll. On a hit, your attack deals an
  extra 1d6 damage.
  You strike one foe, allowing your momentum to carry you
  forward into a second strike against another enemy.
  Pin Cushion
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  and your allies gain a +2 bonus to ranged attack rolls against
  the target until the end of your next turn.
  If your allies fire enough arrows at your foe, a few are
  bound to hit.
  Pin the Foe
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage.
  For 1 minute, the target cannot safely move or take the
  Disengage action if at least two of your allies (or you and one
  ally) are within 5 feet of it.
  Your attack positions your enemy so that no matter where
  it turns, one of your allies is waiting.
  Plant to the Hilt
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 1d10 damage, you can
  move the target up to 5 feet to a different space within 5 feet
  of you. You can then make one additional melee attack using
  your other weapon against the target. On a hit, the target
  suffers the attack’s normal effects, and you can move the
  target up to 15 feet.
  You embed both of your weapons in your foe and use them
  as grips to swing that foe around to a new position.
  Pommel Smash
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and the
  target suffers a -2 penalty to attack rolls for 1 minute. The
  target can make a Constitution saving throw at the end of
  each of its turns, ending the effect on a success.
  You pound the pommel of your weapon into your enemy’s
  face.
  21
  
  Positioning Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and you
  can move the target up to 10 feet.
  A false stumble and a shove place the enemy exactly where
  you want it.
  Powerful Warning
  Rank 1 Exploit • Offensive (Short)
  As a reaction, when an ally within 25 feet of you who can
  hear you is hit by an enemy’s attack, you grant the triggering
  ally a +3 bonus to AC and saving throws against the enemy’s
  attack, possibly causing it to miss. After the attack is resolved,
  your ally can then use their reaction to make a melee weapon
  attack against the triggering enemy.
  You shout a warning that alerts your ally to an enemy
  attack, allowing your comrade to dodge and riposte.
  Precise Assault
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  move up to your speed before one of your melee attacks using
  a weapon and gain a +2 bonus to the attack roll. On a hit, your
  attack deals an extra 1d10 damage.
  You don’t provoke opportunity attacks for the first space
  you leave during this movement.
  You see an opening in an enemy’s defenses, and you break
  off your current attack to take advantage of the weakness.
  Precise Incision
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you take the attack action on your turn while you are
  wielding a finesse weapon, you can forgo on of your attacks
  to force the target to succeed on a Dexterity saving throw or
  take 2d10 + 2 damage of the same type as your weapon.
  You target an opening in your foe’s armor and make a
  vicious cut.
  Press of Steel
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a shield, your attack deals an
  extra 1d10 damage, and if the target is within 5 feet of you
  and blocking terrain, it must make a Strength saving throw.
  On a failed save, the target is restrained for 1 minute. On a
  successful save, the target is grappled until the end of your
  next turn. The condition also ends if you are no longer within
  5 feet of the target.
  You attack your foe and then use your shield to pin it in
  place.
  Press the Advantage
  Rank 1 Exploit • Offensive, Weapon (Long)
  As a reaction, when a creature is bloodied by one of your
  melee attacks, you can make one additional melee attack
  using a finesse weapon against the target. On a hit, your
  attack deals an extra 2d10 damage.
  Having just wounded your opponent, you follow up with a
  finishing move.
  Probing Attack
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must make a Dexterity saving throw. On a failed save,
  you gain a +2 bonus to attack rolls against the target until the
  end of your next turn.
  When using this exploit as part of an opportunity attack, it
  does not use your reaction, though you can still only take one
  opportunity attack per turn.
  With a careful strike, you find a weak spot in your enemy’s
  defenses.
  Provocative Order
  Rank 1 Exploit • Offensive, Weapon (Short)
  As an action, choose one ally within 25 feet who can see or
  hear you. The chosen ally can use their reaction to make a
  charging attack. On a hit, your ally’s attack deals an extra
  2d10 damage.
  You prompt an ally to take the fight to the enemy.
  Punishing Charge
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you make a charging attack using a melee weapon
  you are wielding with two hands, you can move an additional
  10 feet. On a hit, your attack deals an extra 1d10 damage.
  Each enemy that attacks you with an opportunity attack
  triggered by the charging attack takes 1d4 damage of the
  same type as the weapon you are wielding.
  As you Charge into battle, your weapon opens a path to
  your chosen foe.
  Quick Escape
  Rank 1 Exploit • Utility (Short)
  As a bonus action, you can make an escape attempt, or you
  can make a saving throw against one effect that grapples or
  restrains you and that a save can end.
  You quickly try to shake off whatever’s holding you.
  Quick Fingers
  Rank 1 Exploit • Sleight of Hand or Thieves’ Tools, Utility
  (Short)
  As a bonus action, you can make a Dexterity (Sleight of
  Hand or Thieves’ Tools) check.
  You can pilfer a coin pouch in the blink of an eye.
  Race the Arrow
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 damage, and one
  ally of your choice can make a charging attack against the
  target with a +2 bonus to the attack roll. On a hit, your ally’s
  attack deals an extra 1d10 damage.
  You catch your comrade’s eye and designate a target. You
  fire a shot that diverts your foe’s attention, giving your ally the
  chance to attack.
  22
  
  Rain of Blows
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can make one additional melee attack using a weapon
  against the target.
  If you made the triggering attack using a flail, light blade, or
  spear, you can make two additional melee attacks using a
  weapon against the target instead of one.
  You become a blur of motion, raining a series of blows
  upon your opponent.
  Rapid Volley
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you make ranged attack using a weapon against a
  creature, you can make one additional ranged attack using
  the same weapon against a creature within range. If you
  target the same creature for both attacks, you gain a +1d4
  bonus to each damage roll. If you target two different
  creatures, you suffer a -2 penalty to both attack rolls.
  With amazing speed, you unleash a pair of arrows at your
  enemies.
  Reaver’s Hook
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target takes 1d4 necrotic damage if it moves before the end
  of your next turn.
  If you made the triggering attack using an axe or pick, you
  can safely move up to 5 feet after the attack, pulling the target
  to the space you vacated.
  Your mighty swing embeds your weapon in your foe.
  Relentless Wounding
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and for 1
  minute, your allies gain a +1d4 bonus to damage rolls against
  the target.
  Your attack wounds a foe, making it susceptible to your
  allies’ assaults.
  Repositioning Command
  Rank 1 Exploit • Utility (Long)
  As a bonus action, you can target yourself and any number
  of allies within 50 feet of you who can see or hear you. Each
  target can safely move up to 5 feet (no action required).
  With a single word from you, your allies shift to a more
  advantageous positions.
  Restoring Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon you are wielding with two hands, your attack deals
  an extra 1d10 damage, and once before the end of your next
  turn, you can use a bonus action to spend one hit die to
  regain hit points.
  Your weapon impacts with a satisfying crunch, filling you
  with new confidence.
  Rhino Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a charging attack using a
  weapon, your attack deals an extra 2d10 damage.
  If you’re wielding a shield, the charging attack does not
  provoke opportunity attacks.
  Rushing into the thick of battle, you smash your foes with
  your eager attack.
  Road to Victory
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and one
  ally of your choice who can see or hear you can safely move
  up to 5 feet or move up to 15 feet (no action required).
  Until the end of your next turn, when you allow an ally to
  regain hit points, that ally can safely move up to 5 feet or
  move up to 10 feet (no action required).
  Your sudden strike clears a path through the battlefield for
  your ally, and leaves open the option for more movement.
  Rub Some Dirt on It
  Rank 1 Exploit • Utility (Short)
  As a bonus action, you can choose yourself if you are
  bloodied or one bloodied ally you can touch. The target gains
  1d4 + 2 temporary hit points.
  With a wisecrack, you give your comrade a little courage
  despite their wounds.
  Ruffling Sting
  Rank 1 Exploit • Offensive, Weapon (Short)
  As a bonus action, make a melee attack using a weapon
  against one creature. On a hit, your attack deals an extra
  1d10 damage, and you gain advantage on one attack roll
  against the target before the end of your next turn.
  With a scorpion-like jab, you unsettle your opponent
  enough to gain a momentary advantage.
  Ruinous Assault
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 1d10 damage.
  Additionally, the target bleeds for 1d4 necrotic damage, and
  you can make one additional melee attack using your other
  weapon against a creature within reach. On a hit, the target
  suffers the attack’s normal effects, and bleeds for 1d4
  necrotic damage.
  If you hit the same target with both attacks, the bleeding
  stacks.
  Your weapons move with incredible speed and open deep
  gashes in your opponent.
  Savage Assault
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you take the Attack action on your turn, you can
  push one creature you can see up to 5 feet and safely move
  up to 5 feet into the space it vacated before one of your melee
  attacks using a weapon. On a hit, your attack deals an extra
  1d10 damage.
  Your enemy falls back beneath your savage attack, but you
  pursue to finish the job.
  23
  
  Scattering Shot
  Rank 1 Exploit • Fear, Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 1d10 damage, and
  each enemy within 5 feet of the target suffers a -2 penalty to
  attack rolls for 1 minute. In addition, each enemy within 5
  feet of the target is pushed up to 5 feet away from the target.
  Each target suffering a penalty to attack rolls from this
  exploit can make a Wisdom saving throw at the end of each
  of its turns, ending the effect on itself on a success.
  Enemies flee from the target of your attack, each fearing it
  will be your next victim.
  Scattering Volley
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can make one additional ranged attack using a weapon
  against a creature within reach.
  Each time you deal damage with this exploit, you can move
  the target up to 5 feet.
  Your hail of shots causes your foes to dive for cover,
  clearing a path for your allies.
  Scything Blow
  Rank 1 Exploit • Offensive, Weapon (Long)
  As an action, you can safely move up to 10 feet and make a
  melee attack using a weapon against one or two creatures
  within reach, with a separate attack roll for each target. On a
  hit, your attack deals an extra 1d6 damage, and the target
  must succeed on a Strength saving throw or be knocked
  prone. You can then make one additional melee attack
  against each target, with a separate attack roll for each.
  You lash out with your weapon in a wide arc, knocking two
  foes to the ground. You then drive your weapon into them.
  Seismic Strike
  Rank 1 Exploit • Offensive, Pet, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and for 1
  minute, if your companion pet is within 5 feet of the target,
  you can use a bonus action to command it to attempt to trip
  the target. The target must succeed on a Strength saving
  throw or be knocked prone.
  You strike at your foe and your companion aids you in
  keeping the fools who oppose you within arm’s reach.
  Seize and Stab
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you have a free hand, your attack deals an extra
  1d10 damage, and you can grapple the target. The target
  cannot attempt to escape the grapple until the end of its next
  turn.
  You grab your foe to make certain of your aim. Then you
  plunge your weapon into the creature.
  Seize the Upper Hand
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage.
  Additionally, until the end of your next turn, while you have
  advantage on attack rolls against the target, you and your
  allies gain a +2d4 bonus to damage rolls against it.
  Your strike distracts your foe, forcing it to lower its
  defenses and create opportunities from your allies’ attacks.
  Serpent’s Coil
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Strength saving throw or suffer
  disadvantage on attack rolls until the end of your next turn.
  If you made the triggering attack using a flail, you can also
  grapple the target on a failed save. While the target is
  grappled in this way, your weapon cannot be used to make
  attacks.
  Like a striking snake, your weapon flashes and catches the
  limbs of your foe.
  Set the Trap
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage.
  Additionally, one ally you can see can use their reaction to
  safely move up to half of their speed to a space where they
  have cover or are obscured and make a Dexterity (Stealth)
  check to become hidden. Before the end of your next turn,
  that ally gains a +1d10 bonus to their next damage roll made
  against an enemy form which they are hidden.
  You grab the enemy’s attention with an aggressive strike to
  give your ally a chance to set up their own attack.
  Setup Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and you
  gain advantage on attack rolls against the target until the end
  of your next turn.
  You land a calculated blow that causes your enemy to drop
  its guard, leaving it vulnerable to subsequent attacks.
  Shadow Steel Roll
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you take the Attack action on your turn, you can
  safely move up to your speed and make a Dexterity (Stealth)
  check to become hidden before one of your attacks. On a hit,
  your attack deals an extra 1d10 damage.
  If you were hidden before the attack, you remain hidden
  after the attack.
  You roll from shadow to shadow, your weapon carving a
  path through your foes.
  24
  
  Shadow Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 1d10 damage, and
  if you were hidden when you attacked, you can make a
  Dexterity (Stealth) check to remain hidden after the attack.
  You emerge from the darkness, delivering a quick strike
  before retreating back into the shadows.
  Shadow Wasp Strike
  Rank 1 Exploit • Offensive, Quarry, Weapon (Short)
  When you hit your quarry with an attack using a weapon,
  your attack deals an extra 3d10 damage.
  You strike quickly, like a shadow wasp flying out of the
  darkness, hitting where your foe is most vulnerable.
  Shake It Off
  Rank 1 Exploit • Utility (Short)
  As a bonus action, you can choose yourself or one ally
  within 50 feet who can see or hear you. The target can make
  a saving throw against one effect that a save can end with a
  +3 bonus.
  You offer strong words of encouragement to offset a
  debilitating effect.
  Shield Bash
  Rank 1 Exploit • Offensive (Short)
  As an action, while you are wielding a shield, one creature
  you can see within 5 feet must succeed on a Strength saving
  throw or take 2d10 bludgeoning damage, be pushed up to 5
  feet, and be knocked prone. If you are a dwarf, the saving
  throw is made with a -2 penalty.
  When you make a charging attack, you can use this exploit
  in place of a melee weapon attack.
  You knock your adversary off balance with your shield and
  follow up with a strike.
  Shield Edge Block
  Rank 1 Exploit • Offensive (Short)
  As a reaction, when an enemy within 5 feet of you makes a
  melee attack against you while you are wielding a shield, the
  triggering attack suffers disadvantage and the target must
  succeed on a Constitution saving throw or take 2d10
  bludgeoning damage.
  You block your foe’s attack with a quick slam of your
  shield’s edge, striking a powerful blow in the process.
  Shield Riposte
  Rank 1 Exploit • Offensive (Short)
  As a reaction, when an enemy within 5 feet of you hits or
  misses you or an ally with a melee attack while you are
  wielding a shield, the triggering enemy must make a Strength
  saving throw with a -2 penalty. On a failed save, the target
  takes 2d10 bludgeoning damage and is pushed up to 5 feet.
  You can then safely move up to 10 feet to a space within 5
  feet of the target.
  The penalty the triggering enemy suffers on the saving
  throw increases when you reach level 5 (-3), level 11 (-4), and
  level 17 (-6).
  Sweeping an attack aside, you strike with your shield while
  your foe is out of position.
  Shield Slam
  Rank 1 Exploit • Utility (Short)
  When you hit a creature with a melee weapon attack while
  you are wielding a shield and, the target suffers the attack’s
  normal effects, and must make a Strength saving throw with
  a -2 penalty. On a failed save, the target is pushed up to 5 feet
  and knocked prone.
  You follow up a successful attack by slamming your shield
  into the enemy, knocking it aside.
  Shielded Assault
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a shield, your attack deals an
  extra 1d10 damage. Additionally, until the end of your next
  turn, you gain a +2 bonus to AC, and your allies gain a +2
  bonus to AC while within 5 feet of you.
  You attack cautiously, protecting yourself and nearby allies
  with your shield.
  Shielding Retaliation
  Rank 1 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy within 5 feet of you hits one
  of your allies with an opportunity attack, the opportunity
  attack hits you instead of the triggering ally, and you can
  make a melee attack using a weapon against the triggering
  enemy. On a hit, your attack deals an extra 1d10 damage, and
  the triggering ally can then safely move up to 10 feet (no
  action required).
  You step in front of an attack meant for your ally and give
  the attacker a staggering blow. Your friend can then move to a
  better position.
  Shielding Sides
  Rank 1 Exploit • Utility (Short)
  As a bonus action, while you are wielding a shield, until the
  end of your next turn, you gain a +2 bonus to AC, Dexterity
  and Intelligence saving throws, and creatures cannot gain
  advantage on attack rolls against you.
  You whirl with your shield, concentrating on closing any
  holes in your defenses.
  Shielding Shove
  Rank 1 Exploit • Utility (Short)
  As a bonus action while you are wielding a shield, choose
  one ally you can see within 5 feet. You push the target up to
  15 feet. You can then mark an enemy within 5 feet of you
  until the end of your next turn.
  You shove an ally out of harm’s way with your shield.
  25
  
  Shove and Slap
  Rank 1 Exploit • Offensive (Long)
  As an action, while you are wielding a shield, choose one
  creature you can see within 5 feet of you. The target must
  succeed on a Strength saving throw or take 2d6 bludgeoning
  damage and be pushed up to 5 feet. You can then safely move
  into the space the target vacated, and choose one creature
  within 5 feet of you other than the primary target. The
  secondary target must succeed on a Constitution saving
  throw, or take 2d6 bludgeoning damage and for 1 minute, the
  target is dazed. While dazed by this exploit, the target can
  repeat the saving throw at the end of each of its turns, ending
  the effect on a success.
  As you push away the foe in front of you, you greet another
  with the cold surface of your shield.
  Shrewd Positioning
  Rank 1 Exploit • Utility (Short)
  As a reaction, when you are hit by an attack, you can safely
  move up to 15 feet.
  An enemy’s attack lands, but you spot a way to better your
  tactics.
  Sidestep Maneuver
  Rank 1 Exploit • Utility (Short)
  As a reaction, when an enemy ends its movement in a
  space within 5 feet of you, you can safely move up to 15 feet
  to a space within 5 feet of the triggering enemy. The enemy
  cannot target you with attack rolls until the end of its turn,
  and you gain a +2 bonus to your next attack roll against the
  triggering enemy before the end of your next turn.
  The enemy closes to strike, but you duck away and ready a
  nasty counterstrike.
  Singular Shot
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage.
  If there are no creatures within 5 feet of your target, your
  attack deals an extra 3d10 damage instead of 2d10.
  You single out a foe for a deadly attack.
  Skip the Rock
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a sling,
  your attack deals an extra 1d10 damage, and you can make
  one additional ranged attack using a sling against a different
  creature within 50 feet of the target. On a hit, your attack
  deals an extra 2d4 bludgeoning damage, and the target is
  dazed until the end of your next turn.
  Your sling stone skips off the first target and smashes into
  another one.
  Skirmish Shot
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  move up to your speed before one of your ranged attacks
  using a weapon. On a hit, your attack deals an extra 1d10
  damage.
  You rush across the battlefield and then let off a
  devastating shot.
  Skirmishing Stance
  Rank 1 Exploit • Stance (Long)
  As a bonus action, you enter the Skirmishing stance. Until
  the stance ends, whenever you move at least 20 feet away
  from where you started your turn, you gain a +2 bonus to AC
  and a +3 bonus to Dexterity saving throws until the start of
  your next turn, and your next attack before the end of your
  next turn deals 1d4 extra damage.
  The bonuses from this exploit increase when you reach 5th
  level (+3 AC, +4 Dex saves, and +1d6 damage), 11th level (+4
  AC, +6 Dex saves, and +1d8 damage), and 17th level (+6 AC,
  +8 Dex saves, and +1d12 damage).
  You adopt a defensive, highly mobile combat stance. Your
  speed helps you catch opponents unprepared and inflict
  greater damage.
  Slamming Rush
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature you are grappling with a melee
  attack using a weapon, your attack deals an extra 1d10
  damage, and the target must make a Strength saving throw.
  On a failed save, you can move up to your speed, pulling the
  target along with you. If the target is within 5 feet of blocking
  terrain at the end of this movement, it takes an additional
  1d10 bludgeoning damage.
  You yank your grabbed foe across the battlefield. Upon
  reaching your destination, you slam it to the ground.
  Sly Lunge
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon that has advantage, your attack deals an extra 2d10
  damage, and you gain advantage on attack rolls against the
  target until the end of your next turn.
  If you don’t apply Sneak Attack to the triggering attack,
  your attack deals an extra 3d10 damage on a hit instead of
  2d10.
  You dart in to take advantage of lax defenses, and after
  striking, you’re ready to capitalize on the same opening again.
  Snagging Grip
  Rank 1 Exploit • Utility (Short)
  As a reaction, when an enemy within 5 feet of you knocks
  you prone or forces you to move and is no more than one size
  category larger than you, you can knock it prone as well or
  pull it with you. If the triggering enemy forced you to move,
  you can pull it to any space within 5 feet of where you end the
  movement.
  When you’re knocked off balance, you grab hold of the
  enemy in front of you and bring it staggering along with you.
  Sneak in the Attack
  Rank 1 Exploit • Utility (Short)
  As a bonus action, choose a creature within 5 feet of you.
  Until the start of your next turn, the next ally that attacks the
  target does so with advantage on the attack roll. On a hit, your
  ally’s attack deals extra damage equal to your Sneak Attack,
  or an extra 1d10 damage if you do not have Sneak Attack.
  You give your ally the advantage they need to inflict a
  devastating attack.
  26
  
  Split the Tree
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you take the Attack action on your turn, you can
  forgo one of your normal attacks and make a special attack
  using a ranged weapon. Choose two creature within 15 feet
  of each other. Make a single attack roll with advantage and
  apply it to both targets. On a hit, your attack deals an extra
  2d6 damage to each target.
  You fire two arrows at once, which separate in mid-flight to
  strike two different targets.
  Spinning Blade Leap
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you take the Attack action on your turn, you can
  safely move up to your speed before one of your attacks using
  a finesse weapon. On a hit, your attack deals an extra 1d10
  damage, and you can safely move up to your speed.
  You leap into the air, landing atop your foe. You stab down
  and then leap off.
  Spinning Sweep
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Strength saving throw or be
  knocked prone.
  You spin beneath your enemy’s guard with a slashing
  strike, and then sweep your leg through your foe an instant
  later, knocking it to the ground.
  Spur to Action
  Rank 1 Exploit • Utility (Long)
  When you roll initiative, you can choose yourself and any
  number of allies within 50 feet of you who can see or hear
  you. Each target can reroll their initiative but must use the
  second result.
  Sensing your enemies’ advantage, you whisper quick
  orders to spur your allies into action.
  Staggering Shot
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Strength saving throw or be pushed
  up to 10 feet. In addition, if the target moves at all during its
  next turn, it falls prone at the end of its turn.
  The impact of your shot leaves a foe reeling.
  Stalking Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 damage, and if you
  were hidden when you made the triggering attack, you can
  make a Dexterity (Stealth) check to remain hidden if you have
  any cover or are obscured from the target.
  You strike quickly and then disappear, leaving your foe
  searching for the source of the attack.
  Startling Offensive
  Rank 1 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy enters a space within 15 feet
  of you, you can safely move up to 10 feet to a space within 5
  feet of the triggering enemy. You can make one melee attack
  using a finesse weapon against the triggering enemy with
  advantage on the attack roll. On a hit, your attack deals an
  extra 1d10 damage, and the target suffers a -2 penalty to
  attack rolls until the end of your next turn.
  You strike before your foe even realizes that you are a
  threat.
  Steel Monsoon
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can choose up to two allies within 25 feet of you who can see
  or hear you. Those allies can safely move up to 5 feet (no
  action required).
  You leap into the fray with a wild, whirling attack, but your
  movements are carefully calculated to distract nearby
  enemies and give your allies a change to move into position.
  Steel Serpent Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Dexterity saving throw or until the
  end of your next turn, the target’s speed is reduced by 10 feet
  and it cannot take the Disengage action.
  You lash out with the speed of a striking serpent, hitting
  your foe in a vulnerable area that hinders its movement.
  Strike and Move
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  safely move up to 20 feet. This movement can be broken up
  however you like between each attack. You also gain a +1d10
  bonus to your next damage roll using a melee finesse weapon
  before the end of your turn.
  You dart in, strike with your weapon, and dart away before
  your enemy can answer.
  Sudden Strike
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 1d10 damage, and you
  can make one additional melee attack using your other
  weapon against the target. On a hit, the target suffers the
  attack’s normal effects, and it must make a Constitution
  saving throw. On a failed save, the target deals only half
  damage with weapon attacks that use Strength for 1 minute.
  The target can repeat the saving throw at the end of each of
  its turns, ending the exploit on a success.
  You hold your weapons blade-down and slash your foe
  across the face with one of them. As it spins away and drops
  its guard, you roll to one side, spring to your feet, and plunge
  your other blade into its back.
  27
  
  Sure Shot
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage.
  You can reroll each of the attack’s damage dice once but
  must use the second result.
  You line up your shot with meticulous care to strike at your
  foe’s vital organs.
  Surprising Stab
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 1d10 damage, and the
  target must make a Dexterity saving throw. On a failed save,
  you gain advantage on attack rolls against the target until the
  end of your next turn, and you can make one additional melee
  attack using your other weapon against the target.
  You slash at your enemy’s head and bring in your off-hand
  weapon with a fast, deadly strike.
  Sustaining Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you are wielding a separate melee weapon in each
  hand and hit a creature with a melee attack using a weapon,
  your attack deals an extra 1d10 damage. If this attack
  reduces the target to 0 hit points, this exploit is not expended,
  and you gain a +2 bonus to the next attack roll you make
  within 1 minute.
  Additionally, you can make one additional melee attack
  using your other weapon against the target.
  If your first attack fells your enemy, you retain your
  strength for a future attack.
  Sweeping Blow
  Rank 1 Exploit • Offensive, Weapon (Short)
  As an action, make a melee 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, your
  attack deals an extra 1d6 damage.
  If you hit a creature with an attack granted by this exploit
  using an axe, flail, heavy blade, or pick, your attack deals an
  extra 2d6 damage on a hit instead of 1d6.
  Seeing your enemies press in, you swing your weapon in a
  wide arc, striking many of your foes at once.
  Sweeping Slash
  Rank 1 Exploit • Offensive, Weapon (Short)
  As an action, while you are wielding a separate melee
  weapon in each hand, each enemy you can see within 5 feet
  must succeed on a Dexterity saving throw or take 2d6
  bludgeoning or slashing damage (your choice) and be pushed
  up to 5 feet. You can then move up to 10 feet and make a
  melee attack using a weapon against one creature within
  reach that failed the Dexterity saving throw.
  You whirl your main weapon in an overhead cut that forces
  your foes to step back. You then follow up with your other
  weapon.
  Switcheroo
  Rank 1 Exploit • Utility (Turn)
  As a bonus action, you can choose yourself and one ally you
  can see within 5 feet of you. Each target’s safely swap places.
  You pull the old switcheroo to put your enemies off guard.
  Synchronized Strike
  Rank 1 Exploit • Offensive, Pet, Weapon (Short)
  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 a melee weapon attack against one
  creature within its reach. On a hit, your pet’s attack deals an
  extra 1d10 damage, and you can make one additional melee
  attack using a weapon against the target. On a hit, your attack
  deals an extra 1d10 damage.
  If your companion pet is a bear, boar, lizard, raptor, or
  snake, your pet’s attack deals an extra 2d10 damage on a hit
  instead of 1d10.
  You command your companion pet to tear into your
  opponent, opening a gap for you to exploit.
  Tactician’s Invitation
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 1d10 damage, and the target must
  make a Wisdom saving throw. On a failed save, the next time
  an ally hits the target before the end of your next turn, that
  ally can choose to move the target up to 10 feet, safely move
  up to 10 feet, or deal an extra 1d10 damage on the attack (no
  action required).
  Your strike leaves the opponent swaying so that a feather’s
  touch can cause it to move from its position.
  Takedown Attack
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you have a free hand, your attack deals an extra
  1d10 damage, and the target must succeed on a Strength
  saving throw or be knocked prone.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the Charge.
  You bash your foe with a vicious attack and then drag the
  creature down to the ground.
  Tempest Dance
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d6 damage, and you can
  safely move up to 5 feet and make one additional melee
  attack using a weapon against a second creature. On a hit,
  your attack deals an extra 1d6 damage, and you can safely
  move up to 5 feet and make one additional melee attack
  using a weapon against a third creature. On a hit, your attack
  deals an extra 1d6 damage.
  You lunge from enemy to enemy, giving each a taste of your
  weapon as you pass.
  28
  
  Termination Threat
  Rank 1 Exploit • Fear, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and the
  target suffers a -2 penalty to attack rolls until the end of your
  next turn. If the target was already suffering a penalty to
  attack rolls from any source, its speed is instead reduced to 0
  until the end of your next turn.
  Your attack unnerves your foe, possibly freezing it in its
  tracks.
  Terrain Advantage
  Rank 1 Exploit • Utility (Short)
  As a bonus action, until the end of your next turn, you gain
  a +3 bonus to AC and saving throws while you occupy a space
  of difficult terrain.
  You use the terrain around you as your first line of defense.
  Thundertusk Boar Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When hit a creature with an attack using a weapon while
  you are wielding a separate melee weapon in each hand or a
  ranged weapon, your attack deals an extra 1d10 damage, and
  you can push the target up to 5 feet and safely move up to 5
  feet to the space it vacated. Also on a hit, you can make one
  additional attack using your other weapon or the same
  ranged weapon against the target. On a hit, the target suffers
  the attack’s normal effects, and you can push it up to 10 more
  feet.
  You attack twice, causing your foes to stagger backward.
  Thwarting Shot
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Constitution saving throw or until
  the end of your next turn, the target’s speed is reduced by 10
  feet and it suffers a -2 penalty to attack rolls.
  Your cutting projectile discombobulates your adversary for
  a moment.
  Torturous Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 3d10 damage.
  If you twist the blade in the wound just so, you can make
  your enemy howl in pain.
  Topple Over
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you take the attack action on your turn, you can gain
  a +2 bonus to the attack roll of one of your attacks using a
  finesse weapon. On a hit, your attack deals an extra 1d10
  damage, and the target is knocked prone.
  Balance and momentum are your allies as you lunge
  forward, strike deftly, and knock your opponent to the ground.
  Trick Strike
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 1d10 damage, you
  can move the target up to 5 feet, and it’s knocked off balance
  for 1 minute. While off balance, each time you hit the target
  you can move it up to 5 feet.
  Through a series of feints and lures, you maneuver your foe
  right where you want it.
  Trickster’s Blade
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 1d10 damage, and
  you gain a +2 bonus to AC until the start of your next turn.
  You land an expert blow and follow up with a clever series
  of feints that bewilder your enemies.
  Twilight Menace
  Rank 1 Exploit • Fear, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 1d10 damage, and the
  target treats you as being heavily obscured for 1 minute. The
  target can make a Wisdom saving throw at the end of each of
  its turns, ending the effect on a success.
  Your assault menaces your foe, causing it to flinch and look
  away as you continue your relentless attack.
  Two-Fanged Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 1d10 damage, and you
  can make one additional melee attack using your other
  weapon against the target.
  You sink two arrows or both of your blades into the flesh of
  your enemy, causing it to howl in pain.
  Unbalanced Parry
  Rank 1 Exploit • Utility, Weapon (Short)
  As a reaction, when an enemy misses you with a melee
  attack, you can force the target to make a Wisdom saving
  throw. On a failed save, you can move the target up to 15 feet
  to a space within 5 feet of you and you gain advantage on
  attack rolls against it until the end of your next turn.
  You deftly block your enemy’s strike and turn its
  momentum against it, causing it to stumble to the side.
  Unbalancing Shot
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  finesse or ranged weapon, your attack deals an extra 1d10
  damage, and the target’s speed is reduced by 10 feet until the
  end of your next turn.
  The impact of your shot leaves your enemy wobbly.
  29
  
  Unstoppable Advance
  Rank 1 Exploit • Stance (Long)
  As a bonus action, you enter the Unstoppable Advance
  stance. Until the stance ends, whenever you hit a creature
  with a melee weapon attack, you can push that creature up to
  5 feet and can safely move into the space the creature
  vacated.
  You swing with such fury that your foes are steadily driven
  back with each blow.
  Unstoppable Resolve
  Rank 1 Exploit • Utility (Long)
  As a bonus action, you gain 2d10 + 2 temporary hit points.
  These temporary hit points fade after 1 minute but can stack
  with other temporary hit points.
  You let your adrenaline surge carry you through the battle.
  Upending Throw
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  thrown weapon, your attack deals an extra 2d10 damage, and
  the target must succeed on a Strength saving throw or be
  knocked prone.
  Your muscles strain as you unleash a mighty ranged attack
  that knocks your foe down.
  Vengeance is Mine
  Rank 1 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy hits you with an attack, you
  can make a melee weapon attack against the triggering
  enemy. On a hit, your attack deals an extra 1d10 damage, and
  one ally within 25 feet of you who can see or hear you can
  use their reaction to move up to their speed and make a
  melee weapon attack against the triggering enemy.
  You respond to an enemy’s attack with a riposte, and you
  call for an ally to joint you against the offender.
  Villain’s Menace
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage and for 1
  minute, you gain a +1 bonus to attack rolls and a +1d4 bonus
  to damage rolls against the target.
  Choosing a worthy foe, you wound it with a strong initial
  attack, and then continue to harry it for the rest of the battle.
  Warlord’s Favor
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can choose one ally within 25 feet of you. That ally gains a +3
  bonus to attack rolls against the target until the end of your
  next turn.
  With a calculated blow, you leave your enemy exposed to a
  comrade’s attack.
  Warlord’s Strike
  Rank 1 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and until
  the end of your next turn, each ally who can see or hear you
  gains a +1d6 bonus to damage rolls against the target.
  One convincing strike is all you need to expose the enemy’s
  weakness and spur your allies into finishing it off.
  White Raven Onslaught
  Rank 1 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can move one ally of your choice within 5 feet of you up to 5
  feet. Additionally, for 1 minute, immediately after you or any
  ally within 50 feet of you hits with an attack, that attacker can
  move an ally of their choice within 5 feet of them up to 5 feet.
  You deliver a slashing blow, moving your foe as you wish
  about the battlefield and showing your comrades how to take
  advantage of your enemy’s poor positioning.
  Who’s Next?
  Rank 1 Exploit • Utility (Short)
  As a bonus action, when you reduce an enemy to 0 hit
  points during your turn, you can safely move up to your speed
  and gain a +2d10 bonus to your next damage roll made with
  a weapon attack before the end of your next turn.
  When the foe crumples, you move forward to find your next
  opponent.
  Yield Ground
  Rank 1 Exploit • Utility (Short)
  As a reaction, when an enemy damages you with a melee
  attack, you can safely move up to 10 feet. You also gain a +2
  bonus to AC and saving throws until the end of your next
  turn.
  Even as your foe connects, you leap backward, out of the
  way of further harm.
  30
  
  Rank 2 Exploits
  A Rock and a Hard Place
  Rank 2 Exploit • Stance, Weapon (Long)
  As a bonus action, you enter the Rock and a Hard Place
  stance. Until the stance ends, when an enemy within 5 feet of
  you attacks one of your allies and misses while you are
  wielding a melee weapon, you can deal 1d6 damage of the
  same type as your weapon to that enemy (no action required).
  You must be able to take reactions against the target to deal
  this damage. If the enemy is marked by an ally, it takes 2d6
  damage instead of 1d6.
  The damage of this exploit increases when you reach 11th
  level (d8s) and 17th level (d12s).
  You focus to work in concert with your companion,
  harrying your opponent with relentless blows.
  Adaptive Assault
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a weapon
  while you are wielding a separate melee weapon in each
  hand and or a ranged weapon, your attack deals an extra
  2d10 damage, and you can make one additional attack using
  your other weapon or the same ranged weapon against a
  creature within reach. On a hit, your attack deals an extra
  1d10 damage.
  If both attacks hit the same target, you can choose to either
  daze the target for 1 minute, or bleed it for 1d6 necrotic
  damage. While dazed, the target can make a Constitution
  saving throw at the end of each of its turns, ending the dazed
  on a success.
  Your quick attacks might have different results.
  Agile Approach
  Rank 2 Exploit • Utility (Short)
  As a bonus action, you can safely move up to 10 feet, but
  you must end the movement within 5 feet of an enemy. If you
  aren’t wearing heavy armor, you can safely move up to 15 feet
  instead of 10.
  You make a quick shift to a better position.
  Agonizing Assault
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must succeed on a Constitution saving throw or be
  dazed for 1 minute. While dazed by this exploit, 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 daze on a success.
  If you made the triggering attack using a flail, your attack
  deals an extra 3d10 damage on a hit instead of 2d10.
  Your attack hits your adversary in a sensitive area, causing
  it to reel in pain.
  Anchor the Line
  Rank 2 Exploit • Utility (Short)
  As a bonus action, choose one ally within 5 feet. You can
  choose to either stand the target up, or move them up to 5
  feet.
  You help an ally stand or guide a friend back into
  formation.
  Archery Commander
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage.
  Additionally, for 1 minute, you and any ally within 10 feet of
  you who can see or hear you does not suffer disadvantage on
  ranged attack rolls for being in melee.
  As your allies unleash ranged attacks, you thwart your
  enemies’ efforts to take advantage of your comrades’
  distraction.
  Armored Assault
  Rank 2 Exploit • Offensive (Short)
  As an action, you can move up to your speed. At any point
  during this movement, you can make a melee weapon attack
  using a shield against one creature within 5 feet with a +3
  bonus to the attack roll. On a hit, the target takes 3d10
  bludgeoning damage, and must succeed on a Strength saving
  throw or be pushed up to 10 feet and knocked prone.
  The attack bonus of this exploit increases when you reach
  11th level (+4) and 17th level (+6).
  Burying your shoulder into your shield, you plow forward
  through any foe.
  Arrow of the Savior
  Rank 2 Exploit • Utility, Weapon (Short)
  As a reaction, when a creature within 50 feet of you falls as
  a result of a failed Dexterity saving throw and there is a wall
  or floor within 5 feet of it while you are wielding a bow or
  crossbow, you can fire a shot allowing the triggering creature
  to reroll the saving throw. On a success, you can move the
  creature up to 5 feet to a horizontal surface, or to a vertical
  surface that the creature now climbs.
  Your arrow saves a falling friend by pinning them to a
  nearby wall, or presenting a sudden handhold.
  Assess and Strike
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 2d10 damage, and you can
  make one additional melee attack using your other weapon
  against the target, ignoring disadvantage and attack penalties
  to the attack roll. On a hit, your attack deals an extra 2d10
  damage.
  A brush with your off-hand weapon marks a spot on your
  enemy for a more accurate thrust from your main weapon.
  Back to Back
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Back to Back stance. Until
  the stance ends, while you are within 5 feet of an ally, you and
  that ally gain a +2 bonus to attack rolls.
  The bonus to attack rolls granted by this exploit increases
  when you reach 11th level (+3) and 17th level (+4).
  You take heart from the ally guarding your back.
  31
  
  Bait the Hook
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and you
  can choose one ally within 25 feet of you who can see or hear
  you. For 1 minute, that ally gains advantage on attack rolls
  against your target and the target suffers a 1d6 susceptibility
  to that allies’ damage rolls. The target can make a Wisdom
  saving throw at the end of each of its turns, ending the effect
  on a success.
  You give your champion the encouragement and strength
  needed to respond to the foe’s attacks.
  Bare-Knuckled Rebuke
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Bare-Knuckled Rebuke
  stance. Until the stance ends, whenever an enemy within 5
  feet of you misses you with an attack, you can make an
  unarmed strike against the target as an opportunity attack.
  On a hit, your attack deals an extra 1d4 damage, and you gain
  advantage on attack rolls against the target until the end of
  your next turn.
  The extra damage from this exploit increases when you
  reach 5th level (1d6), 11th level (1d8), and 17th level (1d12).
  Your enemies leave themselves open to your powerful
  punches when they miss with their attacks.
  Bat Aside
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and you
  can moved the target up to 25 feet to a space within 5 feet of
  one of its allies. You can knock the target each of its allies
  within 5 feet of it prone.
  You ram into your foe, sending it flying into one of its allies.
  Battle Awareness
  Rank 2 Exploit • Utility (Long)
  When you roll initiative, you gain a +10 bonus to your
  initiative check.
  You can sense danger before the threat is fully realized.
  Battle Runner
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Battle Runner stance.
  Until the stance ends, your speed increases by 20 feet until
  the end of your turn when you take the Dash action.
  Additionally, when you make a charging attack, you don’t
  grant advantage on attack rolls against yourself as part of the
  charge.
  You move with astonishing speed, making it hard for your
  foes to track your movement.
  Beast Rush
  Rank 2 Exploit • Offensive, Pet, Weapon (Short)
  When you take the Attack action on your turn, you can
  forgo one of your attacks to command your companion pet to
  safely move up to 15 feet and make a melee weapon attack
  against one creature within its reach. On a hit, your pet’s
  attack deals an extra 1d10 damage, and you can make one
  additional melee attack using a weapon against the target. On
  a hit, your attack deals an extra 1d10 damage.
  If your companion is a boar, cat, raptor, or wolf, their attack
  deals an extra 2d10 damage on a hit instead of 1d10.
  You designate an enemy to your companion pet, and the
  pet moves toward that enemy as you strike.
  Beastly Protector
  Rank 2 Exploit • Offensive, Pet (Long)
  When you take the Attack action on your turn while you are
  bloodied, you can forgo one of your attacks to command your
  companion pet to use its reaction to make a melee weapon
  attack against one creature within its reach. On a hit, your
  pet’s attack deals an extra 2d10 damage, and you gain 2d6
  temporary hit points.
  Additionally, for 1 minute, each time an enemy within 5
  feet of your companion pet makes a melee attack against you,
  your pet deals 1d6 damage of the same type as one of its
  melee weapon attacks (no action required) to the triggering
  enemy.
  Your situation looks bleak, but your companion comes
  quickly to your rescue.
  Bedeviling Assault
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage.
  Additionally, for 1 minute, once per round when an ally hits
  the target with a melee attack, you can make a melee weapon
  attack against the target with advantage on the attack roll (no
  action required).
  While your ally distracts your opponent, you land yet
  another blow.
  Biting Volley
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage, and you
  can make one additional ranged attack using a weapon
  against a creature within reach. On a hit, your attack deals an
  extra 1d6 damage.
  Each attack can score a critical hit on a roll of 18–20.
  Two lucky shots find chinks in your target’s armor.
  Blind Spot Advantage
  Rank 2 Exploit • Utility (Short)
  As a bonus action, you become heavily obscured from one
  enemy you can see until the end of your next turn.
  You take advantage of your enemy’s blind spot to ensure
  that you won’t be hit.
  32
  
  Blinding Assault
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 2d10 damage, and the target must
  make a Constitution saving throw. On a failed save, for 1
  minute, the target is blinded and unable to safely move or
  take the Disengage action. Until this effect ends, you can
  safely move up to 5 feet whenever the target misses you with
  an attack (no action required). On a successful save, the
  target suffers a -2 penalty to attack rolls for 1 minute. The
  target can repeat the saving throw at the end of each of its
  turns, ending the exploit on a success.
  Delivering a wicked strike, you momentarily rob your
  opponent of sight and then take advantage of its fumbling.
  Bloodbath
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 2d10 damage, and
  the target bleeds for 1d6 necrotic damage.
  If you dealt Sneak Attack damage along with this exploit,
  the target bleeds for 1d6 necrotic damage for each die of your
  Sneak Attack instead of just 1d6.
  You slice your foes artery, inflicting a gushing wound.
  Bloodied Frenzy
  Rank 2 Exploit • Offensive, Pet (Long)
  As a reaction, when you or your companion pet are
  bloodied by an enemies attack, you can order your pet to
  make an opportunity attack against the triggering enemy,
  safely moving up to 25 feet before or after the attack. On a
  hit, your pet’s attack deals an extra 2d10 damage, and the
  target must succeed on a Constitution saving throw or its
  speed is reduced to 0 for 1 minute. The target can repeat the
  saving throw at the end of each of its turns, ending the effect
  on a success.
  Injury, whether yours or your companion’s provokes an
  instant assault from the pet that leaves your adversary
  momentarily hobbled.
  Bloody the Field
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and if the
  target is bloodied after the attack, it is also dazed until the
  end of your next turn.
  If you made the triggering attack using an axe, a hammer,
  or a mace, your attack deals an extra 3d10 damage instead of
  2d10.
  You raise your weapon high, recognizing that the time has
  come to finish off your foe.
  Bloody Throw
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a melee weapon in one hand
  and a thrown weapon in the other, your attack deals an extra
  2d10 damage. Also on a hit, you can make one additional
  melee attack using your other weapon against the target. On
  a hit, your attack deals an extra 1d6 damage, and you can
  make one additional ranged attack using a thrown weapon
  against a different creature within reach. On a hit, your attack
  deals an extra 1d10 damage, and the target suffers a -2
  penalty to attack rolls for 1 minute. The target can repeat the
  saving throw at the end of each of its turns, ending the effect
  on a success.
  The ranged attack granted by this exploit does not suffer
  disadvantage on the attack roll for being in melee.
  You drive your weapons into a nearby enemy and then hurl
  a weapon into the face of another foe.
  Bludgeoning Vice
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you have a free hand, your attack deals an extra
  2d10 damage, and the target must succeed on a Constitution
  saving throw or take an additional 1d6 bludgeoning damage,
  be knocked prone, and until the end of your next turn, be
  dazed.
  Your weapon crunches down on your enemy’s skull. You
  then drive your fist into your foe’s face.
  Bodyguard’s Stance
  Rank 2 Exploit • Stance (Short)
  As a bonus action, you enter the Bodyguard’s stance. Until
  the stance ends, whenever an ally within 5 feet of you takes
  damage, you can reduce that damage by 1d6. You must use
  this ability anytime you are able. When you do so, you take
  damage equal to the amount you reduced; this damage can’t
  be reduced or redirected in any way.
  The amount of damage reduced by this exploit increases
  when you reach 11th level (1d8) and 17th level (1d12).
  You stand poised, ready to block attacks made against your
  allies with your shield, or failing that, your body.
  Brave Warriors
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and for 1
  minute, you gain a +3 bonus to attack rolls on charging
  attacks, and your allies gain a +3 bonus to attack rolls on
  charging attacks while within your line of sight.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  Your charge emboldens your allies to do the same.
  33
  
  Brutal Advance
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon wielded with two hands, your attack deals an extra
  2d10 damage, and the target must succeed on a Strength
  saving throw or be pushed up to 15 feet. Also on a failed save,
  you can make a charging attack against the target. On a hit,
  your attack deals an extra 1d10 damage, and you knock the
  target prone.
  After throwing your enemy back, you charge to deliver the
  killing blow.
  Chameleon
  Rank 2 Exploit • Stealth, Utility (Turn)
  As a reaction, when you are hidden and lose obscurement
  against a creature, you can make a Dexterity (Stealth) check
  to remain hidden from it, and until the end of your next turn
  you can remain hidden from that creature without needing to
  be obscured.
  You blend into your surroundings.
  Circling Predator
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and you
  can safely move up to 15 feet to a different space within 5
  feet of your target. You can then make one additional melee
  attack using a finesse weapon against the target. On a hit,
  your attack deals an extra 1d10 damage, and you gain
  advantage on attack rolls against the target until the end of
  your next turn.
  You wheel around your foe, attacking mercilessly.
  Claws of the Griffon
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 3d6 damage, and you can
  make one additional melee attack using your other weapon
  against a creature within reach. On a hit, your attack deals an
  extra 3d6 damage.
  Your steel blades flash menacingly as you taunt your foes
  with parries and cut deep wounds into their flesh.
  Clever Riposte
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage.
  Additionally, for 1 minute, each time the target attacks you
  while you are wielding a finesse weapon, it takes 1d6 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.
  Clever Teamwork
  Rank 2 Exploit • Utility (Short)
  As a bonus action, choose yourself and any number of
  creatures within 25 feet of you who can see or hear you. Each
  target can safely move up to 5 feet (no action required).
  If your companion pet is one of the targets, it can safely
  move up to 20 feet instead of 5 feet.
  You maneuver around your enemies, thanks to your
  collaboration with your allies.
  Close Combat Shot
  Rank 2 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy enters a space within 5 feet
  of you, you can make a ranged attack using a weapon against
  the triggering creature. You do not have disadvantage on this
  attack for being in melee. On a hit, your attack deals an extra
  3d10 damage.
  You punish your enemy for closing with you.
  Cloud of Steel
  Rank 2 Exploit • Offensive, Weapon (Short)
  As an action, make a ranged attack using a weapon against
  any number of creatures within a 25-foot cone originating
  from you. You must have ammunition for each target, as
  normal, and you make a separate attack roll for each target.
  On a hit, your attack deals an extra 3d6 damage.
  You shower your enemies in sharp metal.
  Come and Get It
  Rank 2 Exploit • Offensive, Weapon (Short)
  As an action, while you are wielding a melee weapon,
  choose any number of enemies you can see within 15 feet of
  you. Each target must succeed on a Wisdom saving throw or
  be pulled up to 10 feet closer to you, but only if it can end the
  pull within 5 feet of you. If a target is within 5 feet of you after
  the pull, it takes 5d6 damage of the same type as your
  weapon.
  You brandish your weapon and call out to your foes, luring
  them close through their overconfidence, and then deliver a
  spinning strike against them all.
  Compel the Craven
  Rank 2 Exploit • Fear, Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 2d10 damage, and
  the target must succeed on a Wisdom saving throw or use its
  reaction, if available, to move as far as its speed allows away
  from you. The target doesn’t move into obviously dangerous
  ground, such as a fire or a pit.
  Your unnerving attack forces your foe to run away from
  you, heedless of its enemies.
  Coordinated Charge
  Rank 2 Exploit • Offensive, Pet, Quarry, Weapon (Long)
  As an action, choose one creature you can see within 25
  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, your attack deals an extra 2d10
  damage. If your pet’s attack hits, its attack deals an extra
  2d10 damage.
  With a silent gesture, you signal your beast, and you both
  go charging into the fray.
  34
  
  Crack the Shell
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must succeed on a Constitution saving throw or bleed
  for 1d6 necrotic damage. While bleeding from this exploit,
  the target suffers a -2 penalty to AC.
  Seeing an opportunity, you strike your foe hard and fast,
  delivering a painful bleeding wound that hampers its
  defenses.
  Crashing Assault
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must succeed on a Strength saving throw or be pushed
  up to 15 feet and knocked prone. Also on a failed save, each
  enemy within 5 feet of the target takes 1d6 bludgeoning
  damage, and you can push each enemy that takes this
  damage up to 5 feet.
  Your opponent flies back from your attack and crashes into
  other foes, sending them staggering.
  Create Opportunity
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage, and for 1
  minute, whenever you hit the target with a ranged attack, one
  ally of your choice within 5 feet of the target can use their
  reaction to either make a melee weapon attack against it or
  safely move up to 15 feet.
  Your precisely timed shots disrupt your foe’s concentration,
  buying time for an ally to act.
  Crushing Foot
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must make a Strength saving throw. On a failed save,
  the target is knocked prone, grappled by you, and for 1
  minute, when the target starts its turn grappled by you, its
  speed is reduced to 0 until the end of its turn. On a successful
  save, the target is knocked prone.
  You grab your foe and smash it to the ground. You then
  place your foot on its neck to keep the creature down.
  Dancing Defense
  Rank 2 Exploit • Stance, Weapon (Long)
  As a bonus action, you enter the Dancing Defense stance.
  Until the stance ends, once per round when you hit a
  creature with a melee attack using a weapon while you are
  wielding a separate melee weapon in each hand, you can
  either make one additional melee attack using your other
  weapon against a different creature within reach, or gain the
  benefits of the Disengage action. If you choose to Disengage,
  you also gain a +1 bonus to AC and a +2 bonus to Dexterity
  saving throws until the end of your next turn.
  The bonuses from this exploit increase when you reach
  11th level (+2 AC and +4 Dex saves), and 17th level (+3 AC,
  and +6 Dex saves).
  Each time your blade connects you strike gain – or feint,
  allowing you to dance away.
  Daring Glare
  Rank 2 Exploit • Utility (Short)
  As a bonus action, choose any number of enemies you can
  see within 5 feet of you. Each target is marked by you until
  the end of your next turn. Additionally, you gain temporary hit
  points equal to 1d6 + the number of targets you marked using
  this exploit.
  You challenge nearby enemies to attack you, bolstering
  your own stamina.
  Deadly Returns
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and you
  can choose one ally within 25 feet of you. Until the end of
  your next turn, if the target makes a melee attack against you
  or your chosen ally, the chosen ally can make an opportunity
  attack against the target. On a hit, your ally’s attack deals an
  extra 1d10 damage.
  You create an opening that allows an ally to capitalize on
  your foe’s aggression.
  Death Threat
  Rank 2 Exploit • Quarry, Utility (Short)
  As a reaction, when you reduce your quarry to 0 hit points,
  you can choose one enemy you can see within 25 feet of you.
  You designate that enemy as your quarry, and gain advantage
  on attack rolls against it until the end of your next turn.
  You bring down your quarry and then fix your hunter eyes
  on another foe.
  Deceptive Steel
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit an enemy with an opportunity attack using a
  weapon while you are wielding a separate melee weapon in
  each hand, your attack deals an extra 2d10 damage, and you
  can make one additional melee attack using your other
  weapon against the triggering enemy. On a hit, your attack
  deals an extra 1d10 damage, and you are lightly obscured
  from the target and you gain advantage on attack rolls against
  the target until the end of your next turn.
  An off-hand attack your foe never saw coming causes
  disorientation as well as pain.
  Deep Cut
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and the
  target bleeds for 2d6 necrotic damage.
  Each drop of blood is another nail in your enemy’s coffin.
  Defensive Posture
  Rank 2 Exploit • Pet, Utility (Short)
  As a reaction, when your companion pet is hit by an attack
  and it can hear you, it gains a +6 bonus to AC against the
  triggering attack, possibly causing it to miss.
  If your companion is a bear, spider, or snake, the bonus
  lasts until the start of your next turn.
  Puffing up defensively, your pet rolls with a blow.
  35
  
  Defensive Training
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Defensive Training stance.
  Until the stance ends, you gain a +3 bonus to saving throws.
  The bonus to saving throws granted by this exploit
  increases when you reach 11th level (+4) and 17th level (+6).
  With a soldier’s discipline, you fend off attacks that would
  overcome a lesser person.
  Dervish’s Challenge
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 2d10 damage, 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, you can make one additional melee attack using
  your other weapon against the same creature.
  You hold your weapons close to your body, preparing to
  strike out when an enemy leaves you an opening.
  Directed Combat
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 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 safely
  move up to their speed. Then, choose a different ally within
  25 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 ally rushes in to keep the foe pinned down.
  Dismaying Slash
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and the
  target suffers a -4 penalty to saving throws until the end of
  your next turn.
  Your ripping strike saps your foe’s determination.
  Dizzying Blow
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target must succeed on a Constitution 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, ending the effect
  on a success.
  You crack your foe upside the head.
  Double Fall
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d6 damage, and you can
  make one additional melee attack using a finesse weapon
  against a different creature within reach. On a hit, your attack
  deals an extra 2d6 damage.
  Each time you deal damage with this exploit, the target is
  knocked prone and you can safely move up to 10 feet.
  With a flourish of your weapon, you strike at two foes,
  attempting to bring each down.
  Downward Spiral
  Rank 2 Exploit • Offensive, Weapon (Long)
  As an action, while you are wielding a finesse weapon,
  choose any number of creatures you can see within 5 feet of
  you. Each target must succeed on a Dexterity saving throw or
  take 5d6 damage of the same type as your weapon.
  Additionally, you knocked each target prone.
  You spin about with your weapon, toppling your enemies.
  Dragon’s Roar
  Rank 2 Exploit • Utility (Short)
  As a bonus action, each enemy within 15 feet of you is
  marked by you until the end of your next turn. Additionally,
  you gain resistance to all damage 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.
  Dragon’s Tenacity
  Rank 2 Exploit • Utility (Short)
  As a bonus action, you can choose yourself and any
  number of bloodied allies within 25 feet of you who can see
  or hear you. Each target gains a +3 bonus to attack rolls until
  the end of your next turn.
  If you are a dragonborn, the bonus to attack rolls is +5
  instead of +3.
  You and your companions become as fierce and
  indomitable as dragons, striking harder the more you all are
  hurt.
  Driving Assault
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and you
  can make one additional melee attack using a finesse weapon
  against the target. On a hit, your attack deals an extra 1d10
  damage, you can push the target up to 10 feet, knock it prone,
  and you can safely move up to 10 feet to a space within 5 feet
  of it.
  The force of your rapid attacks throws your enemy from its
  feet.
  36
  
  Duelist’s Demand
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and the
  target must succeed on a Wisdom saving throw or its speed
  is reduced to 0 for 1 minute. While the target’s speed is
  reduced by this exploit, you have advantage on attack rolls
  against it.
  This effect ends early if you end your turn and are not
  within 5 feet of the target, or you are unable to take reactions.
  You hem your foe in with a series of deadly strikes. It
  cannot move as long as your weapon is ready to strike.
  Echoing Assault
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and if the
  target is within 5 feet of you at the start of your next turn, you
  can make one melee weapon attack against the target (no
  action required) as the first thing you do during your turn.
  If you made the triggering attack using an axe, a hammer,
  or a mace, your attack deals an extra 3d10 damage instead of
  2d10.
  You batter the foe with a mighty swing and prepare to catch
  it with the backswing if it doesn’t have the sense to move.
  Encouraging Stance
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Encouraging stance. Until
  the stance ends, when you hit a creature with a melee
  weapon attack, you can choose one bloodied ally within 25
  feet of you who can see or hear you. That ally gains 1d6 + 3
  temporary hit points.
  You can choose to grant the temporary hit points on a miss
  as well, but the target of your attack gains advantage on
  attack rolls against you until the end of your next turn.
  The temporary hit points granted by this exploit increase
  when you reach 11th level (1d8 + 4) and 17th level (1d12 + 6).
  With a daunting bearing, you unleash a litany of oaths as
  you attack, pushing your allies onward.
  Excruciating Shot
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must succeed on a Constitution saving throw or for 1
  minute, deal only half damage with weapon attacks that use
  Strength. The target can repeat the saving throw at the end of
  each of its turns, ending the effect on a success.
  One well-placed arrow leaves your enemy hunched over
  and howling in pain.
  Exemplar of Action
  Rank 2 Exploit • Fear, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must make a Wisdom 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, the target deals only half
  damage on weapon attacks that use Strength, attack rolls
  against it have advantage, and you and your allies gain a +1d6
  bonus 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.
  Fetch
  Rank 2 Exploit • Offensive, Pet, Weapon (Short)
  When you hit a creature that is within 5 feet of your
  companion pet with a ranged attack using a thrown weapon,
  your attack deals an extra 2d10 damage, and your pet can
  make one melee weapon attack against the target (no action
  required). On a hit, your pet’s attack deals no damage, but it
  can safely move up to 15 feet and pull the target along with it
  to a space within 5 feet of it.
  After your weapon strikes a foe, your pet grabs the creature
  and drags it away.
  Fierce Reply
  Rank 2 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy within 15 feet of you hits
  one of your allies, you can safely move up to 10 feet and make
  one melee attack using a weapon against the triggering
  enemy. On a hit, your attack deals an extra 2d10 damage.
  You answer an attacker’s hit against an ally with a vicious
  riposte.
  Finishing Cut
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage. If the target
  is bloodied or prone, your attack deals an extra 4d10 damage
  instead of 3d10.
  You execute a swift attack against a foe, attempting to
  finish off the creature.
  Flashy Riposte
  Rank 2 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy hits you with a melee attack,
  you can make one melee attack using a finesse weapon
  against the triggering enemy. On a hit, your attack deals an
  extra 2d10 damage, and all attack rolls against the target
  have advantage until the end of your next turn.
  Under attack, you elegantly whirl and let your blade give a
  sharp reply, leaving your foe off balance.
  37
  
  Flying Steel
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage.
  Additionally for 1 minute, if the target ends its turn without
  benefiting from cover against you, you can use your reaction
  to make a ranged attack using a weapon against the target.
  This effect ends early if the target has cover against you at
  the end of any of your turns.
  Your arrows force your opponent to take cover.
  Fortuitous Dodge
  Rank 2 Exploit • Offensive (Long)
  As a reaction, when a creature misses you with a melee or
  ranged attack, choose one creature within 5 feet of you other
  than the attacker. The chosen creature is also targeted by the
  triggering attack. You can then safely move up to 5 feet.
  You duck out of the way of an incoming attack, and it
  strikes another target.
  Forward Observer
  Rank 2 Exploit • Utility (Turn)
  As a bonus action, choose one enemy you can see. Until the
  end of your next turn, the target gains no benefits from half or
  three-quarters cover or being partially obscured against allies
  who can see or hear you.
  Discerning the proper angle of fire, you point out concealed
  enemies to your allies.
  Frenzied Skirmish
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 2d6 damage, and you can
  make one additional melee attack using your other weapon
  against a creature within reach. On a hit, your attack deals an
  extra 2d6 damage, and if both attacks hit the same target,
  until the end of your next turn, the target’s speed is reduced
  by 10 feet. Any creature that takes damage from this exploit
  is dazed until the end of your next turn.
  Additionally, before or after your second attack, you can
  safely move up to your speed.
  You leap into the fray and unleash a torrent of steel upon
  your unsuspecting foes, staggering them with the ferocity of
  your attacks.
  Friendly Fire
  Rank 2 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy misses you or an ally you
  can see with an attack. The triggering enemy must repeat the
  attack (no action required) against a creature you choose
  within 10 feet of the original target. The new target must still
  be legal for the attack.
  Such is your presence that you panic an enemy into
  accidentally hitting one of its allies.
  From the Shadows
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  safely move up to 20 feet before one of your attacks using a
  finesse or ranged weapon. If the target could not see you
  before safe movement, you gain advantage on the attack roll.
  On a hit, your attack deals an extra 2d10 damage, and you
  can safely move up to 20 feet. If you have any cover or are
  obscured after this movement, you can make a Dexterity
  (Stealth) check (no action required).
  You spring from the shadows to strike, and then you fade
  away as if you were never there.
  General’s Gift
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 2d10 damage. Additionally, until
  the end of your next turn, whenever an ally who can see or
  hear you would spend a hit die to regain hit points, you can
  spend a hit die on that ally’s behalf (no action required). You
  regain no hit points from spending the hit die, and the ally
  gains the benefit as if they had spent the hit die.
  You are generous as well as brace. Your presence alone
  keeps an ally from surrendering to weariness and wounds.
  Get Down!
  Rank 2 Exploit • Utility (Short)
  As a bonus action, choose one ally within 25 feet who can
  see or hear you. The target can use their reaction to safely
  move up to their speed to a space where they are obscured or
  have cover and can make a Dexterity (Stealth) check with a
  +5 bonus to become hidden.
  Your barked order draws attention to you long enough for a
  concealed ally to hide.
  Go for the Eyes
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 2d10 damage, and
  the target is blinded and cannot safely move or take the
  Disengage action until the end of your next turn.
  Additionally, for 1 minute, whenever you damage the
  target, it suffers a -1 penalty to attack rolls and 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. If you miss, the creature would do well to find you
  before you repeat your attack.
  Griffon’s Wrath
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must succeed on a Constitution saving throw or suffer
  a -4 penalty to AC until the end of your next turn.
  You deliver a heavy blow to your foe, exposing a vulnerable
  spot in its defenses.
  38
  
  Guide the Charge
  Rank 2 Exploit • Utility (Short)
  As a reaction, when an ally within 50 feet of you who can
  see or hear you hits a creature with a charging attack, that
  ally’s attack deals an extra 2d10 damage on a hit, and they
  can push their target up to 10 feet. The ally can then safely
  move up to 10 feet to a space within 5 feet of their target (no
  action required).
  You direct your ally’s charge, allowing them to strike a
  deadly blow that pushes the foe backward.
  Guileful Switch
  Rank 2 Exploit • Utility (Short)
  When you start your turn, you can choose one ally who can
  see or hear you. You and the chosen ally switch places in the
  initiative order. Your turn ends when you use this exploit, and
  the ally takes their next turn immediately, even if they already
  acted during this round. You then act when your ally would
  have acted.
  You spring a trap on your opponents, surprising them with
  your clever stratagem.
  Hampering Flurry
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 2d10 damage, and the
  target’s speed is reduced by 10 feet until the end of your next
  turn. You can then make one additional melee attack using
  your other weapon against the target. On a hit, your attack
  deals an extra 1d6 damage.
  Using both weapons, you attack your opponent’s legs and
  hinder it with painful wounds.
  Harried Quarry
  Rank 2 Exploit • Offensive, Pet, Weapon (Long)
  When you hit a creature that is within 5 feet of your
  companion pet with a melee attack using a weapon, your
  attack deals an extra 2d10 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.
  If your companion pet is a bear, lizard, spider, or snake,
  your attacks against the target deal an extra 1d6 damage
  until the end of your next turn, including the triggering attack.
  Your attack, coupled with the threat of your beast
  companion, throws your quarry off balance.
  Harrying Hunter Stance
  Rank 2 Exploit • Pet, Stance (Long)
  As a bonus action, you enter the Harrying Hunter stance.
  Until the stance ends, you and your companion pet gain
  advantage on attack rolls against any enemy whom you are
  both within 5 feet of. Additionally, when you hit a creature
  with an attack that has advantage granted by this exploit,
  your attack deals an extra 1d6 damage.
  The bonus damage from this exploit increases when you
  reach 11th level (1d8) and 17th level (1d12).
  Through careful positioning and an instinctive connection,
  you and your companion mercilessly harry the foe.
  Hawk’s Talon
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you make an attack roll against a creature using a
  weapon, you gain +3 bonus to the attack roll and the target
  gains no bonus from half cover or being lightly obscured. On
  a hit, your attack deals an extra 2d10 damage.
  Like the hawk, you strike with calculated precision.
  Healing Herbs
  Rank 2 Exploit • Utility (Long)
  As a bonus action, make a Wisdom (Medicine) check
  targeting one ally within 5 feet of you. The target regains hit
  points equal to half the total result of your check. The target
  can also make a saving throw against one poison effect that a
  save can end.
  You aid a wounded companion by quickly applying a
  poultice of healing herbs.
  Hectoring Strike
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 2d10 damage, you
  can move the target up to 5 feet, and until the end of your
  next turn, it suffers a -3 penalty to attack rolls and you gain
  advantage on attack rolls against it.
  You deliver a strong attack, dampening your opponent’s
  fighting spirit.
  Hidden Blade
  Rank 2 Exploit • Sleight of Hand, Utility (Short)
  As a bonus action, you gain advantage on the next attack
  roll you make with a sheathed finesse weapon before the end
  of your turn. You can draw the weapon as part of the attack
  (no action required).
  You conceal a small weapon until it’s time to strike.
  Hobble
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 2d10 damage, and
  the target must succeed on a Constitution 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.
  Hounding Longarm
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a reach
  weapon, your attack deals an extra 2d10 damage, and you
  can push the target up to 5 feet. If you are an eladrin, your
  attack deals an extra 3d10 damage instead of 2d10.
  Additionally, for 1 minute, each time the target safely
  moves, takes the Disengage actoin, or makes an attack
  against a creature other than you, you can safely move up to 5
  feet and make an opportunity attack against the target.
  With a sharp jab, you shove your enemy backward,
  continuing to guard against it with your polearm.
  39
  
  Hunter’s Confrontation
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit your quarry with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage, and until
  the target is no longer your quarry, whenever you hit it with a
  melee attack, you knock it prone.
  Each of your attacks tests your foes’ defenses until you find
  where to hit to make it count.
  Hunter’s Shot
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must succeed on a Dexterity saving throw or take an
  additional 3d10 damage of the same type as your weapon.
  You draw a bead on your chosen opponent and take the
  shot.
  Hydra Charge
  Rank 2 Exploit • Offensive, Weapon (Short)
  As an action, make a melee 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, your
  attack deals an extra 2d6 damage, and the target suffers a -3
  penalty to attack rolls until the end of your next turn.
  When you make a charging attack, you can use this exploit
  in place of the melee weapon attack, if you do so, you gain
  advantage on each attack made as part of this exploit.
  Your advance seems brash, but it’s actually a flurry of
  perfectly timed strikes that bewilder your foes.
  Imperiling Strike
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and until
  the end of your next turn, the target suffers a -3 penalty to AC
  and a -5 penalty to Dexterity saving throws.
  You deal a staggering blow, opening a hole in your enemy’s
  defenses.
  Inertia Strike
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon wielded with two hands, your attack deals an extra
  2d6 damage, and each enemy within 5 feet of you other than
  the target takes 3d6 damage of the same type as your
  weapon.
  Your tremendous swing carries your weapon through one
  enemy and into anyone else in your reach.
  Inspiring Reaction
  Rank 2 Exploit • Utility (Short)
  As a reaction, when you or an ally within 5 feet of you who
  can see or hear you takes damage, you can allow the
  triggering creature to spend up to two hit dice to regain hit
  points plus an extra 1d6.
  As soon as an ally is wounded, you spring forward to keep
  your friend standing.
  Intimidating Reminder
  Rank 2 Exploit • Utility (Long)
  As a bonus action, you enter the Intimidating Reminder
  stance. Until the stands ends, while you are wielding a shield,
  enemies suffer a -4 penalty to Strength and Constitution
  saving throws while within 5 feet of you.
  Just the sight of your shield keeps the memory of its use
  fresh in the minds of your enemies.
  Invigorate the Beast
  Rank 2 Exploit • Pet, Utility (Long)
  As a bonus action, you target your companion pet if it’s
  within 5 feet of you. The target regains hit points as if it had
  spent two hit dice to regain hit points.
  If the target is a boar or lizard, it regains 1d10 additional
  hit points.
  Your urging pushes your beast companion onward, despite
  fatigue and injury.
  Invigorating Shout
  Rank 2 Exploit • Utility (Long)
  As a bonus action, choose one ally within 25 feet who can
  see or hear you. The target regains up to two spent hit dice
  and regains hit points as if they had spent two hit dice to
  regain hit points.
  You call to an ally with words of inspiration, pushing your
  comrade to fight on.
  Iron Bulwark
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and until
  the end of your next turn, you gain a +3 bonus to AC or a +5
  bonus to AC while you are wielding a shield.
  You parry one blow after another, denying your foes the
  satisfaction of getting in a solid hit.
  I’ve Got Your Back
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and for 1
  minute, your allies gain a +2 bonus to AC and a +4 bonus to
  Dexterity saving throws while they are within 5 feet of you.
  Standing together, you and your comrades form a bastion
  that can withstand the enemy assault.
  Killer’s Ambush
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 2d10 damage, and
  the target suffers a -3 penalty to attack rolls until the end of
  your next turn. Additionally, you can safely move up to 15 feet
  and make a Dexterity (Stealth) check to become hidden.
  Your enemy doesn’t see you until it’s too late, and by then,
  you’ve left it a gaping wound to remember you by.
  40
  
  Lacerating Maul
  Rank 2 Exploit • Offensive, Pet, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon and your companion pet is within 5 feet of the target,
  your attack deals an extra 2d10 damage, and the target
  bleeds for 1d6 necrotic damage. Until the target is no longer
  bleeding, your pet has advantage on attack rolls against it.
  If your companion pet is a bear, boar, or lizard, your attack
  deals an extra 3d10 damage on a hit instead of 2d10.
  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.
  Lashing Blade
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and until
  the end of your next turn, once per turn, when an enemy
  enters a space within 5 feet of you or starts its turn there, you
  can make a melee attack using a finesse weapon against the
  triggering enemy (no action required). On a hit, your attack
  deals an extra 1d10 damage, and the target suffers a -5
  penalty to attack rolls against you until the end of their turn.
  A foe near you feels the sting of your blade as you lash out,
  but you attack with such agility that this enemy has a problem
  returning the favor.
  Lashing Leaves
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 2d10 damage and until the
  end of your next turn, the target suffers a 1d6 susceptibility to
  all damage, and you can make one additional melee attack
  using your other weapon against the target. On a hit, your
  attack deals an extra 1d10 damage, and the susceptibility
  increases to 1d8 instead of 1d6.
  Your dancing blades cut your foe deep, leaving wounds that
  are exacerbated by further attacks.
  Leader’s Intercession
  Rank 2 Exploit • Utility (Short)
  As a reaction, when an attack hits an ally within 5 feet of
  you, you can switch places with the triggering ally. If you do
  so, the attack hits you instead, and you or the triggering ally
  can spend up to two hit dice to regain hit points.
  Brash impulse places you in the attack’s path to spare an
  ally from harm.
  Leg-Breaker
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and until
  the end of its next turn, the target suffers a -3 penalty to
  attack rolls, and if it moves more than 10 feet during its next
  turn, it takes 2d6 necrotic damage.
  You deliver a crushing strike to your enemy’s limb that
  causes it to crumple in pain.
  Line in the Sand
  Rank 2 Exploit • Intimidation, Utility (Long)
  As a bonus action, you create a zone in a 5-foot radius
  circle centered on you. The zone lasts for 1 minute or until
  you leave the zone. You have advantage on attack rolls against
  any enemy within the zone.
  You trace a line on the ground with your weapon, daring
  your enemies to cross it.
  Lion’s Roar
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage.
  Additionally, you or one ally within 25 feet of you can spend
  up to two hit dice to regain hit points. If an ally spends the hit
  dice, they regain an additional 1d6 hit points.
  With a bloodcurdling roar, you attack your foe, breaking
  through its defenses. The ferocity of the attack reinvigorates
  you or an ally in need.
  Lurker’s Assault
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature you are hidden from with an
  attack using a finesse or ranged weapon, your attack deals an
  extra 3d10 damage, and you can safely move up to 15 feet. If
  you are obscured at the end of this movement, you can make
  a Dexterity (Stealth) check to become hidden (no action
  required).
  Shadows mask your movement, helping you shuffle into
  position and deliver a wicked attack.
  Makeshift Shield
  Rank 2 Exploit • Utility (Short)
  As a reaction, when an enemy hits you with a melee attack
  and you have a free hand, you gain a +3 bonus to AC until the
  start of your next turn.
  You snatch a piece of furniture, a body, or a discarded item
  to block an enemy’s attack.
  Martial Excitation
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 2d10 damage, and you can safely
  move up to half your speed. Additionally, until the end of your
  next turn, whenever an ally that can see you spends an
  inspiration, they can safely move up to half their speed (no
  action required) before gaining the benefits of the inspiration.
  Your attack’s success fills your allies with the urge to push
  further and fight harder.
  Menacing Strike
  Rank 2 Exploit • Fear, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and until
  the end of your next turn, enemies cannot enter spaces
  within 5 feet of the target.
  You deliver a brutal blow to one enemy, causing your other
  foes to recoil in fear whenever you lunge at one.
  41
  
  Mocking Strike
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must succeed on a Wisdom saving throw or suffer a -2
  penalty to AC and saving throws against your attacks, spells,
  and abilities, for 1 minute.
  You mimic your foe’s movements, causing the creature to
  second-guess itself.
  Nimble Bladestorm
  Rank 2 Exploit • Offensive, Weapon (Long)
  As an action, make a melee 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. If you are wielding
  a finesse weapon, heavy blade, or spear, you gain a +3 bonus
  to the attack rolls. On a hit, your attack deals an extra 2d6
  damage.
  Your weapon becomes a whirlwind around you, striking so
  fast that your enemies have little chance to dodge.
  Not So Fast
  Rank 2 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy leaves a space within 5 feet
  of you, you can make a melee attack using a weapon against
  the triggering creature. On a hit, your attack deals an extra
  3d10 damage, and its speed is reduced by 10 feet until the
  end of its next turn.
  If you made the attack with a flail or pick, the target’s speed
  is reduced to 0 until the end of its next turn instead by 10
  feet.
  Your adversary tries to slip away, but you sneak your
  weapon inside and keep them right where you want them.
  Off-Hand Defense
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Off-Hand Defense stance.
  Until the stand ends, you gain a +1 bonus to AC while you are
  conscious and wielding a separate melee weapon in each
  hand. If you attack with only one of your two weapons on your
  turn, the bonus is doubled until the start of your next turn.
  The AC bonus granted by this exploit increases when you
  reach 11th level (+2) and 17th level (+3).
  You keep your off-hand weapon ready to block enemy
  attacks.
  On My Mark
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 2d10 damage. Additionally, you can
  choose one who can see or hear you. That ally can use their
  reaction to safely move up to 15 feet and make a weapon
  attack against the target. On a hit, your ally’s attack or deals
  an extra 1d6 damage.
  You catch the eye of your comrade and nod toward a foe.
  Together, you and the ally then strike.
  Opportunist’s Rend
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 2d10 damage, you can make
  one additional melee attack using your other weapon against
  the target. On a hit, your attack deals an extra 2d10 damage.
  You deliver a series of deadly blows to an enemy that lets
  its guard down.
  Painful Shot
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a sling, your
  attack deals an extra 3d10 damage, and you gain advantage
  on attack rolls against the target until the end of your next
  turn.
  You hit your foe in a vital spot, causing it to reel in pain.
  Phalanx Assault
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a shield, your attack deals an
  extra 2d10 damage, and until the end of your next turn, your
  allies gain a +3 bonus to AC and a +5 bonus to Dexterity
  saving throws while within 5 feet of you.
  From behind your ready shield, you pound your foe and
  bark an order, calling for defensive tactics.
  Phalanx Formation
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Phalanx Formation
  stance. Until the stance ends, while you are wielding a shield
  and within 5 feet of any ally who is using a shield, you and the
  ally gain a +2 bonus to AC and a +4 bonus to Dexterity saving
  throws.
  The bonuses to AC and Dexterity saving throws granted by
  this exploit increase when you reach 5th 11th level (+3 AC
  and +5 Dex saves) and 17th level (+4 AC and +6 Dex saves).
  You and your allies link shields for better defense.
  Pike Hedge
  Rank 2 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy enters a space within your
  reach, you can make an opportunity attack against the
  triggering enemy using a reach weapon. On a hit, your attack
  deals an extra 2d10 damage.
  Additionally, for 1 minute, whenever an enemy enters a
  space within 5 feet of you or an ally, that enemy provokes an
  opportunity attack from you.
  Setting yourself to foil enemy movement, you’re ready to
  strike anyone who comes near.
  Pinning Blade
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and the
  target is restrained until the end of your next turn.
  The weapon used in this exploit becomes unavailable until
  the effect ends.
  You jam your weapon into your foe’s foot, pinning it to the
  ground.
  42
  
  Pinning Shot
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage, and one
  enemy within 5 feet of the target must make a Dexterity
  saving throw. On a failed save, both the target’s and the
  chosen enemy’s speeds are reduced to 0 until the end of your
  next turn.
  Your arrow passes through one enemy to pin another.
  Pinning Smash
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must succeed on a Strength saving throw or its speed
  is reduced to 0 until you are no longer within 5 feet of it.
  If the triggering attack was made with an axe, hammer, or
  mace, your attack deals an extra 3d10 damage instead of
  2d10.
  You pummel your opponent, knocking them to their knees.
  You then hold them down.
  Pike Hedge
  Rank 2 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy enters a space within your
  reach while you are wielding a reach weapon, you can make
  one melee attack using a reach weapon against the triggering
  creature. On a hit, your attack deals an extra 2d10 damage,
  and for 1 minute, the first time each turn an enemy enters a
  space within your reach or starts its turn there, you can deal
  1d6 damage of the same type as your reach weapon to that
  enemy (no action required).
  Setting yourself up to foil enemy movement, you’re ready to
  strike anyone who comes near.
  Polearm Vault
  Rank 2 Exploit • Utility (Short)
  As a bonus action, while you are wielding a polearm, you
  can move up to 20 feet, ignoring difficult terrain and moving
  through other creature’s spaces, provoking opportunity
  attacks as normal.
  You fly over the heads of friend or foe with a vault
  leveraged by your polearm.
  Provoke Overextension
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must succeed on a Wisdom saving throw or be forced
  to use its reaction, if available to make a melee weapon attack
  against you with a -3 penalty to the attack roll. After the attack
  is resolved, an ally of your choice who can see or hear you
  can make an opportunity attack against the target. On a hit,
  your ally’s attack deals an extra 1d10 damage.
  You goad the enemy into pressing too far, setting up your
  ally’s counterstrike.
  Quick Step
  Rank 2 Exploit • Utility (Long)
  As a bonus action, choose one ally within 50 feet who can
  see or hear you. The chosen ally’s speed increases by 10 feet
  for 1 minute.
  You spur an ally to move faster.
  Rain of Steel
  Rank 2 Exploit • Stance, Weapon (Long)
  As a bonus action while you are wielding a melee weapon,
  you enter the Rain of Steel stance. Until the stance ends, any
  enemy that starts its turn within 5 feet of you takes 1d6
  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.
  The damage of this exploit increases when you reach 11th
  level (1d8) and 17th level (1d12).
  You constantly swing your weapon about, slashing and
  cutting into nearby enemies.
  Rattle the Senses
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 2d10 damage, and the target must
  succeed on a Constitution saving throw or be dazed for 1
  minute. The target can repeat the saving throw at the end of
  each of its turns, ending the effect on a success.
  Additionally, the target loses blindsight and tremorsense
  until the end of your next turn.
  A precise strike makes your enemy reel in disorientation,
  robbing it of its ability to use its specialized senses.
  Ready to Retaliate
  Rank 2 Exploit • Stance, Weapon (Long)
  As a bonus action, you enter the Ready to Retaliate stance.
  Until the stance ends, while you are wielding a melee
  weapon, you can mark any creature that makes a melee
  attack against you. The mark lasts until the end of the
  enemy’s next turn.
  You hold your weapon high overhead, ready to swing at any
  foe that attacks you.
  Reassuring Gesture
  Rank 2 Exploit • Utility (Short)
  When you allow an ally within 5 feet of you to regain hit
  points, that ally also gains 2d10 + 3 temporary hit points.
  Verbal reassurance is good, but a hearty clap on the
  shoulder is better.
  Reckless Strike
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you make a melee attack against creature using a
  weapon, you can take a -3 penalty to the attack roll. If you do
  so, your attack deals an extra 4d10 damage on a hit.
  You trade precision for power.
  43
  
  Rejoin the Fray
  Rank 2 Exploit • Utility (Short)
  As a reaction, when an ally allows you to regain hit points,
  if you’re prone, you can stand up and safely move 5 feet. If
  you are standing, you can instead safely move up to 15 feet.
  Reinvigorated by your ally’s healing, you rush back into the
  fray.
  Relentless Pressure
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you are wielding a shield, your attack deals an
  extra 2d10 damage, and for 1 minute, the target can only use
  melee weapon attacks while you are within 5 feet of it. The
  target can make a Strength 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 2 Exploit • Utility (Short)
  As a bonus action, choose any number of allies within 25
  feet of you who can see or hear you. Each target can use their
  reaction to safely move up to 15 feet.
  You realize that your allies need to adjust their formation,
  so you order several to move to new locations.
  Rock Steady
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Rock Steady stance. Until
  the stance ends, you cannot be knocked prone, and if you are
  subject to forced movement, you can reduce the distance you
  move by 5 feet.
  The distance reduced by this exploit increases when you
  reach 11th level (10 feet) and 17th level (15 feet).
  You sink your center of gravity into the ground below you
  and grit your teeth. You are going nowhere.
  Rousing Call
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and each
  unconscious or dying ally within 25 feet of you make a
  Constitution saving throw. On a success, an ally wakes up if
  they are above 0 hit points, or stabilizes if they are dying.
  Additionally, each prone ally who is conscious within 25 feet
  of you who can see or hear you can immediately stand up (no
  action required).
  Fallen comrades cannot help but answer your call because
  your battle cry stirs the most melancholy hearts.
  Rousing Words
  Rank 2 Exploit • Utility (Short)
  As a bonus action, choose yourself or one ally within 25
  feet of you who can hear you. The target can spend up to four
  hit dice to regain hit points plus an extra 2d6.
  As your ally’s spirit wanes, you manage to pick just the
  right words to inspire them.
  Sacrificial Lure
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and one
  ally within 25 feet of you who can see or hear you gains a
  +2d10 bonus to their next damage roll against the target
  before the end of your next turn.
  Additionally, you suffer a -3 penalty to your AC until the
  start of your next turn.
  Your wild strike lands solidly and inspires a comrade, but it
  leaves you vulnerable.
  Sand in the Eyes
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and the
  target is blinded until the end of your next turn.
  You scoop up a handful of sand or dirt or pebbles, strike
  your foe, and then throw the grit in its face to blind it.
  Savage Parry
  Rank 2 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy within 5 feet of you hits an
  ally with a melee attack, you can make an opportunity attack
  against the triggering enemy. On a hit, your attack deals an
  extra 2d10 damage, and the triggering attack deals only half
  damage.
  If you made the attack with an axe, hammer, or mage, your
  attack deals an extra 3d10 damage on a hit instead of 2d10.
  With predatory speed, you violently parry, exerting pain as
  the penalty for your foe’s impudent atack.
  Scent of Victory
  Rank 2 Exploit • Offensive, Weapon (Long)
  As an action, choose any number of allies you can see
  within 25 feet of you who can see or hear you. Each chosen
  ally can use their reaction to make a melee weapon attack
  against a bloodied creature within 5 feet of them. On a hit,
  your ally’s attack deals an extra 3d6 damage.
  As your enemies stagger from their wounds, you can smell
  victory. Your allies respond with a furious assault.
  Scoundrel’s Luck
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you miss a creature with an attack using a finesse or
  ranged weapon, you can reroll the attack against the same
  target with a +3 bonus to the attack roll. On a hit, your attack
  deals an extra 2d10 damage.
  A gifted scoundrel can turn failure into fortune.
  Serpentine Dodge
  Rank 2 Exploit • Utility (Short)
  As a bonus action, when you are within 10 feet of at least
  two enemies, you can safely move up to 20 feet. Until the end
  of your next turn, you gain a bonus to AC and saving throws
  equal to the number of different enemies you were within 5
  feet of at any point during this movement.
  You snake past your enemies, weaving so that they have a
  hard time making a follow-up attack against you.
  44
  
  Settling the Score
  Rank 2 Exploit • Utility (Long)
  As a reaction, when an enemy hits you with an attack, you
  gain a +2 bonus to attack rolls against the triggering enemy
  for 1 minute.
  When the attack hits you, you decide then and there to take
  your enemy out.
  Shadow Boxer
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 2d10 damage, and until
  the end of your next turn, the target grants three-quarters
  cover to you while you are within 5 feet of it.
  After the attack is resolved, you can make a Dexterity
  (Stealth) check with a +6 bonus to become hidden (no action
  required and ignoring the normal requirements for becoming
  hidden).
  You attack from your foe’s shadow, confounding the
  creature as you slip in and out of sight.
  Situational Advantage
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a Strength based ranged
  attack using a thrown weapon, your attack deals an extra
  2d10 damage, and until the end of your next turn, you and
  each ally within 50 feet of you who can see or hear you gain a
  +2d6 bonus to damage rolls on attacks that have advantage.
  Your attack against an unprepared enemy gives you and
  your allies a decided advantage.
  Skilled Companion
  Rank 2 Exploit • Utility (Long)
  As a bonus action, choose one ally within 50 feet of you
  and choose a skill or tool in which you are proficient in but
  the target is not. For 10 minutes, the target gains a bonus to
  ability checks using that skill equal to your proficiency bonus.
  The target must see or hear you to gain this bonus when
  making a check.
  Your allies benefit from the things that you have learned.
  Slip Aside
  Rank 2 Exploit • Stealth, Utility (Short)
  As a reaction, when you take damage, you gain resistance
  to the damage of the triggering effect.
  You distract a foe to diminish the effect of an attack.
  Snap Shot
  Rank 2 Exploit • Offensive, Weapon (Short)
  As a bonus action, make a ranged attack using a weapon
  against one creature within range. On a hit, your attack deals
  an extra 3d10 damage.
  You strike as quickly as a coiled viper.
  Snarling Wolf Stance
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Snarling Wolf stance.
  Until the stance ends, whenever an enemy hits or misses you
  with a melee attack, it provokes an opportunity attack from
  you. On a hit, the target suffers the attack’s normal effects,
  and you can safely move up to 15 feet but cannot end this
  movement within 5 feet of any enemy.
  Like an animal backed into a corner, you become deadlier
  in your desperation.
  Spinning Razor Strike
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 2d10 damage, and you can
  safely move up to 5 feet. You can then make one additional
  melee attack using your other weapon against a creature
  within reach with a +3 bonus to the attack roll. On a hit, your
  attack deals an extra 1d10 damage, and you can safely move
  up to 5 feet and make one additional melee attack using
  either weapon against a creature within reach with a +3
  bonus to the attack roll. On a hit, your attack deals an extra
  1d10 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.
  Spitting Cobra Stance
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Spitting Cobra stance.
  Until the stance ends, you can use your reaction to make a
  ranged weapon attack against any enemy within 25 feet of
  you that you can see who moves closer to you.
  You stand ready to launch a quick attack against any foe
  that menaces you.
  Spring the Trap
  Rank 2 Exploit • Offensive, Weapon (Short)
  As an action, make a melee attack using a finesse 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, your
  attack deals an extra 2d6 damage, and the target suffers a -3
  penalty to attack rolls until the end of your next turn.
  You’re surrounded–just as you planned.
  Splintering Shot
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must make a Constitution saving throw. On a failed
  save, the target suffers a -3 penalty to attack rolls for 1
  minute. On a successful save, the target suffers a -1 penalty to
  attack rolls for 1 minute.
  Your arrow burrows into flesh and shatters, sending
  splinters of wood deep into the wound.
  45
  
  Staggering Assault
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 2d10 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, ending the effect on a success.
  If the target was not bloodied when you hit with this
  exploit, your attack deals an extra 3d10 damage instead of
  2d10.
  You deal a savage strike that staggers your adversary.
  Staggering Spin
  Rank 2 Exploit • Offensive, Weapon (Long)
  As an action, make a melee 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, your
  attack deals an extra 2d6 damage, and the target must
  succeed on a Strength saving throw or be pushed up to 5
  feet, and if the target 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.
  Stand Fast
  Rank 2 Exploit • Utility (Short)
  As a bonus action, you can choose yourself and one ally
  within 15 feet of you who can hear you. Each target cannot
  be knocked prone or subjected to forced movement until the
  end of your next turn. Also until the end of your next turn,
  when you allow an ally to regain hit points, that ally can stand
  up (no action required).
  You and your companions form an immovable wall to
  withstand the enemy tide.
  Stand the Fallen
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and each
  ally within 50 feet of you who can see or hear you can spend
  up to two hit dice to regain hit points plus an additional 1d6.
  You make a powerful strike against your enemy and call to
  your comrades, lifting their spirits and restoring their battle
  lust.
  Stand Tough
  Rank 2 Exploit • Utility (Long)
  As a bonus action, you can choose yourself and any
  number of allies within 25 feet of you who can see or hear
  you. Each target regains 4d6 hit points.
  You fortify your allies with a few words of encouragement.
  Stay Down
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit creature with a melee attack using a weapon,
  the attack deals an extra 2d10 damage. Additionally, if you hit
  a prone creature with the triggering attack, your attack deals
  an extra 3d10 damage instead of 2d10, and the target cannot
  stand up until the end of your next turn.
  You’re not above hitting someone who’s down.
  Stirring Force
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and each
  ally within 10 feet of you who can see or hear you can make a
  saving throw with a +3 bonus against one effect that a save
  can end.
  With a mighty strike, you spur your friends to shake off
  their hinderances.
  Strong Focus
  Rank 2 Exploit • Utility (Short)
  As a bonus action, until the end of your next turn, you gain
  a +6 bonus to Strength checks.
  Concentration improves your ability to accomplish feats of
  strength.
  Subtle Cut
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a light
  blade, the target must make a Constitution saving throw. On
  a failed save, the target bleeds for 3d6 necrotic damage. Until
  the bleeding ends, the target’s speed is reduced by 10 feet.
  On a successful save, the target bleeds for 1d6 necrotic
  damage and its speed is not reduced by the bleeding.
  After the exploit is resolved, you can safely move up to 10
  feet.
  You deftly maneuver to precisely slash your foe, drawing its
  blood and slowing it with suffering.
  Sudden Motivation
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and each
  ally within 25 feet of you who can see or hear you can take
  the Dash action as a bonus action on their next turn.
  Your passionate war cry inspires a burst of motivation in
  your allies, sending them darting across the battlefield.
  Sudden Surge
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit creature with a melee attack using a weapon,
  the attack deals an extra 3d10 damage, and you can move up
  to 15 feet.
  You throw your weight into an attack, using the momentum
  of your swing to surge forward.
  46
  
  Sunder Armor
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and until
  the end of your next turn, you and your allies can score a
  critical hit against the target on a roll of 18–20.
  You probe the defenses of your foe until you land a blow
  that momentarily leaves it susceptible to other attacks.
  Surging Assault
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 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 +3
  bonus to AC and saving throws until the end of their next turn
  and can spend up to two hit dice to regain hit points.
  Your powerful strike gives an ally the means to recover
  from their injuries and rejoin the battle.
  Surprise Attack
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and one
  ally within 25 feet of you who can see or hear you can make
  an opportunity attack against a creature of their choice with
  advantage and a +3 bonus to the attack roll.
  As you attack amid the chaos of battle, you take an
  opportunity to direct an ally to attack a distracted foe.
  Surprising Throw
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  thrown weapon, your attack deals an extra 2d10 damage, and
  you gain advantage on attack rolls against the target until the
  end of your next turn while it’s within 5 feet of one of your
  allies who can take reactions.
  You launch your weapon at your foe while your ally
  distracts it.
  Surround Foe
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage.
  Additionally, you can move one ally within 5 feet of the target
  up to 25 feet to a different space within 5 feet of the target.
  You can move the ally through the target’s space.
  You contain your foe, enabling one of your allies to move
  behind it.
  Sweeping Whirlwind
  Rank 2 Exploit • Offensive, Weapon (Short)
  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, your attack deals
  an extra 2d6 damage, and the target must succeed on a
  Strength saving throw or be pushed up to 15 feet and
  knocked prone.
  You slash and stab at surrounding foes with unbound fury,
  knocking them off balance with thrusts and leg sweeps.
  Swift Parry
  Rank 2 Exploit • Utility (Short)
  As a reaction, when you are hit by a melee attack while you
  are wielding a finesse weapon, you gain a +3 bonus to AC
  against the triggering attack, possibly causing it to miss.
  Additionally, you gain advantage on attack rolls against the
  attacker until the start of your next turn.
  You deflect your enemy’s attack, causing the force behind
  its blow to send it off balance and leaving it open to your next
  attack.
  Tactical Supervision
  Rank 2 Exploit • Utility (Short)
  As a reaction, when an ally makes a weapon attack, casts
  an attack cantrip, attempts to shove a target, or makes a
  charging attack while within 50 feet of you, you grant the
  triggering ally a +3 bonus on their attack roll or ability check.
  You lend your expertise to your ally to help them strike a
  foe.
  Tactician’s Favor
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 2d10 damage, and until the end of
  your next turn, the next ally that hits the target with an attack
  can choose one of the following benefits to gain until the end
  of their next turn:
  +3 bonus to AC and saving throws
  +3 bonus to attack rolls
  +1d6 bonus to damage rolls
  Your blow causes an ally’s follow-up strike to cement their
  tactical advantage.
  Tag the Prey
  Rank 2 Exploit • Offensive, Quarry, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage, and you
  designate the target as your quarry.
  If the target was already your quarry, your attack deals an
  extra 3d10 damage on a hit instead of 2d10.
  Your keen hunter’s instinct picks out this foe from the rest.
  Tempting Target
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Tempting Target stance.
  Until the stance ends, your allies gain advantage on attack
  rolls against any enemy within 5 feet of you, but all enemies
  have advantage on attack rolls against you. Additionally, until
  the stance ends, when an enemy within 5 feet of you is
  bloodied or reduced to 0 hit points, you regain 1d6 hit points.
  The hit points regained from this exploit increase when
  you reach 11th level (1d8) and 17th level (1d12).
  You invite attack and distract your foes in the process.
  47
  
  Terrain Dominance
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, the target must succeed on a Strength saving throw
  or be pushed up to 10 feet. If the target ends this movement
  in difficult terrain, it is knocked prone.
  Additionally, for 1 minute, you and your allies gain a +1
  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.
  Together We Survive
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and until
  the end of your next turn, whenever an ally who can see or
  hear you hits the target with an attack, that ally gains 1d6
  temporary hit points.
  You yell in defiance as you land a solid blow. When your
  allies follow your example, you can see their confidence grow.
  Toppling Rush
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  move up to your speed before one of your melee attacks using
  a weapon. On a hit, your attack deals an extra 2d10 damage,
  and you knock the target prone.
  You dart forward and slash at your foe’s legs, unbalancing
  the creatures.
  Tracing Shot
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage, and for 1
  minute, you gain a +1d6 bonus to the damage rolls of melee
  attacks against the target.
  You hit your foe in a weak spot and use that wound to guide
  your subsequent attacks.
  Trip Up
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target’s speed is reduced by 10 feet until the end of your next
  turn.
  If you’re wielding a polearm or spear you can knock the
  target prone instead of reducing its speed.
  You tangle your enemy’s feet with your weapon.
  Turning Point
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and you or
  one ally of your choice within 25 feet of you who can see or
  hear you can make a saving throw against one or two effects
  that a save can end, with a separate saving throw for each
  effect.
  A well-placed strike catches your foe off guard and allows
  you or a nearby ally to shake off a hindering effect.
  Two Wolf Pounce
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you take the attack action on your turn, you can
  safely move up to 10 feet before one of your melee attacks
  using a weapon while you are wielding a separate melee
  weapon in each hand. On a hit, your attack deals an extra 2d6
  damage. Also on a hit, you can safely move up to 10 feet and
  make one additional melee attack using your other weapon
  against a different creature within reach. On a hit, your attack
  deals an extra 2d6 damage.
  You set upon a foe with weapons bared, then weave to the
  side and deal a wound to another adversary.
  Twofold Flinch
  Rank 2 Exploit • Offensive, Weapon (Short)
  As a bonus action, while you are wielding a separate melee
  weapon in each hand, one creature you can see within reach
  must make two Dexterity saving throws. On one failed save,
  the target suffers a -3 penalty to attack rolls against you until
  the start of your next turn. On two failed saves, the penalty is
  -6 instead of -3.
  You feint with both weapons, taking your adversary aback.
  Twofold Torment
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit creature with a melee attack using a weapon
  while you are wielding a separate melee weapon in each
  hand, your attack deals an extra 2d6 damage, and you can
  make one additional melee attack using your other weapon
  against a different creature within reach. On a hit, your attack
  deals an extra 2d6 damage. When you deal damage to a
  creature using this exploit, you can also push the target up to
  20 feet.
  If you have advantage on the attack roll when hit a creature
  using this exploit, your attack deals an extra 3d6 damage on a
  hit instead of 2d6.
  Your carefully aimed slashes send two foes reeling away in
  agony.
  Unbalancing Dodge
  Rank 2 Exploit • Utility (Short)
  As a reaction, when an enemy misses you with a melee
  attack, until the end of your next turn, you cause the
  triggering enemy to suffer a -3 penalty to attack rolls, AC, and
  saving throws.
  You duck out of the way of your foe’s attack, putting the
  creature off balance.
  Unbreakable
  Rank 2 Exploit • Utility (Short)
  As a reaction, when you take damage, you reduce that
  damage by 2d10 + 3.
  You steel yourself against a brutal attack.
  48
  
  Unexpected Shield Bash
  Rank 2 Exploit • Offensive (Long)
  As an action, make a melee weapon attack using a shield
  against one creature within 5 feet with a +3 bonus to the
  attack roll. The target takes 3d10 bludgeoning damage on a
  hit, or half as much damage on a miss.
  After the attack, you can mark each enemy within 25 feet of
  you who can see you. This mark lasts until the end of your
  next turn.
  This exploit’s bonus to attack increases at 11th level (+4)
  and 17th level (+6).
  As your opponents guard against the relentless fury of your
  weapon, you surprise them with a shield attack that shows
  them you mean business.
  Vexing Flanker
  Rank 2 Exploit • Utility (Short)
  As a reaction, when an ally enters a space within 5 feet of
  an enemy you are also within 5 feet of, you can safely move to
  any other space within 5 feet of the triggering enemy.
  Additionally, you and the triggering ally gain advantage on
  attack rolls against the triggering enemy until the end of your
  next turn.
  Nimble feet and intense focus keep you on your foe.
  Vigilant Protector
  Rank 2 Exploit • Stance (Long)
  As a bonus action, you enter the Vigilant Protector stance.
  Until the stance ends, while you are wielding a shield, you
  suffer a -2 penalty to AC and Dexterity saving throws and
  each ally gains a +2 bonus to AC and Dexterity saving throws
  while within 5 feet of you.
  If you are a dragonborn, your allies gain a +4 bonus to AC
  and Dexterity saving throws instead of +2.
  You sweep your shield out to give your allies protection.
  Villain’s Nightmare
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage.
  Additionally, for 1 minute, when you are within 5 feet of the
  target and it tries to move, you can use your reaction to
  reduce its speed to 0 until the end of its turn.
  You using weapon thrusts, lunges, and parries to hedge in
  your adversary, preventing it from moving away from you.
  Walking Wounded
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 2d10 damage, the
  target is knocked prone, and it must succeed on a
  Constitution saving throw or be wounded by this exploit for 1
  minute. While wounded by this exploit, if the target moves
  more than half its speed during its turn, it falls prone at the
  end of that movement.
  You topple your enemy with a crippling blow and force it to
  stumble around the battlefield.
  War of Attrition
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage.
  Additionally, until the start of your next turn, your allies gain a
  +3 bonus to attack rolls and a +1d6 bonus to damage rolls
  using weapons attacks or cantrips while they can see you.
  Little by little, your allies turn the tide against the enemy.
  Weapon Master’s Gambit
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  sheathe a weapon and draw a different one before one of
  your melee attacks using a weapon. On a hit, your attack
  deals an extra 2d10 damage, and you gain an additional
  effect based on the weapon you made the attack with:
  Axe: Up to two creature within 5 feet of the target must
  succeed on a Dexterity saving throw or take 3d6 damage
  of your weapon’s type.
  Heavy Blade: You gain advantage on attack rolls against
  the target until the end of your next turn.
  Mace: The target is knocked prone.
  Polearm or Spear: You can move the target up to 10 feet
  and you can safely move up to 10 feet to a space within 5
  feet of the target.
  As a master of many weapons, you use this simple attack
  form as the starting point for expressing your weapon’s
  nature.
  Weave through the Fray
  Rank 2 Exploit • Utility (Short)
  As a reaction, when an enemy enters a space within 5 feet
  of you, you can safely move up to 15 feet.
  You dodge through the thick of the fight, denying your foes
  a chance to pin you down in one spot.
  Wild Runner Strike
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target must succeed on a Wisdom saving throw or treat all
  spaces as difficult terrain until the end of your next turn.
  Additionally, until the end of your next turn, you and your
  allies who can hear you can ignore difficult terrain.
  You lash out at your foe, and you exhort your friends to see
  the advantages in the terrain.
  49
  
  Withering Courage
  Rank 2 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and each
  time one of your allies hits the target with an attack before
  the end of your next turn the target suffers a cumulative -1
  penalty to its attack rolls until the end of your next turn, to a
  maximum of -6.
  Additionally, while within 5 feet of you, your allies gain
  advantage on attack rolls and a +1d6 bonus to damage rolls
  against the target while it’s suffering a penalty to its attack
  rolls from this exploit.
  One strike from your weapon knocks the enemy off
  balance; each strike from an ally pushes it farther over the
  edge.
  Wounded Beast
  Rank 2 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and you
  can spend up to two hit dice to regain hit points.
  You can attempt to hit with this exploit as an opportunity
  attack when an enemy within 5 feet of you bloodies you or
  scores a critical hit against you. On a miss, the exploit is not
  expended.
  You answer an enemy’s strike with a snarl and an attack.
  The rage inside you provides new vigor.
  50
  
  Rank 3 Exploits
  Aerial Assault
  Rank 3 Exploit • Offensive, Weapon (Long)
  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, you gain a +8 bonus to any Strength
  (Athletics) checks made as part of the jump, and your
  movement during the jump does not provoke opportunity
  attacks. On a hit, your attack deals an extra 3d10 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 (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target bleeds for 2d8 necrotic damage. While bleeding from
  this exploit, the target’s speed is reduced by 10 feet.
  Your precise aim finds a weak spot.
  Agile Escape
  Rank 3 Exploit • Utility (Short)
  As a reaction, when you are targeted by an effect that
  reduces your speed, grapples you, restraints you, or dazes
  you, you gain a +4 bonus to AC and saving throws against the
  triggering effect.
  Nothing can slow you down.
  Another Day
  Rank 3 Exploit • Utility (Short)
  As a reaction, when you are hit by an attack, you can safely
  move up to your speed plus 20 feet.
  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 (Long)
  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, your attack deals an extra 2d10 damage.
  Without breaking stride, you make two attacks against a
  single foe or two different targets.
  Awakened Wrath
  Rank 3 Exploit • Offensive, Weapon (Long)
  As a reaction, when you become bloodied, you can allow
  one ally within 25 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, your ally’s attack
  deals an extra 3d6 damage.
  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.
  Bewildering Assault
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature you are hidden from with an
  attack using a finesse or ranged weapon, your attack deals an
  extra 3d10 damage, you can move the target up to 10 feet,
  and it suffers a 1d8 susceptibility 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 (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target bleeds for 2d8 necrotic damage. Additionally, the target
  must make a Constitution saving throw. On a failed save, as
  long as the target is bleeding from this exploit, it grants
  advantage on attack rolls against itself to your allies. On a
  successful save, the target is still bleeding, but it does not
  grant advantage.
  The blood you’ve drawn acts as a target for your comrades.
  Blood of the Fallen
  Rank 3 Exploit • Quarry, Utility (Long)
  When you reduce your quarry to 0 hit points, you regain hit
  points as if you had spent three hit dice to regain hit points
  plus an additional 1d8.
  Your triumph is like a balm to you.
  Bloodspike Sweep
  Rank 3 Exploit • Offensive, Weapon (Long)
  As an action, 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, your attack deals an extra
  3d6 damage, and the target bleeds for 1d8 necrotic damage.
  If you made the attacks with a flail, hammer, or mace, the
  targets you hit are also knocked prone.
  You whip your weapon around in an arc as deadly as the
  sweep of a bloodspike behemoth’s tail.
  Body Shield
  Rank 3 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy hits you with a weapon
  attack while you have a free hand, you can choose one
  creature within 5 feet of you other than the triggering
  creature. The chosen creature must make a Strength saving
  throw. On a failed save, the triggering attack deals half
  damage to you and half damage to the chosen creature.
  You yank a foe into the path of an enemy’s attack.
  Bolstering Shout
  Rank 3 Exploit • Utility (Short)
  As a bonus action, you can choose any number of allies you
  can see within 50 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 plus an additional 1d8.
  Your war cry quickly rallies your allies.
  51
  
  Bone Crusher
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target must succeed on a Constitution saving throw or suffer
  a 2d8 susceptibility to bludgeoning, piercing, and slashing
  damage from weapons for 1 minute.
  Your crushing blow leaves your enemy susceptible to other
  attacks.
  Bounding Beast
  Rank 3 Exploit • Offensive, Pet (Long)
  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, your pet’s attack deals an
  extra 3d10 damage, and the target must succeed on a
  Strength saving throw or be pushed up to 5 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.
  Burst Fire
  Rank 3 Exploit • Offensive, Weapon (Long)
  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 6d6 piercing
  damage 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 (Long)
  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, your attack deals an extra 4d10 damage, and the target
  must make a Constitution saving throw. On a failed save, the
  target’s speed is reduced by 10 feet and all creatures have
  advantage on attack rolls against it until it starts its turn
  outside of your melee reach. On a successful save, the target’s
  speed is reduced by 10 feet and all creatures have advantage
  on attack rolls against it 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.
  Caging Strike
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 3d10 damage, and the target
  bleeds for 2d8 necrotic damage. If the target is your quarry, it
  bleeds for 3d8 damage instead of 2d8.
  You box your foe in with one weapon and then open a
  wound with the other.
  Close Quarters Shot
  Rank 3 Exploit • Offensive, Weapon (Long)
  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, your attack
  deals an extra 4d10 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 (Short)
  As a bonus action, you can move up to your speed and your
  companion pet can safely move up to its speed.
  If your companion pet is a raptor or wolf, you can each
  move an additional 5 feet.
  You move into position, and you order your companion pet
  to warily do the same.
  Coordinated Assault
  Rank 3 Exploit • Offensive (Long)
  As an action, choose up to two allies within 50 feet of you
  who can see or hear you. Those allies can use their reaction
  to safely move up to 15 feet and make one attack using a
  weapon against a creature within their weapon’s reach or
  range. On a hit, your ally’s attack deals an extra 4d6 damage,
  and their target must succeed on a Strength saving throw or
  be knocked prone.
  By coordinating your efforts, your allies deliver two
  devastating attacks.
  Crimson Edge
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 3d10 damage, and the
  target bleeds for 2d8 necrotic damage. While 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.
  Dangerous Leader
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and for 1
  minute, whenever you hit a creature with a charging attack,
  each ally within 25 feet of you who can see or hear you
  regains 1d8 hit points, including the triggering attack if it was
  a charging attack.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  The most dangerous leader is the one who is able to hurt
  the enemy through helping comrades.
  Dangerous Theft
  Rank 3 Exploit • Sleight of Hand, Utility (Short)
  When you make a Dexterity (Sleight of Hand) check in
  combat, you gain advantage and a +6 bonus on the ability
  check.
  You use the chaos of battle to cover your theft.
  52
  
  Daring Gamble
  Rank 3 Exploit • Utility (Short)
  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 gain a
  +2 bonus to attack rolls against that enemy for 1 minute.
  Putting yourself at risk gives you the opening you need to
  bring this battle to its close.
  Deadly Positioning
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 3d10 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, you can move them up to 5
  feet to a different space within 5 feet of you before making
  the attack.
  You adroitly outmaneuver your enemy, pushing and baiting
  him with every stride and strike.
  Deadly Sacrifice
  Rank 3 Exploit • Utility (Long)
  As a reaction, when an ally within 5 feet of you is hit by an
  enemy’s melee attack, you and the attacked creature switch
  places, and the attack hits you instead.
  Additionally, for 1 minute, you gain advantage on attack
  rolls against the triggering enemy and when you deal Sneak
  Attack damage to that enemy, they take an extra 1d8 damage.
  Your threat draws your enemy’s attack. If you survive, you
  can be certain the foe will pay.
  Defensive Rally
  Rank 3 Exploit • Utility (Long)
  As an action, choose any number of allies within 25 feet of
  you who can see or hear you. Each target can spend up to
  three hit dice to regain hit points and make a saving throw
  against one effect that a save can end. In addition, each target
  gains 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.
  Defensive Resurgence
  Rank 3 Exploit • Utility (Long)
  As a bonus action, you can spend up to three hit dice to
  regain hit points, and until the start of your next turn, you
  gain a +4 bonus to AC.
  You buck up under the pressure and redouble your
  defensive efforts.
  Defensive Volley
  Rank 3 Exploit • Utility, Weapon (Short)
  As a reaction, when an ally is hit by an attack while you are
  wielding a bow or crossbow, you can spend on piece of
  ammunition to reduce the damage the triggering ally takes by
  4 + half your level.
  Your swift missile weakens an enemy’s attack.
  Denying Mark
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 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. While marked by this exploit,
  the target cannot recharge any of its abilities, such as a
  dragon’s breath weapon. 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.
  Dire Bear Maul
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 2d10 damage, and you can
  make one additional melee attack using your other weapon
  against the target. On a hit, your attack deals an extra 2d10
  damage, and you grapple the target using your weapons.
  Until the grapple ends, the target suffers 2d10 piercing
  damage 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 a -4 penalty to checks to
  escape the grapple.
  You draw your foe into a deadly bear hug with both
  weapons.
  Disheartening Flurry
  Rank 3 Exploit • Offensive, Weapon (Long)
  As an action, 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, your attack deals an extra
  3d6 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.
  Draw Their Eyes
  Rank 3 Exploit • Utility (Short)
  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. 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, you gain a +1d8 bonus to
  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 (Long)
  When you hit a creature with a ranged attack using a
  weapon, the target must succeed on a Constitution saving
  throw or grant advantage on all attack rolls against itself 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 aim for a vulnerable spot that will leave your foe too
  absorbed with its own suffering to withdraw.
  53
  
  Expeditious Stride
  Rank 3 Exploit • Utility (Short)
  As a bonus action, your speed increases by 20 feet until the
  end of your next turn. Additionally, until the end of your next
  turn, whenever you safely move, you can safely move an
  additional 5 feet.
  Like a gazelle, you startle allies and enemies alike with
  your sudden swiftness.
  Fist of Lightning
  Rank 3 Exploit • Stance (Long)
  As a bonus action, you enter the Fist of Lightning stance.
  Until the stance ends, your unarmed strikes deal an extra
  1d8 damage.
  The extra damage granted by this exploit increases when
  you reach 17th level (1d12).
  You clench your fist and prepare a rapid assault.
  Force of Fellowship
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage.
  Your attack deals an additional 1d10 damage on a hit for
  each time you’ve used the inspiring word exploit or cast
  healing word this combat, up to 3d10, for a total maximum of
  6d10 extra damage.
  Additionally, you can regain the use of the inspiring word
  exploit.
  Having seen to the needs of your troops, you strike out with
  a powerful blow, buoyed by the strength of your deeds.
  Furious Fling
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  thrown weapon, your attack deals an extra 3d10 damage. If
  the target is your quarry, it also bleeds for 1d8 necrotic
  damage.
  You lob your weapon at your foe, grievously injuring it.
  Grappler’s Stance
  Rank 3 Exploit • Stance (Long)
  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.
  Hobbling Cut
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target must make a Constitution saving throw. On a failed
  save, the target is hobbled for 1 minute. On a successful save,
  the target is hobbled until the end of your next turn. While
  hobbled, the target’s speed is reduced by 10 feet and it deals
  only half damage on weapon attacks using Strength. 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 wounds to its leg and its
  arm.
  Hunker Down
  Rank 3 Exploit • Stance (Long)
  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 10 feet, but you gain half cover against
  all attacks. You can end this stance at any time.
  The cover granted by this exploit increases when you reach
  17th level (three-quarters cover).
  You drop into a defensive posture, raising your shield to
  protect yourself.
  Hunting Party
  Rank 3 Exploit • Quarry, Stance (Long)
  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 25 feet of your
  quarry who can see or hear you. If that ally hits your target
  before the start of your next turn, their attack deals an extra
  1d8 damage. This effect stacks with itself.
  The extra damage granted by this exploit increases when
  you reach 17th level (1d12).
  You’re not about to give up with a simple miss.
  Instant Planning
  Rank 3 Exploit • Utility (Long)
  As a bonus action, you can choose yourself and any
  number of allies within 25 feet of you who can see or hear
  you. Each target gains your choice of the following until the
  end of your next turn (you can choose a different bonus for
  each target):
  +4 bonus to attack rolls
  +20 foot bonus to speed
  +4 bonus to AC and saving throws
  Your instinctive reactions to the situation turn the tide in
  your favor.
  Into Harm’s Way
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 3d10 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 • Utility (Short)
  As a bonus action, you can move up to 15 feet, but only if
  you can end this movement within 5 feet of an enemy.
  You scream a fierce battle cry as you leap boldly into the
  fray.
  Invigorating Confrontation
  Rank 3 Exploit • Offensive, Quarry, Weapon (Long)
  When you hit your quarry with a ranged attack using a
  weapon, your attack deals an extra 3d10 damage, and until
  the target is no longer your quarry, whenever you hit the
  target with a melee attack, you gain 1d8 + 4 temporary hit
  points.
  Each strike you deliver against your quarry bolsters you.
  54
  
  Iron Dragon Charge
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a charging attack using a
  weapon, your attack deals an extra 3d10 damage, and for 1
  minute, whenever you make a charging attack, you can
  choose one ally within 25 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’s attack deals an extra 1d10 damage.
  Like a rampaging iron 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, Weapon (Long)
  As a reaction, when an enemy marked by you becomes
  bloodied, you can make one melee attack using a weapon
  against the triggering enemy. On a hit, your attack deals an
  extra 4d10 damage. On a miss, this exploit is not expended.
  Sensing your opponent’s flagging strength, you move in for
  the kill.
  Jarring Salvo
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 3d10 damage, and you
  can make up to two additional ranged attacks using a weapon
  against the target.
  Each time you hit a target with this exploit, you can push
  the target up to 5 feet.
  Each shot that hits your enemy knocks it backward.
  Knock Them Down
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target is knocked prone. Additionally, each ally within 50 feet
  of you who can see or hear you can use their reaction to
  move up to 15 feet and make a melee weapon attack against
  a creature within their reach. On a hit, your ally’s attack deals
  no damage, but their target is knocked prone.
  Seeing weakness among your foe’s defenses, you deliver a
  low, sweeping blow that knocks your enemy off its feet. Your
  allies follow your lead.
  Knockout
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 3d10 damage, and the
  target must make a Constitution saving throw. On a failed
  save, the target is knocked unconscious for 1 minute. 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 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.
  Last Ditch Evasion
  Rank 3 Exploit • Utility (Long)
  As a reaction, when you are hit by an attack, you take no
  damage from the triggering attack, but you are stunned and
  suffer a -4 penalty to AC and saving throws until the end of
  your next turn.
  Through skill and luck, you narrowly avoid an attack but
  leave yourself perilously explosed.
  Marked for Death
  Rank 3 Exploit • Offensive, Quarry, Weapon (Long)
  When you hit your quarry with an attack using a weapon,
  your attack deals an extra 3d10 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 2d8
  damage on a hit.
  A carefully aimed shot imperils your quarry.
  Marked Revelation
  Rank 3 Exploit • Utility (Short)
  As an action, choose any number of creatures within 25
  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.
  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 (Short)
  As a bonus action, you enter the Martial Redoubt stance.
  Until the stance ends, your allies have half cover while within
  5 feet of you. Your enemies gain advantage on attack rolls
  against you.
  The cover granted by this exploit increases when you reach
  17th level (three-quarters cover).
  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. While you protect your
  allies, this stances forces you to compromise your own
  defenses.
  Menacing Cry
  Rank 3 Exploit • Fear, Offensive, Pet (Long)
  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 6d6 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.
  If your companion is a bear, cat, raptor, or wolf, a creature
  takes 8d6 psychic damage on a failed save instead of 6d6.
  Your companion pet issues a piercing cry, chilling the blood
  of nearby enemies.
  55
  
  Menacing Stance
  Rank 3 Exploit • Stance (Long)
  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, 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 (Long)
  As a bonus action, you can spend up to three hit dice to
  regain hit points. If you do so, you gain a +4 bonus to AC,
  saving throws, and attack rolls until the end of your next turn.
  Additionally, for 1 minute, each time you spend a hit die to
  regain hit points, you gain a +4 bonus to AC, saving throws,
  and attack rolls until the end of your next turn.
  You dig deep to find the strength you need to overcome
  your foes.
  Murderous Aim
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit your quarry with a ranged attack using a
  weapon, your attack deals an extra 3d10 damage, and for 1
  minute, when you deal damage to the target, 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 (Long)
  When you hit a creature with a melee attack using a
  weapon wielded with two hands, your attack deals an extra
  3d10 damage or 4d10 if the triggering attack was made with
  advantage, and you can make a charging attack against a
  different creature. On a hit, your charging attack deals an
  extra 1d10 damage.
  You slam your weapon into your foe and surge in one
  smooth motion to swing again at another foe.
  Nimble Fingers
  Rank 3 Exploit • Sleight of Hand, Utility (Short)
  As a bonus action, choose one creature within 5 feet of you.
  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 you are hidden from the target, it is not aware that you
  have used this exploit.
  You can snatch or stow an enemy’s possessions even in the
  heat of combat.
  Not It
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 3d10 damage, and
  one ally of your choice within 5 feet of you or the target
  marks the target until the start of your next turn.
  Your sly attack directs your foe’s attention to your ally.
  Not Worth My Time
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 3d10 damage, and you
  can push the target up to 5 feet. The target must then make a
  Wisdom saving throw. The target’s speed is reduced to 0 for 1
  minute on a failed save, or until the end of its next turn on a
  success. While suffering a speed reduction from this exploit,
  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 (Long)
  As an action, 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, your attack deals an extra
  3d6 damage.
  Additionally, for 1 minute, you gain a +3 bonus to AC and
  saving throws while two or more enemies are within 5 feet of
  you. You also gain a +3 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 (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 3d10 damage, and you
  can make up to two additional melee attacks using a finesse
  weapon against the target.
  Your blade blurs as you plunge it into your foe over and
  over.
  Open the Range
  Rank 3 Exploit • Utility (Long)
  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
  25 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.
  Passing Ambush
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature who is surprised or you’re hidden
  from with an attack using a weapon, your attack deals an
  extra 4d10 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.
  You appear as if from nowhere, skewer your adversary, and
  then fade away.
  Peripheral Concealment
  Rank 3 Exploit • Stealth, Utility (Long)
  As an action, if no creatures are within 15 feet of you, you
  become hidden until you attack or until the end of your next
  turn.
  You slip away, and others briefly lose track of where you
  are.
  56
  
  Pestering Wound
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  first time the target moves before the end of your next turn, it
  takes 1d8 necrotic damage.
  If you made the triggering attack using a pick, the damage
  if it moves is 2d8 necrotic instead of 1d8.
  The injury caused by your attack tears open when your foe
  tries to maneuver.
  Phalanx Leader
  Rank 3 Exploit • Utility (Short)
  As a bonus action, until the end of your next turn while you
  are wielding a shield and any ally is within 5 feet of you, that
  ally gains a +4 bonus to AC and a +6 bonus to Dexterity
  saving throws, and you gain a +4 bonus to melee attack rolls.
  You gather your allies behind your shield’s bulwark, and
  their presence gives you the upper hand.
  Piquing Dare
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage or 4d10 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 (Long)
  When you hit a creature with a melee attack using a
  weapon while you have a free hand, your attack deals an extra
  3d10 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 can score a
  critical hit on a roll of 18–20.
  You grip your foe mercilessly, striking terrifying blows as it
  struggles to escape.
  Prime Shift
  Rank 3 Exploit • Stance (Long)
  As a bonus action, you enter the Prime Shift stance. Until
  the stance ends, the first time on your turn you hit a creature
  within 25 feet of you with a ranged attack using a weapon,
  you can safely move up to 20 feet.
  Always in motion, you dart in for the shot before spinning
  away.
  Profit from Weakness
  Rank 3 Exploit • Offensive, Weapon (Long)
  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 take 5d10 damage of the same type
  as your weapon and be knocked prone.
  You step aside as the enemy’s attack sweeps toward you.
  You then slide your blade into a place where the foe is open.
  Punishing Storm
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 3d6 damage, and you can
  make one additional melee attack using your other weapon
  against the target. On a hit, your attack deals an extra 1d6
  damage, and you can safely move up to 5 feet and make on
  additional melee attack using either weapon against a
  different creature within reach. On a hit, the target suffers the
  attack’s normal effects, and you knock the target 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 (Turn)
  As a reaction, when your companion pet suffers an effect
  that a save can end and is within 100 feet of you, you can
  command your companion to shake it off, allowing it to make
  one additional saving throw with a +4 bonus. Ending the
  effect on a success.
  Your quick command allows your companion pet to recover
  from an ill effect.
  Raining Death
  Rank 3 Exploit • Offensive, Weapon (Long)
  As an action, make a ranged attack using a weapon against
  any number of creatures you are hidden from within 25 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,
  your attack deals an extra 4d6 damage.
  From the shadows, you send out a barrage of attacks,
  raining death upon your foes.
  Rallying Deflection
  Rank 3 Exploit • Utility (Short)
  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 one-half your level. Then one ally
  within 25 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’s attack deals an
  extra 1d10 damage.
  You catch the arrow on your shield and send your ally
  forward to meet the shooter.
  57
  
  Ready the Charge
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 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, each ally who was within 5 feet of the target
  before the push can use their reaction to make a charging
  attack against it.
  You push your foe back, clearing the path for your allies to
  charge the creature.
  Resume the Hunt
  Rank 3 Exploit • Utility (Short)
  When you reduce an enemy to 0 hit points, you can move
  up to your speed. You don’t provoke opportunity attacks for
  leaving the first space of this movement. Additionally, until
  the end of your next turn, you gain a +4 bonus to AC and
  saving throws.
  You drop a foe and then spring away in search of the next
  fight.
  Shadow Stride
  Rank 3 Exploit • Stealth, Utility (Turn)
  As a bonus action, while you are hidden, make a Dexterity
  (Stealth) check and move up to your speed to a space where
  you are obscured. Unless the check fails to beat an enemy’s
  passive Perception, you remain hidden during the move, even
  if you are not obscured.
  You silently step from shadow to shadow, slipping past your
  foes unseen and unheard.
  Shed the Mark
  Rank 3 Exploit • Utility (Turn)
  As a bonus action, if you are marked, the marked condition
  ends, and you can safely move up to 5 feet.
  Your enemies can’t keep track of your fast movements.
  Shepherding Slice
  Rank 3 Exploit • Offensive, Pet, Weapon (Long)
  As an action, you can safely move up to 20 feet. 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, your attack deals
  an extra 3d6 damage, and you can moved the target up to 25
  feet to a space within 5 feet of your companion pet. If you
  targeted only one creature, the extra damage on a hit is 3d10
  instead of 3d6.
  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 (Long)
  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 with a -4 penalty. On a failed save, the target
  takes 5d10 bludgeoning damage, and it is grappled. Until the
  grapple ends, the target takes 1d8 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.
  When making a charging attack, you can use this exploit in
  place of a melee weapon attack.
  Having maneuvered your foe into a disadvantageous
  position, you lunge and trap it with your shield.
  Shield Deflection
  Rank 3 Exploit • Offensive, Weapon (Long)
  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.
  Attacks rebound from your shield to find new targets.
  Shield Ripper
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and for 1
  minute, the target suffers a -2 penalty to AC and a -4 penalty
  to Dexterity saving throws. The target can make a
  Constitution saving throw at the end of each of its turns,
  ending the 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 (Long)
  As an action, 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, your attack deals an extra
  3d6 damage, and you can move the target up to 5 feet.
  With supreme skill and great resolve, you maneuver your
  enemies where you want them.
  Shift the Field
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d6 damage. Additionally,
  you can choose up to two allies within 25 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, your ally’s
  attack deals an extra 3d6 damage.
  Swinging your weapon calls your allies to strike. If the plan
  works, you all adjust your positions to respond to the
  battlefield’s new developments.
  58
  
  Shocking Assault
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target’s speed is reduced to 0 for 1 minute. The target can
  make a Constitution saving throw at the end of each of its
  turns, ending the exploit on a success.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  You rush your opponent, and before it can reaction, you pin
  the creature in place with steel.
  Shooter’s Nemesis
  Rank 3 Exploit • Utility (Long)
  As a reaction, when you are hit by a ranged attack, you can
  spend up to three hit dice to regain hit points plus an
  additional 1d8.
  The fact that your enemy is too cowardly to close to melee
  swells your confidence.
  Spray of Arrows
  Rank 3 Exploit • Offensive, Weapon (Long)
  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. On a hit, your attack deals an extra 4d6 damage.
  You fire repeatedly with a short draw, showering arrows at
  each enemy in front of you.
  Springback Shot
  Rank 3 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy enters a space within 5 feet
  of you during its turn, you can safely move up to 20 feet, 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, your attack deals an extra
  3d10 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 an arrow at it, discouraging it from
  approaching.
  Staggering Blow
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you have a free hand, your attack deals an extra
  3d10 damage, and the target must make a Strength 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 until the end of your next
  turn, the target is dazed. 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.
  Stalwart Guard
  Rank 3 Exploit • Stance (Long)
  As a bonus action, you enter the Stalwart Guard stance.
  Until the stance ends, allies gain a +2 bonus to AC while
  within 5 feet of you. If you are using a shield, allies instead
  gain a +3 bonus to AC and +4 bonus to Dexterity saving
  throws while within 5 feet of you.
  The bonuses granted by this exploit increase when you
  reach 17th level (+3 AC; or +4 AC and +5 Dex saves).
  You focus your attention on guarding your allies’ backs.
  Stay on Target
  Rank 3 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy enters a space within 15 feet
  of you while you are wielding a strength based thrown
  weapon, you can make a ranged attack using your thrown
  weapon against the triggering enemy. On a hit, your attack
  deals an extra 3d10 damage, and each ally within 10 feet of
  you who can see or hear you can use their reaction to make a
  ranged weapon attack against your target. On a hit, your ally’s
  attack deals an extra 1d10 damage.
  You and your comrades train your fire on an enemy
  drawing near.
  Steely Persuasion
  Rank 3 Exploit • Utility (Short)
  As a reaction, when you make a Charisma (Intimidation)
  check while you are wielding a melee weapon, you gain a
  bonus on the ability check equal to your weapon’s total attack
  bonus.
  Your skill with the blade is enough to daunt even stalwart
  foes.
  Stop Thrust
  Rank 3 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy enters a space within 10 feet
  of you, you can safely move up to 10 feet to a space within 5
  feet of the target. Then make a melee attack using a weapon
  against the target. On a hit, your attack deals an extra 3d10
  damage, and the target’s speed becomes 0 until the start of
  your next turn.
  If the target moved as part of a charging attack, it can
  attack you instead of the original target of its charge.
  As the enemy moves to attack, you respond by rapidly
  advancing and striking.
  Strength from Pain
  Rank 3 Exploit • Utility (Long)
  As a bonus action, while you are bloodied, you gain a +1d8
  bonus to melee damage rolls, and a +4 bonus to Strength and
  Constitution ability checks for 1 minute or until you are no
  longer bloodied.
  If you are a dragonborn, you gain a +1d10 bonus to melee
  damage rolls instead of 1d8, and a +5 bonus to Strength and
  Constitution ability checks instead of +4.
  The pain of your wounds opens the floodgates to your
  inner strength.
  59
  
  Strength of Conviction
  Rank 3 Exploit • Utility (Long)
  As a bonus action, choose any number of allies within 25
  feet of you who can see or hear you. Each target can spend
  up to three hit dice to regain hit points. Additionally, for 1
  minute, any time you allow a creature to regain hit points,
  that creature regains the maximum number possible,
  including the hit dice spent from this exploit.
  You create an area of calm even as violence rages around
  you.
  Strider Stance
  Rank 3 Exploit • Stance (Long)
  As an 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 25 feet of you who can see or hear
  you. The target can safely move up to 5 feet and gain a +1d8
  bonus to damage rolls until the start of their next turn.
  The damage bonus from this exploit increases when you
  reach 17th level (+1d12)
  You stand ready to change position quickly or to point out
  opportunities for your allies to do so.
  Swift Strike
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 4d10 damage. If
  the target has not yet taken an action during this encounter,
  your attack deals an extra 5d10 damage on a hit instead of
  4d10.
  Your brutal efficiency makes your enemy pay for its lack of
  initiative.
  Swirling Leaves of Steel
  Rank 3 Exploit • Offensive, Weapon (Long)
  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, your attack deals
  an extra 4d6 damage.
  You spin around with blades outstretched, using
  momentum and skill to slice through enemy defenses.
  Tactical Orders
  Rank 3 Exploit • Utility (Short)
  As a bonus action, you can choose yourself and any
  number of allies within 25 feet of you who can hear you. Each
  target can safely move up to their speed (no action required).
  You bark orders at your allies, commanding them to move
  into formation.
  Tactical Shift
  Rank 3 Exploit • Utility (Long)
  As a reaction, when an ally is hit by an attack roll, you allow
  the triggering ally to use their reaction to safely move up to
  25 feet. 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 (Long)
  When you hit a creature with an attack using a melee or
  ranged weapon, your attack deals an extra 3d10 damage, and
  the target must succeed on a Constitution 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 can use
  their reaction to move up to 20 feet, but 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.
  Teachable Moment
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a melee
  weapon, your attack deals an extra 3d10 damage.
  Additionally, for 1 minute, each time you hit with a melee
  weapon attack, one ally who can see you gains a +1d8 bonus
  to their next damage roll. Each time you miss with a melee
  weapon attack, one ally who can see you gains a +4 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.
  Terrifying Impact
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage. If you
  made the triggering attack using an axe, hammer, or mace,
  your attack deals an extra 4d10 damage on a hit instead of
  3d10.
  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.
  Thicket of Blades
  Rank 3 Exploit • Offensive, Weapon (Long)
  As an action, 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, your attack deals an extra
  3d6 damage, and the target’s speed is reduced by 10 feet for
  1 minute. A target suffering this speed reduction can make a
  Constitution saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  You sting and hinder nearby foes with a savage flurry of
  strikes aimed at their vulnerable areas.
  60
  
  Thousand Arrow Awareness
  Rank 3 Exploit • Offensive, Weapon (Long)
  As an action, you create a 10-foot radius zone centered on
  a point you can see within 100 feet. Make a ranged attack
  using a bow or crossbow against any number of creatures
  within a 10-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, your attack deals
  an extra 3d6 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. 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.
  Undaunted Stride
  Rank 3 Exploit • Stance (Long)
  As a bonus action, you enter the Undaunted Stride stance.
  Until the stance ends, your movement is not hindered by
  difficult terrain.
  You expertly navigate through difficult terrain.
  Unintended Feint
  Rank 3 Exploit • Utility (Long)
  As a reaction, when an ally within 25 feet of you who can
  see or hear you misses with an attack, you allow the target to
  reroll the triggering attack with advantage.
  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 (Long)
  As a reaction, when an enemy enters a space within 5 feet
  of you on its turn while you are wielding a shield, you can
  make one melee attack using a weapon against the triggering
  enemy. On a hit, your attack deals an extra 3d10 damage, and
  until the end of your next turn, the target cannot grapple you,
  restrain you, or enter your space.
  Additionally, for 1 minute, you can use a bonus action to
  choose one enemy within 5 feet of you. The chosen enemy
  cannot grapple you, restrain you, or enter your space until the
  end of your next turn.
  You must concentrate on his exploit as if concentrating on
  a spell.
  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 (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 3d10 damage, and you
  can safely move up to 20 feet.
  Additionally, for 1 minute, each time the target enters a
  space within 5 feet of you, you can use your reaction to safely
  move up to 5 feet.
  Your timely attack allows you to break away from combat,
  and you remain one step ahead of your foe thereafter.
  Vexing Sting
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 3d10 damage, and
  the target suffers a -3 penalty to attack rolls for 1 minute. 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 (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and you
  regain hit points as if you had spent three hit dice to regain
  hit points.
  You strike true, and 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 (Short)
  As a bonus action, until the end of your next turn, you
  ignores the effects of the dazed condition, any effect that
  reduces your speed, or any effect that reduces the damage
  you deal with weapon attacks using Strength.
  With pure determination, you ignore weakness and battle
  on.
  Warrior’s Recovery
  Rank 3 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 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.
  Weathered Resilience
  Rank 3 Exploit • Stance (Long)
  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 (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and up to
  two allies of your choice within 50 feet of you who can see or
  hear you gain 3d8 temporary hit points. If you reduce the
  target to 0 hit points with this exploit, the chosen allies gain
  3d8 + 4 temporary hit points instead of 3d8.
  You land a punishing blow that ignites the fire within your
  allies and keeps them alive on the battlefield.
  61
  
  Rank 4 Exploits
  Aligned Strike
  Rank 4 Exploit • Offensive, Pet, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d6 damage, and you can
  command your companion pet to use their reaction to make a
  melee weapon attack against a different creature. On a hit,
  your pet’s attack deals an extra 4d6 damage.
  You and your companion coordinate your strikes to land on
  two different foes.
  Answer with Steel
  Rank 4 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy enters a space within 5 feet
  of you during its turn, you can make one melee attack using a
  weapon against it. On a hit, your attack deals an extra 4d10
  damage, and you can safely move up to 5 feet.
  You instantly attack when an enemy comes too close. You
  then quickly step away.
  Anticipate Attack
  Rank 4 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy within 5 feet of you hits you
  with a melee attack, you can make one melee attack using a
  weapon against the triggering enemy. On a hit, your attack
  deals an extra 4d10 damage, and you can safely move up to 5
  feet.
  Additionally, each ally within 5 feet of the triggering enemy
  can make an opportunity attack against it with advantage. On
  a hit, your ally’s attack deals an extra 1d10 damage.
  Maneuvering to make your enemy open itself up to attack,
  you deliver a passing blow. Your comrades follow up with
  strikes of their own.
  Anvil of Doom
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must succeed on a Constitution saving throw or be
  dazed until the end of your next turn.
  If you are wielding a hammer or mace, the target is
  stunned on a failed save instead of dazed.
  Like a smith’s hammer striking the anvil, you strike your
  enemy with a ringing blow that leaves it disoriented.
  Appalling Crunch
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and each
  enemy within 5 feet of the target is marked by you until the
  end of your next turn.
  If you are wielding an axe, hammer, or mace, each enemy
  within 25 feet of the target are marked by you until the end of
  your next turn.
  Nearby enemies are so aghast at your remorseless attack
  that they see you as the most dangerous foe on the field.
  Archery Duel
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 4d10 damage.
  Additionally, for 1 minute, whenever a ranged attack hits an
  ally you can see and who can see or hear you, that ally can
  use their reaction to make a ranged weapon attack against
  the attacker.
  You shout words of inspiration to your allies, encouraging
  them to respond to your enemies’ artillery with shots of their
  own.
  Arkhosia’s Fury
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, you can
  safely move up to 10 feet, and you can make one additional
  melee attack using a weapon against a different creature
  within reach.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  In a traditional dragonborn maneuver, you storm in, strike
  an enemy, spin away, and punish yet another foe.
  Armor-Piercing Shot
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you take the Attack action on your turn while you are
  wielding a ranged weapon, you can forgo one of your attacks
  to choose one creature you can see within your weapon’s
  range. The target must make a Dexterity saving throw. If the
  target is outside your weapon’s short range, it gains
  advantage on the saving throw. On a failed save, the target
  takes 8d10 piercing damage. On a successful save, no
  damage, but this exploit is not expended.
  You take careful aim at your target’s weak point before
  unleashing a deadly shot.
  Armor Splinter
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 4d10 damage, and you can
  make one additional melee attack using your other weapon
  against the target.
  After the attacks are resolved, until the end of your next
  turn, the target suffers a -5 penalty to AC if only the triggering
  attack hit. If both attacks hit, the penalty increases to -7.
  You attack the weak spots in your opponent’s armor, not
  only dealing damage but also leaving your prey open to later
  attacks.
  Arterial Slice
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 4d10 damage, and the
  target bleeds for 1d10 necrotic damage.
  If you dealt Sneak Attack damage with this exploit, the
  target bleeds for 1d6 necrotic damage per Sneak Attack die
  instead of 1d10.
  You nick one of your enemy’s major arteries, creating a
  wound that spurts blood.
  62
  
  Arterial Strike
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 4d10 damage, and the target
  bleeds for 2d10 necrotic damage. The first time the target
  would end this bleeding, the bleeding is instead reduced to
  1d10 necrotic.
  The wound you leave seems small, but it bleeds freely.
  Assured Strike
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon that has advantage, your attack deals an extra 4d10
  damage. If you’re a halfling, you don’t need advantage on the
  triggering attack to deal the extra damage.
  If you are wielding a heavy blade or light blade, you deal an
  extra 5d10 damage on a hit instead of 4d10.
  You pick out your foe’s weak spot and drive your weapon
  home with surprising force.
  Back on Target
  Rank 4 Exploit • Utility, Weapon (Long)
  As a reaction, when an ally misses an enemy with a ranged
  attack while you are wielding a bow or crossbow, you can
  spend one piece of ammunition to allow the triggering ally to
  reroll the attack with a +5 bonus.
  Your arrow deflects an ally’s attack back onto its true
  course.
  Band of Fellows
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and each of
  your allies who can see or hear you can use their reaction to
  make a melee weapon attack against the target.
  Your foe is a fool for thinking it escaped the brunt of your
  attack. You are only setting it up for your allies.
  Barreling the Fish
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you take the Attack action on your turn, you can
  safely move up to 10 feet before one of your melee attacks
  using a weapon with the thrown property. Your attack can
  score a hit on a roll of 16–20. On a hit, your attack deals an
  extra 4d6 damage, and you can safely move up to 10 feet and
  make one additional ranged attacking using a thrown weapon
  against a different creature within reach. This attack can
  score a critical hit on a roll of 16–20. On a hit, your attack
  deals an extra 4d6 damage.
  Your quick movement exposes your foe to a punishing
  attack. While the creature is recovering, you launch a weapon
  at a different enemy.
  Bash and Pummel
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and you
  can make one additional melee attack using a weapon
  against a creature within reach. On a hit, your attack deals an
  extra 1d10 damage. If you hit the same target twice with this
  exploit, the second attack deals an extra 2d10 damage on a
  hit instead of 1d10.
  You hack down one enemy and then slash at another
  nearby with your next blow.
  Battle Acumen
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Battle Acumen stance.
  Until the stance ends, enemies cannot gain advantage on
  attack rolls against you while you are conscious.
  You absorb everything going on around you, and your
  enemies find it hard to catch you unaware.
  Battle Jump
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  safely jump up to 10 feet either before or after one of your
  melee attacks using a weapon. On a hit, your attack deals an
  extra 4d10 damage.
  You leap past your foe in a great bound, stabbing above its
  guard as you go.
  Beat Them into the Ground
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must succeed on a Strength saving throw or be
  knocked prone. In addition, each ally within 25 feet of you
  who can see you can make a weapon attack with a +5 bonus
  to the attack roll. On a hit, your ally’s attack deals no damage,
  but the target is knocked prone.
  You sweep the legs out from under your adversary and
  knock it to the ground with a mighty overhead swing. Your
  allies, inspired by the sight, follow suit.
  Befuddling Cry
  Rank 4 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy within 25 feet of you hits an
  ally who can hear you with an opportunity attack, you can
  allow the ally to use their reaction to make a melee weapon
  attack against the attacking enemy. On a hit, the triggering
  enemy suffers the attack’s normal effects, and it must reroll
  the opportunity attack against a different creature of your
  choice within its reach. This rerolled attack gains a +5 bonus
  to the attack roll and deals an extra 4d10 damage on a hit.
  Your warning shout allows your ally to turn an opening into
  an advantage.
  63
  
  Blade and Bow
  Rank 4 Exploit • Quarry, Stance (Long)
  As a bonus action, you enter the Blade and Bow stance.
  Until the stance ends, whenever you hit your quarry with a
  melee attack using a weapon, your next ranged attack using a
  weapon against your quarry within 1 minute gains a +1d10
  bonus to damage. Additionally, whenever you hit your quarry
  with a ranged attack using a weapon, your next melee attack
  using a weapon against your quarry within 1 minute gains a
  +1d10 bonus to damage.
  The damage bonus granted by this exploit increases when
  you reach 17th level (+1d12).
  You switch between fighting in melee and at range,
  confusing your foe and leaving it open to both techniques.
  Blade Burst Trap
  Rank 4 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy within 25 feet of you hits you
  or an ally with an attack, you can choose one ally within 5 feet
  of the triggering enemy who can see or hear you. That ally
  can 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, your ally’s attack
  deals an extra 4d6 damage, and the target must succeed on a
  Constitution saving throw or be dazed until the end of their
  next turn.
  Your careful preparations allow your comrade to unleash a
  devastating trap.
  Blade Cascade
  Rank 4 Exploit • Offensive, Weapon (Long)
  As an action, while you are wielding a separate melee
  weapon in each hand, make alternating melee attacks using
  each weapon you are wielding until you miss or you make five
  attacks. As soon as an attack misses, this exploit ends. Each
  time you hit with an attack using this exploit, your attack
  deals an extra 1d6 damage.
  Time seems to slow down as your weapons fall upon your
  hapless foes like rain from an ominous sky.
  Blades from All Angles
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must succeed on a Strength saving throw or be
  knocked prone.
  If you made the triggering attack using a light blade, heavy
  blade, or spear, your attack deals an extra 5d10 damage on a
  hit instead of 4d10.
  Your weapon appears to come from all angles at once,
  making escape impossible.
  Bleeding Wounds
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 damage, the target
  bleeds for 1d10 necrotic damage, and you can make two
  additional ranged attacks using a weapon. On a hit your
  attacks deals an extra 1d10 damage, and the target bleeds for
  1d10 necrotic damage. The bleeding from this exploit stacks
  with itself if you hit the same target more than once.
  Your arrows puncture flesh, and from these wounds blood
  flows in crimson streams.
  Blood Frenzy
  Rank 4 Exploit • Offensive, Pet, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and for 1
  minute, your companion pet gains a +2 bonus to attack rolls
  and a +1d10 bonus to damage rolls. In addition, your pet
  gains 2d10 temporary hit points.
  If your companion is a bear, boar, lizard, or spider, it gains
  4d10 temporary hit points instead of 2d10.
  Your attack unleashes a torrent of blood, and your
  companion pet goes into a frenzy.
  Bloodlust Strike
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a bloodied creature with an attack using a
  weapon, your attack deals an extra 6d10 damage.
  You aim for where the blood already flows.
  Bloody Path
  Rank 4 Exploit • Offensive, Weapon (Long)
  As an action, you can move up to your speed. Any enemy
  that can make an opportunity attack against you during this
  movement must succeed on a Wisdom saving throw or attack
  itself with its opportunity attack, rather than you. On a hit,
  your enemy’s attack deals an extra 4d6 damage.
  An enemy cannot refrain from making the opportunity
  attack to avoid harming itself.
  You dash across the battlefield, leaving bewildered and
  bleeding enemies in your wake.
  Bolstering Blow
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and one
  ally within 25 feet of you who can see or hear you gains 2d10
  + 5 temporary hit points.
  Your overwhelming attack against your enemy inspires a
  nearby ally to continue the fight.
  Bolstering Insight
  Rank 4 Exploit • Offensive, Weapon (Short)
  As a reaction, when an ally within 25 feet of you who can
  see or hear you is hit by an enemy’s attack, you grant the
  triggering ally a +5 bonus to AC against the triggering attack.
  If this causes the attack to miss, the triggering ally can make
  a melee weapon attack against the triggering enemy (no
  action required). On a hit, your ally’s attack deals an extra
  4d10 damage.
  You offer your ally a brief insight into a foe’s actions,
  preparing them for the enemy’s attack.
  Bolstering Stride
  Rank 4 Exploit • Utility (Short)
  As a bonus action, you can move up to your speed plus 10
  feet, ending in a space within 5 feet of an ally. You then gain
  2d10 + 5 temporary hit points.
  These temporary hit points fade after 10 minutes, but stack
  with other temporary hit points.
  You rush to your friend’s side, ready to stand in their
  defense.
  64
  
  Boulder Charge
  Rank 4 Exploit • Offensive, Weapon (Long)
  As an action make a charging attack, you can move through
  enemies’ spaces but must end your movement in an
  unoccupied space. Make a melee attack using a weapon
  against the target of the charging attack and each enemy
  whose space you moved through. On a hit, your attack deals
  an extra 4d6 damage, and the target must succeed on a
  Strength saving throw or be pushed up to 10 feet and
  knocked prone.
  If you hit with this exploit using an axe, hammer, or mace,
  your attack deals an extra 5d6 damage on a hit instead of
  4d6.
  You and your sweeping weapon become like a stone rolling
  down a mountain, crushing anyone foolish enough to stay in
  your path.
  Bravura Charge
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and each
  ally within 50 feet of you who can see or hear you can spend
  up to four hit dice to regain hit points.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  Your powerful charge inspires your allies, filling them with
  vigor and courage.
  Brutal Rebuke
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you make a melee attack using a weapon against a
  creature that attacked one of your allies since the end of your
  last turn, you gain a +5 bonus to the attack roll. On a hit, your
  attack deals an extra 4d10 damage.
  If you made the triggering attack using a mace or pick, your
  attack deals an extra 5d10 damage on a hit instead of 4d10.
  By attacking your comrade, your adversary has called
  down your righteous ire.
  Call to Action
  Rank 4 Exploit • Offensive, Weapon (Long)
  As an action, choose up to 3 allies within 50 feet of you
  who can see or hear you. Each target can choose to spend up
  to four hit dice to regain hit points, make a melee weapon
  attack, or make a charging attack (no action required). Each
  ally that makes an attack as a result of this exploit must
  choose a different target and deals an extra 1d10 damage on
  a hit.
  Your shouted command calls your allies to act, helping
  them to find new reserves or driving them to strike your
  enemies.
  Carve Initials
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a light
  blade, your attack deals an extra 4d10 damage, and the target
  becomes marked by you for 1 minute or until you are
  knocked unconscious. No mark can supersede this one.
  You cut deep and leave a meaningful mark.
  Chains of Sorrow
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must succeed on a Dexterity saving throw or suffer a -5
  penalty to AC until the end of your next turn.
  If you made the triggering attack using a flail, the target
  automatically fails the saving throw.
  You attack your foe with a ferocious blow, then pivot and
  pull your weapon back to your body, unbalancing the enemy.
  Clever Move
  Rank 4 Exploit • Utility (Short)
  As a reaction, when a creature targets you with an effect
  that targets more than one creature, you can safely move up
  to 25 feet. You must end this movement in a space where you
  are at least lightly obscured from the triggering creature.
  After this movement, you can make a Dexterity (Stealth)
  check to become hidden.
  An explosion momentarily dazzles your opponents so you
  can make a quick getaway.
  Comrade in Arms
  Rank 4 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy is hit by your ally, you can
  make one attack using a weapon against the triggering
  enemy. On a hit, your attack deals an extra 4d10 damage.
  Additionally, for 1 minute, whenever you hit an enemy, the
  triggering ally gains a +5 bonus to their next attack roll
  against that enemy made before the end of your next turn.
  As you and your ally work together to defeat a foe, you both
  develop a bond that provides an advantage throughout
  combat.
  Confounding Arrows
  Rank 4 Exploit • Offensive, Weapon (Long)
  As an action, make up to three ranged attacks using a
  weapon against creatures within your range. On a hit, your
  attack deals an extra 4d6 damage, and the target must make
  a Constitution saving throw. On a failed save, the target is
  dazed for 1 minute. If a target is already dazed, it is instead
  stunned for 1 minute on a failed save. If a target is already
  stunned, it instead takes an additional 1d10 damage on a
  failed save. A dazed or stunned target can repeat the saving
  throw at the end of each of its turns, ending either or both
  conditions on a success.
  Your targets won’t know what hit them.
  Courage Breaker
  Rank 4 Exploit • Fear, Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 4d10 damage, the
  target suffers a -5 penalty to attack rolls until the end of your
  next turn, and the target must succeed on a Wisdom saving
  throw or be frightened of you for 1 minute. While frightened
  by this exploit, the target’s speed is reduced by 10 feet, your
  enemies suffer a -5 penalty to attack rolls while within 5 feet
  of the target, and the target can repeat the saving throw at the
  end of each of its turns, ending the effect on a success.
  You strike a crippling blow to an enemy, inspiring fear in
  that creature’s allies.
  65
  
  Crumpling Slam
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must succeed on a Strength saving throw or be pushed
  up to 10 feet and knocked prone.
  If you made the triggering attack using an axe, hammer, or
  mace, your attack deals an extra 5d10 damage on a hit
  instead of 4d10.
  With a bellow and a mighty wallop, you hurl your foe
  backward and off their feet.
  Cunning Cyclone
  Rank 4 Exploit • Offensive, Weapon (Short)
  As an action, make a melee attack using a finesse weapon
  against any number of creatures within 5 feet of you, with a
  separate attack roll for each target. On a hit, your attack deals
  an extra 4d6 damage, and the target suffers a -5 penalty to
  attack rolls until the end of your next turn.
  You can deal your Sneak Attack damage to each target you
  have advantage on attack rolls against. This counts as one
  use of Sneak Attack this turn regardless of the number of
  targets.
  A series of lightning-fast attacks does devastating work to
  your opponents.
  Curving Shot
  Rank 4 Exploit • Utility, Weapon (Long)
  As a reaction, when you miss with a ranged attack using a
  weapon, you can reroll the attack.
  For a moment, it looked like you were going to miss.
  Dance of Blades
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 4d10 damage, the target
  must succeed on a Strength saving throw or you can move it
  up to 10 feet. You can then safely move up to 15 feet and
  make one additional melee attack using your other weapon
  against a different target. On a hit, your attack deals an extra
  1d10 damage, and the target must succeed on a Strength
  saving throw or you can move it up to 10 feet. If you had
  advantage on the second attack roll, your attack deals an
  extra 2d10 damage on a hit instead of 1d10.
  You weave between two foes, driving them this way and
  that with a pair of attacks.
  Daunting Attack
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 4d10 damage, and until
  the end of your next turn, the target suffers a -5 penalty to
  attack rolls and is dazed.
  If the target is already suffering a penalty to attack rolls,
  instead of being dazed, the target is stunned until the end of
  your next turn.
  Your attack resonates with your cold-blooded intent,
  overwhelming your enemy’s resolve.
  Deadly Nightshade
  Rank 4 Exploit • Offensive, Poisoner’s Kit, Weapon (Long)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 4d10 damage, and the target must
  succeed on a Constitution saving throw or be poisoned for 1
  minute. While poisoned by this exploit, the target deals only
  half damage with weapon attacks using Strength, and it takes
  2d10 poison damage at the start of each of its turns. The
  target can repeat the saving throw at the end of each of its
  turns, ending the exploit on a success.
  You apply a dose of poison to your arrow or weapon. When
  you strike, you temporarily debilitate your foe.
  Death from Two Sides
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 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 make one
  melee weapon attack against the target. On a hit, your ally’s
  attack becomes a critical hit.
  You and your ally move into a tactically sound position and
  attack your foe with a coordinated assault.
  Decisive Timing
  Rank 4 Exploit • Utility (Short)
  When you roll initiative, you can choose up to 3 allied
  creatures within 25 feet of you who can see or hear you,
  including yourself. You swap the initiative check results of the
  targets.
  Additionally, until the end of their first turn in combat, the
  target with the lowest initiative result gains a +1d10 bonus to
  damage rolls.
  Practice has honed your party’s maneuvering to near
  perfection.
  Defender’s Gambit
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must make a Wisdom saving throw. On a failed save,
  you gain a +5 bonus to melee attack rolls and a +1d10 bonus
  to melee damage rolls against the target until the end of your
  next turn. The target can then choose to make an opportunity
  attack against you. If it does, you can make one additional
  melee weapon attack against the target.
  Inviting attack, you lure your enemy into letting its guard
  down for a counterattack.
  Defensive Offense
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a shield, your attack deals an extra
  4d10 damage, and until the end of your next turn, you gain a
  +5 bonus to AC and a +7 bonus to Dexterity saving throws,
  and your allies gain the same bonuses while within 5 feet of
  you.
  You smash your weapon into your enemy and lock into
  formation with your allies, using your shield to shelter them.
  66
  
  Defiant Shield
  Rank 4 Exploit • Stance (Short)
  As a bonus action, you enter the Defiant Shield stance.
  Until the stance ends, while you are wielding a shield, you
  gain a +3 bonus to AC and saving throws, and are immune to
  forced movement. This stance ends early if you willingly
  move.
  The bonus to AC and saving throws granted by this exploit
  increases when you reach 17th level (+5).
  You twist and move in your current space, your shield held
  ready, as you prepare to block your foe’s attacks.
  Denying Stance
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Denying stance. Until the
  stance ends, each time an enemy misses you with a melee or
  ranged attack, that enemy suffers a -5 penalty to its next
  attack roll against you.
  The penalty to attack rolls from this exploit increases when
  you reach 17th level (-6).
  The attacks of your enemies allow you to better size them
  up and avoid future blows.
  Denying Strike
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and you
  can choose one ally within 25 feet of you. Until the end of
  your next turn, the target cannot make attack rolls against the
  chosen ally.
  No matter how your enemy maneuvers, something comes
  between it and its quarry–and that something is you.
  Dishonorable Tactics
  Rank 4 Exploit • Utility (Short)
  When you make an attack roll against an enemy from
  which you are hidden, you remain hidden from the enemy
  after the attack if you are still obscured.
  After your attack, you duck back under cover and hide.
  Dragon’s Fangs
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and you
  can make one additional melee attack using a weapon
  against a creature within reach. On a hit, your attack deals an
  extra 3d10 damage.
  Like twin fangs piercing flesh, you deliver two attacks in
  rapid succession.
  Driving Volley
  Rank 4 Exploit • Offensive, Weapon (Long)
  As an action, make a ranged attack using a weapon against
  up to three creatures of your choice within range. You must
  have ammunition for each target, as normal, and you make a
  separate attack roll for each target. On a hit, your attack deals
  an extra 4d6 damage, and the target must succeed on a
  Strength saving throw or be pushed up to 25 feet. If the
  target ends the push within 5 feet of one of your allies, that
  ally can make an opportunity attack against the target.
  You send multiple shots flying at your enemies. Each
  missile drives a foe back toward your allies, who seize the
  opportunity to attack.
  Dust Storm Assault
  Rank 4 Exploit • Offensive, Stance, Weapon (Long)
  As an action, 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, your attack deals an extra
  4d6 damage, and you enter the Dust Storm Assault stance.
  Until the stance ends, you can do the following:
  As a reaction, when an enemy willing enters a space
  within 5 feet of one of your allies or makes an attack
  against a creature other than you while within 15 feet of
  you, you can safely move up to 30 feet to a space within 5
  feet of the triggering enemy. As part of the same reaction,
  make a melee attack using a weapon against the
  triggering enemy. On a hit, your attack deals an extra 3d10
  damage, and the target is knocked prone.
  You become a violent storm, flensing the flesh of all who try
  to stand up to your attacks.
  Encouraging Remark
  Rank 4 Exploit • Utility (Short)
  As an action, choose one ally within 5 feet of you who can
  see or hear you. The target gains 2d10 + 5 temporary hit
  points, and until the end of your next turn, the target also
  gains a +1d10 bonus to damage rolls and a +5 bonus to AC
  and saving throws. The temporary hit points granted by this
  exploit fade after 10 minutes, but stack with other temporary
  hit points.
  You whisper a few words of support to a comrade heading
  back into the fray.
  Entrapping Shield
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a shield, your attack deals an extra
  4d10 damage, and until the end of your next turn, each time a
  different creature attacks you while the target is within 5 feet
  of you, the target suffers 1d10 damage of the same type as
  the triggering attack.
  You tangle your shield with your foe as you lunge to attack.
  While it struggles to escape, you use your shield to deflect
  attacks against you into it.
  67
  
  Evade the Blow
  Rank 4 Exploit • Utility (Long)
  As a reaction, when an enemy hits you with a melee attack,
  before damage is dealt, you can safely move up to 5 feet away
  from the triggering enemy. The attack misses if you are no
  longer a valid target.
  When your enemy launches its attack, you leap out of the
  way, leaving your foe to hit nothing but air.
  Eye Gouge
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you have a free hand, your attack deals an extra
  4d10 damage, and the target must make a Dexterity saving
  throw. The target is blinded for 1 minute on a failed save, or
  until the end of your next turn on a successful one. While
  blinded by this exploit, the target can repeat the saving throw
  at the end of each of its turns, ending the exploit on a
  success.
  You deliver a quick strike to your foe and then go for its
  eyes, attempting to gouge them out with your free hand.
  Fearsome Beast
  Rank 4 Exploit • Offensive, Weapon (Short)
  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 a melee weapon attack against one
  creature within its reach. On a hit, your pet’s attack deals an
  extra 4d10 damage, your pet gains 2d10 temporary hit
  points, and your pet marks the target for 1 minute or until
  your pet attacks a creature other than the target.
  For 1 minute, whenever your companion pet makes an
  attack rolls against any creature, it marks that creature for 1
  minute or until it makes an attack against a different
  creature.
  Your pet savages an enemy, making that creature its prey.
  When it grows bored, the pet launches itself at a new foe,
  drawing that creature’s attention.
  Finish It
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a bloodied creature with a melee attack using
  a finesse weapon, your attack deals an extra 4d10 damage,
  and the target bleeds for 1d10 necrotic damage. This
  bleeding cannot be stopped until the target is no longer
  bloodied.
  A lethal stab hastens your foe’s demise.
  Fitting Demise
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon while you’re hidden, your attack deals an
  extra 4d10 damage, and you can make a Dexterity (Stealth)
  check to remain hidden after the attack.
  You emerge from the shadows to deliver a deadly attack.
  You then retreat back to the darkness, as if you had been
  there all along.
  Flanking Stance
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Flanking stance. Until the
  stance ends, any enemy within 5 feet of you gains advantage
  on attack rolls against you but grants advantage on attack
  rolls against itself to your allies. Additionally, until the stance
  ends, your allies gain a +1d10 bonus to damage rolls against
  enemies within 5 feet of you.
  The bonus damage granted by this exploit increases when
  you reach 17th level (+1d12).
  You take up a vulnerable position that forces your enemies
  into disadvantageous positions as well.
  Foil the Lock
  Rank 4 Exploit • Thieves’ Tools, Utility (Long)
  You gain a +10 bonus to the next Dexterity (Thieves’ Tools)
  check you make to open a lock within 1 minute. If the check
  succeeds, the lock immediately opens.
  You tug on a lock in a certain way, and just like that, it
  snaps open.
  Fool’s Opportunity
  Rank 4 Exploit • Offensive, Weapon (Short)
  As an action, while you are wielding a finesse weapon,
  choose one creature that can see you within 5 feet of you.
  The target must succeed on a Wisdom saving throw or be
  forced to use its reaction, if available, to make a melee
  weapon attack against itself. On a hit, the target’s attack deals
  an extra 4d10 damage.
  If you have advantage on attack rolls against the target, you
  can add your Sneak Attack damage to the damage roll of the
  forced attack. This counts as one use of the Sneak Attack
  ability for this turn.
  You bait your foe into attacking you, and then turn its blow
  straight against it.
  Forbidden Ground
  Rank 4 Exploit • Utility (Long)
  As an action, you create a zone of forbidden ground in a 15-
  foot cube originating from you. For 1 minute, whenever any
  enemy enters the area, you or an ally can use their reaction to
  make one melee weapon attack or a charging attack against
  the triggering enemy.
  You declare the space in front of you to be forbidden, and
  any enemy that dares to enter it will suffer consequences.
  Formidable Smash
  Rank 4 Exploit • Fear, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage.
  Additionally, the target must succeed on a Wisdom saving
  throw or for 1 minute, suffer a -3 penalty to attack rolls
  against you or any ally who is within 5 feet of you when it
  attacks.
  Your strike leaves your foe hesitant to attack you or anyone
  near you.
  68
  
  Fury of the Sirocco
  Rank 4 Exploit • Offensive, Weapon (Short)
  As an action, 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, your attack deals an extra
  4d6 damage, and you can move the target up to 5 feet.
  The sirocco drives the desert sands in a thousand
  directions. So too does your furious attack scatter your
  enemies and drive them where you want them to go.
  Fury’s Resurgence
  Rank 4 Exploit • Utility (Long)
  When you score a critical hit or reduce an enemy to 0 hit
  points, you can spend up to four hit dice to regain hit points
  plus an additional 1d10. You can also make a saving throw
  with a +5 bonus against each effect on you that a save can
  end, with a separate save for each effect.
  The thrill of the kill is enough to shake off any ill effects.
  Gale of Steel
  Rank 4 Exploit • Offensive, Weapon (Long)
  As an action, 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, your attack deals an extra
  4d6 damage. Additionally, you can safely move up to 5 feet
  and make a melee attack using a weapon against any number
  of creatures within 5 feet of you that you have not already hit
  this turn. On a hit, your attack deals an extra 4d6 damage.
  You cut through the ranks of your foes like a fierce wind.
  Garrote Grip
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon while you have a hand free, your attack deals an
  extra 4d10 damage, and the target is grappled by you. Until
  the grapple ends, you have half cover, and any melee or
  ranged attack that misses you hits the target instead.
  While you have a target grappled, you can use a bonus
  action to tighten your grip. The target must succeed on a
  Constitution saving throw or fall unconscious. If the target
  takes any damage, it wakes up. A creature can also use an
  action to wake the target up.
  You must concentrate on this exploit as if concentrating on
  a spell.
  You put your foe into a hold that will soon take it out of the
  fight.
  Giant’s Stride
  Rank 4 Exploit • Utility (Long)
  As a bonus action, you can safely move up to your speed.
  You ignore difficult terrain during this movement and can
  move through enemy’s spaces, as long as you end in an
  unoccupied space.
  You wade through the chaos of battle like a colossus,
  heedless of the foes about you.
  Giant’s Wake
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d6 damage, and you can
  make a melee attack using a weapon against any number of
  creatures within 5 feet of the target who are also within your
  reach. On a hit, your attack deals an extra 4d6 damage.
  If you hit with any part of this exploit using an axe, your
  attack deals an extra 5d6 damage instead of 4d6.
  You make heavy, sweeping blows with your weapon,
  hewing your enemies left and right.
  Gladiator’s Battle Stance
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Tyrian Battle stance. Until
  the stance ends, your movement does not provoke
  opportunity attacks and you gain a +2 bonus to AC and a +4
  bonus to Dexterity saving throws as long as you are able to
  take reactions.
  You have mastered the combat stance used by gladiators in
  the arenas, which lets you wade among your foes with
  impunity.
  Grim Instruction
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must succeed on a Constitution saving throw or suffer
  a -2 penalty to attack rolls for 1 minute. While suffering a
  penalty to attacks from this exploit, attack rolls against the
  target have advantage, and the target can repeat the saving
  throw at the end of each of its turns, ending the effect on a
  success.
  With a remarkable show of skill, you school your foe,
  revealing the flaws in its fighting style.
  Grim Mark
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  safely move up to 10 feet before one of your attacks using a
  weapon. On a hit, your attack deals an extra 4d10 damage,
  and the target must succeed on a Constitution saving throw
  or be dazed and marked until the end of your next turn. While
  the target is marked by this exploit, your allies gain a +1d10
  bonus to damage rolls against it.
  Your sidling approach belies your excruciating follow-up,
  which opens your opponent to attacks from your allies.
  Hammering Volley
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 4d6 damage, and you can choose
  to either deal an extra 5d10 damage to the target instead of
  4d6, or you can make one additional attack using a weapon
  against a different creature within your reach. If you choose
  to make a second attack, you deal an extra 4d6 damage on a
  hit.
  Pulling back on your bow with great effort, you unleash a
  pair of arrows that slam your foes into the ground.
  69
  
  Headstrong Bravery
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and you
  can mark the target until the end of your next turn. Until the
  start of your next turn, attack rolls against you have
  advantage, and your allies gain a +2d10 bonus to damage
  rolls against the target when they hit with an attack.
  You strike your enemy without regard for your safety,
  inciting the enemy against you and your allies against it.
  Help or Hinder
  Rank 4 Exploit • Utility (Short)
  As a reaction, when an enemy within 25 feet of you who
  can hear you succeeds on a saving throw, or when an ally
  within 25 feet of you who can hear you fails a saving throw,
  you can force the target to reroll the saving throw, using the
  new result. If the triggering creature is an enemy, they suffer
  a -5 penalty to the saving throw. If the triggering creature is
  an ally, they gain a +5 bonus to the saving throw.
  You offer words of encouragement to an ally or shout
  words of discouragement to an enemy.
  Herd the Prey
  Rank 4 Exploit • Offensive, Pet (Short)
  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 a melee weapon attack against one
  creature within its reach. On a hit, your pet’s attack deals an
  extra 4d10 damage, and the target must make a Strength
  saving throw. On a failed save, your pet can safely move up to
  10 feet and pull the target along with it. Also on a failed save,
  you gain advantage on attack rolls against the target until the
  end of your next turn.
  If your companion is a lizard, snake, spider, or wolf, its
  attack deals an extra 5d10 damage on a hit instead of 4d10.
  Nipping at an adversary, your pet forces that foe toward
  your waiting weapon.
  Hero’s Defiance
  Rank 4 Exploit • Utility (Long)
  As an action, you or one ally within 50 feet who can see or
  hear you can end one effect that a save can end.
  You fight off an adverse condition or enable an ally to do
  the same.
  Hide in Plain Sight
  Rank 4 Exploit • Stealth, Utility (Short)
  As a bonus action, while you are hidden, you can become
  invisible until you leave your current space.
  You stand unseen in the midst of battle, striking from your
  place of hiding.
  Hilt Smash
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 4d10 damage, and you gain
  advantage on attack rolls against the target until the end of
  your next turn. You can then make one additional melee
  attack using your other weapon against the target. On a hit,
  your attack deals an extra 1d10 damage, and the target must
  succeed on a Constitution saving throw or be dazed until the
  end of your next turn.
  After a wide swing, you reverse your weapon and slam its
  grip against your foe’s head.
  Hope’s Renewal
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and until
  the end of your next turn, your inspiring word exploit and
  healing word spell restore an additional 1d10 + 5 hit points.
  A solid blow against a foe helps you restore your allies’
  faith.
  Hunter’s Parry
  Rank 4 Exploit • Utility (Short)
  As a reaction, when an enemy targets you with an effect
  while you are wielding a separate melee weapon in each
  hand, you gain a +5 bonus to AC and a +7 bonus to Dexterity
  saving throws against the triggering effect, and you gain 2d10
  temporary hit points.
  You use your off-hand weapon to deflect an enemy’s attack.
  Hurricane Strike
  Rank 4 Exploit • Offensive, Weapon (Long)
  As an action, make a melee attack using a weapon wielded
  with two hands against any number of creatures within 5 feet
  of you, with a separate attack roll for each target. On a hit,
  your attack deals an extra 5d6 damage. Additionally, you can
  safely move up to 15 feet and make a melee attack using a
  weapon against any number of creatures within 5 feet of you.
  On a hit, your attack deals an extra 3d6 damage.
  You swing your weapon around you and the momentum
  carries you forward so you can do it again.
  Immovable Mountain
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Immovable Mountain
  stance. Until the stance ends, if you are subject to forced
  movement and you have moved no more than 10 feet since
  the start of your last turn, you can reduce the forced
  movement by 10 feet.
  If you are a dwarf, you can reduce the forced movement by
  25 feet instead of 10 feet.
  You plant your feel firmly, refusing to move.
  70
  
  Impromptu Attack
  Rank 4 Exploit • Offensive, Weapon (Short)
  As a reaction, when an ally within 25 feet who can see or
  hear you hits an enemy with a melee attack, you grant the
  triggering ally a +4d10 bonus to their damage roll on a hit.
  Additionally, you can choose two allies within 5 feet of the
  target who can see or hear you. Those allies can use their
  reaction to make a melee weapon attack against the target.
  As one ally’s weapon slips past an enemy’s guard, you
  encourage a couple of others to take advantage of the
  opening.
  Infectious Determination
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and each
  ally within 25 feet of you who can see or hear you can make a
  saving throw with a +5 bonus against one effect that a save
  can end.
  You can then make one additional melee attack using a
  weapon against the target. On a hit, your attack deals an
  extra 1d10 damage, and the target must succeed on a
  Strength saving throw or be knocked prone. Also on a failed
  save, each ally within 25 feet of you who can see or hear you
  can spend up to four hit dice to regain hit points plus an
  additional 1d10.
  With each strike you deliver, your allies gain more resolve
  to grab victory from the jaws of defeat.
  Interposing Shield
  Rank 4 Exploit • Utility (Short)
  As a reaction, when an ally within 5 feet of you is hit by an
  attack or fails a Dexterity saving throw, you can interpose
  yourself. The triggering ally gains a +5 bonus to AC or saving
  throw against the triggering effect.
  If you are wielding a shield, the triggering ally gains a +7
  bonus instead of +5.
  Seeing a comrade in trouble, you interpose yourself to stop
  a painful blow.
  Invitational Assault
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and you
  can move one ally within 25 feet of you who can hear you up
  to 30 feet to a space within 5 feet of the target. That ally can
  then use their reaction to make a melee weapon attack
  against the target. Until the end of your next turn, the chosen
  ally grants advantage on attack rolls against itself to the
  target, but the ally gains a +5 bonus to attack rolls and a
  +1d10 bonus to the damage rolls of melee weapon attacks
  against the target.
  Your attack invites a nearby ally to join your struggle, and
  those who answer are better for it.
  Iron Warrior
  Rank 4 Exploit • Utility (Long)
  As a bonus action, you can spend up to four hit dice to
  regain hit points plus an additional 3d10, and you can make a
  saving throw against one effect on you that a save can end.
  Like a tankard of bad ale, you don’t go down easy.
  Jarring Assault
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must succeed on a Constitution saving throw or suffer
  a -5 penalty to attack rolls until the start of your next turn.
  Additionally, the first time the target attacks one of your
  allies, that ally gains 1d10 temporary hit points before the
  attack hits or misses.
  Your fierce strike damages your foe’s ability to fight back.
  Killing Shadow
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature that you are hidden from with an
  attack using a finesse or ranged weapon, your attack deals an
  extra 4d10 damage, you can stay hidden after the attack, and
  can move up to 25 feet.
  Springing out from hiding, you deliver a swift attack and
  move away before your enemy can figure out what just
  happened.
  Knockdown Pounce
  Rank 4 Exploit • Offensive, Pet, Quarry, Weapon (Short)
  When you take the Attack action on your turn, you can
  command your companion pet to use its reaction to safely
  move up to its speed to a space within 5 feet of your quarry
  before one of your melee attacks using a weapon against that
  quarry. On a hit, your attack deals an extra 4d10 damage, and
  the target is pushed up to 5 feet and knocked prone.
  If your companion is a bear, boar, cat, or raptor, its attack
  pushes the target is pushed up to 10 on a hit instead of 5 feet.
  Your companion pet hurls itself at your quarry as you make
  a forceful attack. The combination sends your foe sprawling.
  Knockdown Shot
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target is knocked prone.
  One shot topples your foe.
  Kyton’s Battledance
  Rank 4 Exploit • Stance (Long)
  As an action or bonus action, you enter the Kyton’s
  Battledance stance. Until the stance ends, you can take the
  Disengage action as a bonus action.
  Inspired by the weaving tactics of chain devils, this stance
  has you weaving through the enemy forces with diabolical
  grace.
  71
  
  Lurker’s Threat
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature you’re hidden from with a melee
  attack using a finesse weapon, your attack deals an extra
  4d10 damage, you can move the target up to 10 feet, and it’s
  dazed for 1 minute. Then, choose any number of creatures
  within 5 feet of the target. Each chosen creature must
  succeed on a Wisdom saving throw or grant advantage on
  attack rolls against itself until the end of your next turn.
  While dazed by this exploit, the target can make a Wisdom
  saving throw at the end of each of its turns, ending the effect
  on a success.
  You emerge from hiding like a ghost. You stab your foe and
  send it careening toward nearby enemies.
  Magpie Filch
  Rank 4 Exploit • Offensive, Sleight of Hand, Utility (Long)
  When you hit a creature with a melee attack while you have
  a free hand, you can take a small object from the target as if
  you had made a successful Dexterity (Sleight of Hand) check.
  You covertly snatch something from a foe distracted by
  your successful attack.
  Make Them Bleed
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target bleeds for 1d10 necrotic damage. Until this bleeding
  ends, once per round when you or an ally hit the target, the
  bleeding increases by 1d10.
  You bleed your foe with a wicked strike, exposing a fatal
  flaw in its armor.
  Malenbranche’s Pull
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a reach
  weapon, your attack deals an extra 4d10 damage, and the
  target must make a Constitution saving throw. On a failed
  save, you can move the target up to 15 feet to a space within
  5 feet of you, and knock it prone.
  The painful stab puts your foe off balance. The follow-up
  pull has it groveling in pain.
  Masterful Parry
  Rank 4 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy marked by you hits you with
  a melee attack while you are wielding a separate melee
  weapon in each hand, you can make a melee attack using a
  weapon against the triggering enemy with a +5 bonus to the
  attack roll. On a hit, your attack deals no damage, but you
  take only half damage from the triggering attack, and you can
  make one additional melee attack using your other weapon
  against the triggering enemy with a +5 bonus to the attack
  roll. On a hit, your attack deals an extra 4d10 damage, you
  can safely move up to 5 feet, and the target must make a
  Constitution saving throw. The target is dazed for 1 minute
  on a failed save, or until the end of your next turn on a
  successful one. While dazed by this exploit, the target can
  repeat the saving throw at the end of each of its turns, ending
  the exploit on a success.
  You catch the enemy’s attack with your off-hand weapon
  and drive your main weapon into your enemy’s unprotected
  body.
  Mind-Boggling Onslaught
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 4d10 damage, and
  the target suffers a -5 penalty to attack rolls until the end of
  your next turn.
  For 1 minute, as a bonus action, you can extend the attack
  roll penalty until the end of your next turn, or you can end the
  penalty and daze the target until the end of your next turn.
  Your fearsome attack shakes your enemy to the core – a
  situation you can later take advantage of.
  Mirror of Steel
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Mirror of Steel stance.
  Until the stance ends, you gain a +2 bonus to AC and a +4
  bonus to Dexterity saving throws while you are wielding a
  separate melee weapon in each hand.
  With your glittering play of blades, you deflect attacks.
  Momentary Respite
  Rank 4 Exploit • Utility (Long)
  As an action, you can safely move up to 25 feet and make a
  saving throw against one effect that a save can end.
  Amid the chaos of combat, you’re able to calm yourself for
  an instant and recover from a harmful effect.
  Nimble Defense
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 4d10 damage, you gain a +7
  bonus to AC until the end of your next turn, and you can
  make one additional melee attack using your other weapon
  against the target.
  Between strikes, you use both of your weapons to deflect
  incoming blows.
  No Room to Breathe
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and target
  deals only half damage with weapon attacks using strength
  until the end of your next turn.
  You press the attack with relentless intensity, leaving your
  foe no time to launch a proper counterattack.
  Numbing Shot
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a sling,
  your attack deals an extra 4d10 damage, and you can knock
  the target prone. Additionally, the target deals only half
  damage with weapon attacks using Strength until the end of
  your next turn.
  Your sling bullet strikes a nerve, causing your enemy to
  crumple.
  72
  
  Off-Hand Diversion
  Rank 4 Exploit • Offensive, Weapon (Short)
  As a bonus action, while you are wielding a separate melee
  weapon in each hand, make a melee attack using a weapon
  against one creature within reach. On a hit, your attack deals
  an extra 4d10 damage, and you and your allies gain
  advantage on attack rolls against the target until the start of
  your next turn.
  Your quick off-hand strike leaves your foe open to attacks.
  Opportunistic Relocation
  Rank 4 Exploit • Utility (Short)
  When you reduce an enemy to 0 hit points on your turn,
  you can safely move up to your speed.
  You capitalize on the distraction caused by downing a foe,
  slyly repositioning for your next maneuiver.
  Overwhelming Confrontation
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit your quarry with a ranged attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must succeed on a Constitution saving throw or be
  dazed for 1 minute. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on a success.
  Additionally, the next time you hit the target with a melee
  attack within 1 minute, the target must succeed on a
  Constitution saving throw or be stunned until the end of your
  next turn.
  You strike your enemy from afar and leave it reeling. The
  best is yet to come, though.
  Painful Drag
  Rank 4 Exploit • Utility (Short)
  As a bonus action when you have a creature grappled, you
  can move up to your speed. You drag the grappled creature
  along with you, and until the end of your next turn, attack
  rolls against the target have advantage.
  You stride across the room, dragging an enemy behind you.
  Pincer Formation
  Rank 4 Exploit • Utility (Short)
  As a reaction, when an enemy within 5 feet of you moves
  away from you, you can choose yourself and one ally within 5
  feet of the triggering enemy. Each target can safely move up
  to their speed, ending in a space within 5 feet of the
  triggering enemy.
  Reading your enemy’s intent, you increase the pressure so
  it cannot escape your grasp.
  Pincer Maneuver
  Rank 4 Exploit • Offensive (Short)
  As an action, choose one or two allies you can see within
  25 feet of you who can see or hear you. Your chosen allies
  can use their reaction to safely move up to 15 feet and make
  a melee weapon attack against one creature within 5 feet of
  them with a +5 bonus to the attack roll. On a hit, your ally’s
  attack deals an extra 4d10 damage or an extra 5d10 damage
  if they both attacked the same target.
  At your command, two of your allies move to flank a foe.
  Pinning Strike
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon
  while wielding a separate melee weapon in each hand or a
  ranged weapon, your attack deals an extra 4d10 damage, and
  the target must succeed on a Dexterity saving throw or have
  its speed reduced to 0 until the start of your next turn. You
  can then make one additional attack using your other weapon
  or a ranged weapon against the target.
  With a well-aimed attack, you pin your foe to the ground or
  to a nearby wall.
  Powerful Shot
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 4d10 damage, you
  can push the target up to 5 feet, and until the end of your next
  turn, its speed is reduced by 10 feet.
  The sharp force of your shot causes your foe to stumble.
  Press on Together
  Rank 4 Exploit • Utility (Short)
  When an ally within 50 feet of you succeeds on a saving
  throw, you can choose yourself and any number of creatures
  within 50 feet of you who can hear you. Until the end of your
  next turn, each target gains a +5 bonus to saving throws.
  One of your allies overcomes a debilitating effect, and you
  shout to your other comrades to do the same.
  Questing Blades
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, the target is under your questing blades effect for 1
  minute. While under this effect, each time you attack the
  target using a weapon, you can instead force the target to
  make a Dexterity or Constitution saving throw (your choice).
  The target suffers the attack’s normal effects on a failed save,
  or half as much damage and no other effects on a success.
  The target can make a Wisdom saving throw at the end of
  each of its turns, ending the questing blades effect on a
  success.
  A vicious series of probes and strikes allows you to strike
  at your opponent’s greatest weaknesses.
  Quick Throw
  Rank 4 Exploit • Stance (Short)
  As a bonus action, you can safely move up to 5 feet and
  make a ranged attack using a thrown weapon against one
  creature you have not yet attacked during this turn. On a hit,
  your attack deals an extra 4d10 damage.
  You sling a weapon at a foe, catching the creature off guard.
  Quicksilver Stance
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Quicksilver stance. Until
  the stance ends, you can use an action to safely move up to
  half your speed (or your speed if you aren’t wearing heavy
  armor) and make one melee weapon attack against a
  creature within reach. On a hit, your attack deals an extra
  4d10 damage or an extra 5d10 damage if you had advantage
  on the attack roll.
  Like liquid metal, you flow wherever the gravity of battle
  carries you.
  73
  
  Ravaging Tide
  Rank 4 Exploit • Offensive, Pet (Short)
  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 a melee weapon attack against one
  creature within its reach. On a hit, your pet’s attack deals an
  extra 4d6 damage, and each enemy within 5 feet of your pet
  must succeed on a Dexterity saving throw or take 2d10
  damage.
  Your enraged beast lashes out at any enemies that are
  around it.
  Reactive Shot
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you roll initiative, you can make a ranged attack
  using a thrown weapon against the enemy closest to you. On
  a hit, your attack deals an extra 4d10 damage.
  You quickly fire at the first sign of combat.
  Regnant Shout
  Rank 4 Exploit • Utility (Long)
  As an action, choose any number of creatures within 15
  feet of you who can hear you. You mark each target for 1
  minute. Until this mark ends, you gain a +2 bonus to attack
  rolls against the target, and it can make a Wisdom saving
  throw at the end of each of its turns, ending the mark on itself
  on a success.
  Your battle cry wracks your enemies’ nerves and draws
  there attention to you.
  Relentless Advance
  Rank 4 Exploit • Utility (Short)
  When you reduce an enemy to 0 hit points, you can safely
  move up to 15 feet.
  As you hew down one foe, you move forward to engage the
  next enemy.
  Relentless Headlock
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you have a free hand, your attack deals an extra
  4d10 damage, and the target must succeed on a Strength
  saving throw or become grappled. Until the grapple ends, you
  have advantage on attack rolls against the target. Whenever
  the target fails an attempt to break this grapple, you can
  make an opportunity attack against it.
  After a preparatory strike with your weapon, you wrap your
  arm around your foe, leaving no room for escape.
  Renew the Troops
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and each
  ally within 50 feet who can see you regains hit points as if
  they had spent four hit dice to regain hit points plus an
  additional 1d10.
  Seeing your enemy quail before your onslaught gives your
  allies the courage to fight on.
  Scattering Swing
  Rank 4 Exploit • Offensive, Weapon (Short)
  As an action, 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, your attack deals an extra
  4d6 damage, and you can move the target up to 5 feet. On a
  miss, your attack deals no damage, and you can move the
  target up to 5 feet.
  You whip your weapon in a wide arc, and those enemies
  you don’t send staggering must jump out of the way.
  Scent of Fear
  Rank 4 Exploit • Offensive, Pet (Long)
  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 a melee weapon attack against one
  creature within its reach. On a hit, your pet’s attack deals an
  extra 4d10 damage.
  Additionally, for 1 minute, your companion pet gains
  advantage on attack rolls against the target, and as a bonus
  action on each of your turns, you can command your pet to
  use its reaction to make a melee weapon attack against the
  initial target.
  Once your companion pet senses weakness in an
  opponent, it attacks with ruthless intensity.
  Serpent Dance Strike
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d6 damage. You can then
  safely move up to 15 feet and at any point during your
  movement, you can make a melee attack using a weapon
  against one, two, or three different creatures other than the
  triggering target, with a separate attack roll for each target.
  On a hit, your attack deals an extra 4d6 damage.
  Any target hit by this exploit that is your size or smaller
  must succeed on a Dexterity saving throw or be knocked
  prone.
  You weave through the battlefield, striking like a hungry
  serpent and sweeping the feet out from under your enemies.
  Shadow Master
  Rank 4 Exploit • Utility (Short)
  As a bonus action, you can make a Dexterity (Stealth)
  check to become hidden if you are obscured or have any
  cover except that provided by intervening creatures.
  Careful movements and deft positioning keep your
  enemies’ attention elsewhere.
  Share the Weight
  Rank 4 Exploit • Utility (Short)
  As a reaction, when an ally within 50 feet of you is hit by an
  attack, you can choose yourself or one ally within 50 feet of
  you; the target must be within 5 feet of the triggering ally. The
  target and the triggering ally swap places, and the attack hits
  the target and misses the triggering ally.
  You foster the spirit of teamwork among your allies an
  inspire one of them to take a blow meant for another.
  74
  
  Shared Healing
  Rank 4 Exploit • Pet, Utility (Long)
  As a bonus action, if your companion pet is within 25 feet
  of you and you can see each other, you and your pet can both
  regain hit points as if spending four hit dice to regain hit
  points.
  You and your companion pet draw strength from each
  other, restoring your vitality.
  Shield Bearer’s Vendetta
  Rank 4 Exploit • Offensive (Short)
  As a reaction, when an enemy hits you or an ally within 5
  feet of you with a melee attack while you are wielding a
  shield, you can safely move up to 10 feet to a space within 5
  feet of the triggering enemy. Then, each enemy you can see
  within 5 feet of you must succeed on a Dexterity saving throw
  or take 7d6 bludgeoning damage and be dazed until the end
  of its next turn.
  When an enemy successfully attacks, you and your shield
  punish the foe – and any other enemies nearby.
  Shield Clamor
  Rank 4 Exploit • Utility (Short)
  As an action, while you are wielding a shield, choose any
  number of creatures within 25 feet of you who can hear you.
  You mark each target until the end of your next turn. In
  addition, when the target makes an attack against a creature
  other than you before the end of your next turn, you can make
  a charging attack against the target as an opportunity attack.
  On a hit, your attack deals an extra 4d6 damage, and you
  knock the target prone.
  The clanging of your weapon against your shield is a
  rallying cry for your allies.
  Side by Side
  Rank 4 Exploit • Stance (Long)
  As a bonus action, choose one ally within 5 feet of you who
  can see or hear you, and you enter the Side by Side stance.
  Until the stance ends, you and the chosen ally both gain a +3
  bonus to attack rolls, AC, and saving throws while you are
  within 5 feet of each other.
  You and an ally form a deadly team, fighting in tandem.
  Signal the Charge
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 4d10 damage, and you
  can choose one ally who can see or hear you. The chosen ally
  can use their reaction to make a melee weapon attack or a
  charging attack against the target with a +5 bonus to the
  attack roll.
  Your shot signals your comrade to rush the foe.
  Silverstep
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and you
  can push the target up to 5 feet. You can then make one
  additional melee attack using a weapon against a different
  creature within reach. On a hit, your attack deals an extra
  1d10 damage, and you can push the target up to 5 feet.
  After the attacks are resolved, you can safely move up to 5
  feet.
  If you hit with any part of this exploit using a spear or
  polearm, you can push the target up to 25 feet on a hit
  instead of 5 feet, and you can safely move up to 25 feet
  instead of 5 feet.
  You unbalance your enemies, knocking them back. As they
  recover, you shift to a more advantageous position.
  Skip Shot
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 4d6 damage, and
  you can choose one enemy you can see within 15 feet of the
  target. The chosen enemy must succeed on a Dexterity saving
  throw or take 6d6 damage of the same type as your weapon.
  Your missile careens off your foe toward another enemy.
  Slaying Strike
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, you deal an extra 5d10 damage.
  If the target was bloodied when you hit it, this exploit does
  an extra 6d10 damage on a hit instead of 5d10, and can score
  a critical hit on a roll of 17–20.
  A ruthless strike yields great rewards, for after death
  comes the looting.
  Slayer’s Lunge
  Rank 4 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy within 25 feet of you
  becomes bloodied, you can move up to your speed and make
  one melee weapon attack against the triggering enemy. On a
  hit, your attack deals an extra 4d10 damage or an extra 5d10
  damage if you are an elf, and the target is marked by you for 1
  minute. If the target was already marked by you when you
  used this exploit, you deal an additional 1d10 damage on a
  hit.
  Scenting blood, you speed forward to finish your foe.
  Slip from the Grasp
  Rank 4 Exploit • Utility (Short)
  When your turn starts, you can gain the following effects. If
  you are grappled, the grapple ends. If you are subject to an
  effect that is reducing your speed or restraining you, the
  effect ends. You can also make a saving throw against one
  effect you are subject to that a save can end.
  As a master scoundrel, no chains can hold you, no enemy
  can corner you. You always have one last gambit.
  75
  
  Stalker’s Senses
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Stalker’s Senses stance.
  Until the stance ends, your quarry gains no benefits from
  being obscured from you.
  Your prey can’t hide from you.
  Steeling Flurry
  Rank 4 Exploit • Offensive, Weapon (Long)
  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, your attack deals
  an extra 4d6 damage. If you hit with at least two creatures
  with this exploit, you gain a +5 bonus to AC until the start of
  your next turn.
  You whip your weapons around you before dropping back
  into a defensive posture.
  Storm in the Trees
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 2d6 damage, and you can
  make one additional melee attack using your other weapon
  against the target. On a hit, your attack deals an extra 2d6
  damage, you can safely move up to 10 feet, and make one
  additional melee weapon attack against a different creature.
  On a hit, your attack deals an extra 4d6 damage.
  You move like a tempest among the pines, slashing at one
  for and then leaping at another.
  Storm of Blows
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d6 damage, and you can
  safely move up to 5 feet. You can then make one additional
  melee attack using a weapon against a different creature
  within reach. On a hit, your attack deals an extra 4d6
  damage, and you can make one additional melee attack using
  a weapon against a different creature within reach. On a hit,
  your attack deals an extra 4d6 damage, and you can safely
  move up to 5 feet.
  If you hit with any part of this exploit using a heavy blade or
  light blade, your attacks deal an extra 5d6 damage on a hit
  instead of 4d6.
  You duck and weave between your enemies while slashing
  at them ferociously.
  Stranglehold
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you have a free hand, your attack deals an extra
  4d10 damage, and the target must succeed on a Strength
  saving throw or be grappled by you. The target is dazed until
  the grapple ends. The grapple ends automatically at the end
  of your next turn.
  If you used this exploit as part of an opportunity attack,
  then the grapple does not automatically end.
  While your foe is still reeling from your hit, you wrap your
  arm around its neck and squeeze.
  Strike of Dancing Shadows
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn and are
  hidden, you can safely move up to 30 feet before one of your
  attacks using a finesse or ranged weapon. You remain hidden
  during the movement. On a hit, your attack deals an extra
  4d10 damage, and you can safely move up to 30 feet,
  remaining hidden during the attack and movement.
  The shadows seem to swirl around you as your blades rip
  through your foes.
  Stunning Steel
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 4d10 damage, and you can
  make one additional melee attack using your other weapon
  against a creature within reach. A target hit by this exploit
  must succeed on a Constitution saving throw or have its
  speed reduced to 0 for 1 minute. If you hit the same target
  twice, it is also stunned while its speed is reduced by this
  exploit. While its speed is reduced, a target can repeat the
  saving throw at the end of each of its turns, ending the effect
  on itself on a success.
  You fight past your enemies’ shields and armor and deal
  nasty cuts that leave them reeling and unable to act.
  Stunning Strike
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 4d10 damage, and the
  target is stunned until the end of your next turn.
  A well-timed attack leaves your enemy flailing helplessly for
  a few critical seconds.
  Sudden Opportunity
  Rank 4 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy within 10 feet of you is
  bloodied by an attack or suffers a critical hit from you or your
  ally, you can safely move up to 15 feet. As part of the same
  reaction, you can make one melee attack using a weapon
  against the triggering enemy. On a hit, your attack deals an
  extra 4d10 damage, and the target must succeed on a
  Strength saving throw or be dazed for 1 minute.
  If you made your attack using an axe, hammer, mace, or
  pick, you can knock the target prone on a hit.
  When one of your allies hits an enemy, you take advantage
  of the foe’s distraction to put it on the ground with a quick
  attack.
  Surprise Step
  Rank 4 Exploit • Utility (Short)
  As a reaction, when an enemy leaves a space within 5 feet
  of you, you can safely move up to your speed to a space
  within 5 feet of the triggering enemy, and you gain advantage
  on attack rolls against that enemy until the end of your next
  turn.
  You dog your enemy’s footsteps, refusing to yield.
  76
  
  Swiftstrider
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Swiftstrider stance. Until
  the stance ends, your speed increases by 10 feet.
  You have an uncanny knack for being in the right place at
  the right time.
  Talon of the Roc
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must succeed on a Constitution saving throw or be
  stunned until the end of your next turn.
  If you made the triggering attack using a spear, the target
  also cannot safely move or take the Disengage action until
  the end of your next turn.
  Like the talons of a great raptor, your attacks disable your
  foe and pins it in place.
  Tangle Up
  Rank 4 Exploit • Utility (Short)
  When you hit or miss an enemy with an opportunity attack,
  the target is knocked prone, and for 1 minute, it is marked by
  you.
  When your enemy lowers its guard, you take the
  opportunity to tangle its feet and send it sprawling.
  Threat the Needle
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 4d10 damage, and you
  can safely move up to 25 feet.
  Additionally, if the target starts its next turn within 5 feet of
  you, it provokes an opportunity attack from you.
  You take a shot and then dash toward your foe to engage it
  in melee.
  Toppling Slash
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 4d10 damage, you can
  push the target up to 10 feet and knock it prone, and it suffers
  a -5 penalty to attack rolls until the end of your next turn.
  Your decisive cut forces your opponent to stumble and fall.
  Tornado Strike
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 4d6 damage, and
  you can move the target up to 30 feet. You can then make one
  additional attack using a finesse or ranged weapon against a
  different creature within reach or range. On a hit, your attack
  deals an extra 4d6 damage, and you can move the target up
  to 30 feet.
  Additionally, you can move up to 15 feet after the attacks
  are resolved.
  Your weapon becomes a blur as you make swift, sweeping
  attacks against two foes, then hastily slip away.
  Tracking Shot
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 4d10 damage, and you
  gain a +5 bonus on the first attack roll you make against the
  target each round for 1 minute.
  You use this shot to size up your enemy, gaining insight you
  need for further attacks.
  Tracking the Target
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 4d10 damage.
  Additionally, for 1 minute, whenever the target enters a space
  within 5 feet of another enemy, you can make a ranged attack
  using a weapon against that enemy as a reaction.
  Your first target leads you to more.
  Trap Master
  Rank 4 Exploit • Thieves’ Tools, Utility (Turn)
  As a bonus action, you can make a Dexterity (Thieves’
  Tools) check to open a lock or disable a trap.
  You have learned the ways of locks and traps, so when
  presented with one, you can disable it with extraordinary
  speed.
  Tree Runner
  Rank 4 Exploit • Utility (Short)
  As a bonus action, until the end of your next turn, climbing
  or balancing costs no extra movement, and the distance of
  your long jump equals your walking speed. Attack rolls
  against you do not gain advantage while you are climbing or
  balancing, and you can jump down a distance equal to your
  walking speed without taking falling damage.
  You’re accustomed to battling on precarious surfaces, and
  your sure footing lends you aid as you dart around the terrain.
  Trick Shot
  Rank 4 Exploit • Offensive, Weapon (Long)
  As an action, make up to three ranged attacks using a
  weapon against creatures within range. On a hit, your attack
  deals an extra 1d10 damage, and roll a d4 to determine the
  extra effect of the attack, with a separate roll for each attack.
  1. The target must succeed on a Strength saving throw or
  be knocked prone.
  2. The target must succeed on a Dexterity saving throw or
  have its speed reduced by 10 feet for 1 minute.
  3. The target must succeed on a Constitution saving throw
  or be dazed for 1 minute.
  4. The target must succeed on a Dexterity saving throw or
  have its speed become 0 for 1 minute.
  A target that fails a saving throw against an effect from this
  exploit can repeat the save at the end of each of its turns,
  ending the effect on itself on a success.
  You take several chaotic shots, which strike various parts of
  your foes’ bodies, inhibiting the creatures in different ways.
  77
  
  Unbalancing Attack
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 4d10 damage, and the
  target is knocked off balance until the end of your next turn.
  While off balance, the target cannot take the Disengage
  action and if the target provokes an opportunity attack from
  you, you gain a +5 bonus to the attack roll. On a hit, your
  opportunity attack deals an extra 1d10 damage, and you
  knock the target prone.
  Ducking and weaving, you land a decisive blow that
  staggers your foe and sets it up for a tripping attack.
  Unified in Blood
  Rank 4 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy within 25 feet of you
  bloodies an ally, you can move up to your speed and make
  one melee attack using a weapon against the triggering
  enemy. On a hit, your attack deals an extra 4d10 damage, and
  the triggering ally can use their reaction to make a weapon
  attack against the target.
  Rushing to defend a friend in trouble, you make a bold
  attack. Your friend then defends themselves by your example.
  Unerring Blow
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you take the Attack action on your turn, you can gain
  a +5 bonus to one attack roll using a light blade, heavy blade,
  or spear before the end of your turn. On a hit, your chosen
  attack deals an extra 4d10 damage.
  You position your attack such that your enemy has no
  chance to avoid it.
  Unstoppable Force
  Rank 4 Exploit • Offensive (Long)
  As an action, while you are wielding a shield, you can move
  up to your speed. The first time you enter a space within 5
  feet of each enemy during this movement, that enemy must
  make a Strength saving throw with a -5 penalty. You cannot
  target the same enemy more than once with this exploit. On a
  failed save, a target takes 7d6 bludgeoning damage, and you
  can move it up to 5 feet and knock it prone. On a successful
  save, a target takes half as much damage.
  While you are safely behind your shield, nothing can stand
  in your way.
  Unyielding Avalanche
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Unyielding Avalanche
  stance. Until the stance ends, you gain a +2 bonus to AC and
  saving throws, and if you are bloodied at the start of your
  turn, you regain 1d10 hit points. In addition, when an enemy
  starts its turn within 5 feet of you while you are wielding a
  melee weapon, it takes 1d10 damage of the same type as the
  weapon you are wielding and its speed is reduced by 10 feet
  until the end of its turn.
  The bonus to AC, healing, and damage dealt by this exploit
  increase when you reach 17th level (+3 AC, 1d12 hit points,
  and 1d12 damage).
  With unmatched speed, you test the defenses of nearby
  foes while expertly parrying their blows.
  Vaulting Charge
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  safely move up to your speed before one of your attacks. You
  can move through enemy’s spaces during this movement. On
  a hit, your attack deals an extra 4d10 damage, and you gain a
  +7 bonus to AC until the end of your next turn.
  You rush forward and leap into the air, skewing a foe that
  thought it was safe behind its allies.
  Veiled Missile
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  finesse or ranged weapon, your attack deals an extra 4d10
  damage, and you become lightly obscured from the target
  until the end of your next turn. Additionally, you can make a
  Dexterity (Stealth) check against the target to become
  hidden.
  Your weapon flies through the air, catching your foe in the
  head and causing blood to obscure its vision.
  Vengeful Oath
  Rank 4 Exploit • Utility (Short)
  As a reaction, when an enemy bloodies or reduces your ally
  to 0 hit points, you can spend up to four hit dice to regain hit
  points and can make a saving throw against one effect that a
  save can end. You can also use hunter’s quarry or hunter’s
  mark to designate the triggering enemy as your quarry.
  Seeing a foe wound one of your allies fills you with vigor
  and hardens your resolve against the offender.
  Ventured Gains
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage. If this
  attack bloodies the target, two of your allies within 5 feet of
  the target can make an opportunity attack against it with a +5
  bonus to the attack roll.
  Additionally, attack rolls against you have advantage until
  the start of your next turn.
  Rushing to take your adversary down a notch, you ignore
  your defenses but allow your allies to take advantageous
  shots.
  Vicious Cooperation
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 4d10 damage, and one of
  your allies within 5 feet of the target can use their reaction to
  make a melee weapon attack against the target. You can add
  your Sneak Attack damage to your ally’s damage roll. This
  does not count against your uses of Sneak Attack this turn.
  Your attack gives your comrade the perfect opening to
  thump your opponent.
  78
  
  Vicious Slash
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 4d10 damage, and
  the target bleeds for 2d10 necrotic damage. While bleeding
  from this exploit, the target suffers a -2 penalty to attack rolls.
  Your vicious assault overcomes your foe with pain, leaving
  it unable to attack accurately.
  Vigilant Footwork
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Vigilant Footwork stance.
  Until the stance ends, while you are wielding a finesse
  weapon and able to take reactions, you gain a +2 bonus to AC
  and a +4 bonus to Dexterity saving throws.
  The bonuses granted by this exploit increase when you
  reach 17th level (+3 AC, and +6 Dex saves).
  You parry and dodge attacks with amazing focus, never
  hampering your offense.
  War Master’s Assault
  Rank 4 Exploit • Offensive, Weapon (Long)
  As an action, you can choose yourself and any number of
  allies within 15 feet of you who can see or hear you. Each
  target can use their reaction to make a charging attack with a
  +5 bonus to the attack roll. On a hit, the charging attack deals
  an extra 1d10 damage.
  You orchestrate a devastating coordinated attack.
  Warding Shot
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 4d10 damage, and if the
  target enters a space within 5 feet of an ally before the start
  of your next turn, you can make a ranged attack using a
  weapon against the target as a reaction.
  The first hit tells the enemy that you intend to make
  another if it makes a wrong move.
  Warding Steel
  Rank 4 Exploit • Utility (Long)
  As a bonus action, while you are wielding a melee weapon
  with two hands, you gain a +5 bonus to AC and a +7 bonus to
  Strength and Constitution saving throws until the start of
  your next turn.
  You whip your weapon up to intercept your enemies’
  attacks.
  Warlord’s Banner
  Rank 4 Exploit • Utility (Short)
  As an action, you can choose any number of creatures
  within 25 feet of you who can see or hear you. Each target
  can spend up to four hit dice to regain hit points, and until the
  end of your next turn, each target gains a +5 bonus to attack
  rolls.
  You rally your comrades before sending them into battle.
  Warlord’s Gambit
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must make a Wisdom saving throw. On a failed save,
  for 1 minute, the target gains a +2 bonus to attack rolls and a
  +1d10 bonus to damage rolls against you, and whenever it
  attacks you, you can choose an ally within 25 feet of you who
  can see or hear you. The ally can use their reaction to make a
  weapon attack against the target.
  You provoke your adversary with a bold stroke. Each time it
  lunges at you, it recklessly sets up your forces for victory.
  Warning Shout
  Rank 4 Exploit • Utility (Long)
  As a reaction, when an ally within 25 feet of you who can
  hear you is hit by a ranged attack, you can allow the
  triggering ally to safely move up to 30 feet. If the triggering
  ally is no longer a valid target after the movement, the
  triggering attack instead misses.
  Hearing your call of alarm, your friend leaps for cover.
  Wary Shooter
  Rank 4 Exploit • Utility (Short)
  As a bonus action, until the end of your next turn, you do
  not suffer disadvantage on ranged attack rolls while in melee.
  Your agile shooting style keeps you safe from enemy
  attacks.
  Whirlwind Blades
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you take the Attack action on your turn, you can
  safely move up to your speed before one of your melee
  attacks using a finesse weapon. On a hit, your attack deals an
  extra 4d10 damage, and you can safely move up to your
  speed.
  You leap and spin past your foe, nicking it with dozens of
  cuts.
  White Raven Formation
  Rank 4 Exploit • Utility (Long)
  As an action, choose any number of allies within 25 feet of
  you who can see or hear you. Each target can use their
  reaction to move up to their speed.
  You forgo attacks to focus on redirecting your allies’
  positioning.
  Wicked Reminder
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 4d10 damage, and
  until the end of your next turn, the target suffers a 1d10
  susceptibility to bludgeoning, piercing, and slashing damage.
  Each time the enemy feels the bite from your allies’ attacks,
  it recalls the injury you dealt it last.
  79
  
  Withdrawal Gambit
  Rank 4 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and each of
  your allies within 5 feet of the target who can see or hear you
  can make a saving throw with a +5 bonus against one effect
  that a save can end and can use their reaction to safely move
  up to 30 feet.
  With an interposing attack, you give your companions the
  determination and the space to improve the tactical situation.
  Wolfjaw Blows
  Rank 4 Exploit • Stance (Long)
  As a bonus action, you enter the Wolfjaw Blows stance.
  Until the stance ends, when you hit a creature with a melee
  attack that has advantage, you also knock the target prone.
  Unwary foes fall as you take advantage of their distraction
  to hook your weapons into their flesh.
  Wounding Strike
  Rank 4 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 4d10 damage. If
  the target was not bloodied before you made this attack, the
  target also bleeds for 3d10 necrotic damage.
  You strike, intending to inflict grave injury.
  80
  
  Rank 5 Exploits
  Adaptable Maneuver
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 5d10 damage, and you can
  make one additional melee attack using your other weapon
  against the target. On a hit, your attack either does an extra
  2d10 damage, or the target suffers a -3 penalty to attack rolls
  for 1 minute. While suffering a penalty from this exploit, the
  target can make a Wisdom saving throw at the end of each of
  its turns, ending the effect on a success.
  A swift attack tests your enemy’s defenses and tells you
  whether you should drop into a defensive posture or strike
  again.
  Anticipate the Target
  Rank 5 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy is hit by your ally, you can
  make a ranged attack using a weapon against the triggering
  enemy. On a hit, your attack deals an extra 5d10 damage, and
  the target must succeed on an Intelligence saving throw or
  become anticipated for 1 minute. While anticipated,
  whenever the target moves during its turn, one ally you can
  see and who can see or hear you can use their reaction to
  make a weapon attack against the target. Until the
  anticipated effect ends, the target can repeat the saving throw
  at the end of each of its turns, ending the effect on a success.
  Your ally’s strike drives a foe forward, and you snap off a
  shot. You then study the enemy and watch for it to drop its
  guard again.
  Arrow of Vengeance
  Rank 5 Exploit • Offensive, Weapon (Short)
  As a reaction, when a creature within range of a ranged
  weapon you are wielding attacks your ally, you can make one
  ranged attack using that weapon against the triggering
  creature with a +6 bonus to the attack roll. On a hit, your
  attack deals an extra 5d10 damage.
  You aim your weapon at the villain who just wounded your
  friend and loose a vengeful missile.
  Audacious Strike
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you take the attack action on your turn, you can
  move up to 20 feet before one of your melee attacks using a
  finesse weapon. On a hit, your attack deals an extra 6d10
  damage, and you can safely move up to 10 feet.
  You lunge forward recklessly, then roll defensively to the
  side.
  Barbed Arrows
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must succeed on a Constitution saving throw or deal
  only half damage with weapons that use Strength for 1
  minute. The target can repeat the saving throw at the end of
  each of its turns. On a success, the target’s damage is no
  longer reduced, but it bleeds for 2d12 necrotic damage.
  When your opponent pulls out your projectile, chunks of
  flesh come with it.
  Battle On
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and each
  ally within 25 feet of you who can see or hear you can make a
  saving throw with a +6 bonus against one effect that a save
  can end.
  You rally your forces with a battle cry and a calculated blow
  against the enemy.
  Battlefield Challenge
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 6d10 damage.
  Additionally for 1 minute, whenever an enemy you can see
  makes an attack against a creature other than you, you can
  mark that enemy (no action required). The mark takes effect
  after the attack, and it lasts until the end of your next turn.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  Roaring a war cry, you rush an enemy and prove that it is
  you that it should be attacking.
  Battering Ram
  Rank 5 Exploit • Offensive, Weapon (Short)
  As an action, choose one creature grappled by you. The
  target must make a Strength saving throw. On a failed save,
  you can move up to your speed, pulling the target along with
  you, and at the end of the movement, you can make one
  melee attack using a weapon against the target. On a hit, your
  attack deals an extra 5d10 damage, and the target is knocked
  prone. If the target is within 5 feet of one or more of your
  enemies, it takes an additional 2d12 damage, and the
  enemies it is within 5 feet of are also knocked prone.
  You pick up the enemy you are grappling and run it
  headfirst into another foe.
  81
  
  Bitter Harvest
  Rank 5 Exploit • Offensive, Weapon (Short)
  As an action, while you are wielding a melee weapon with
  two hands, choose any number of creatures you can see
  within 5 feet of you. Each target must succeed on a
  Constitution saving throw or take 1d12 damage of the same
  type as your weapon, be pushed up to 5 feet, and knocked
  prone.
  Additionally, you can safely move up to 5 feet and make a
  melee weapon attack against one enemy marked by you. On a
  hit, your attack deals an extra 6d10 damage.
  You smash through the pressing host to set your eyes and
  your weapon on your chosen foe.
  Blade and Fang
  Rank 5 Exploit • Offensive, Pet, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and your
  companion pet can use its reaction to make one melee
  weapon attack against the target. On a hit, your pet’s attack
  deals an extra 1d12 damage.
  If your companion pet is a bear, boar, lizard, or snake, its
  attack deals an extra 2d12 damage on a hit instead of 1d12.
  Attacking as one, you and your companion pet tear into an
  opponent.
  Blistering Outburst
  Rank 5 Exploit • Offensive, Weapon (Short)
  As an action, make a melee attack using a finesse weapon
  against any number of creatures within 5 feet of you, with a
  separate attack roll for each target. On a hit, your attack deals
  an extra 5d6 damage, and the target suffers a -6 penalty to
  attack rolls until the end of your next turn.
  In a flurry of lunges and strikes, you leave nearby foes
  unable to give decisive counterattacks.
  Blood Squall
  Rank 5 Exploit • Offensive, Weapon (Long)
  As an action, make a melee attack using a finesse weapon
  against any number of creatures within 5 feet of you, with a
  separate attack roll for each target. On a hit, your attack deals
  an extra 5d6 damage, and the target bleeds for 2d12 necrotic
  damage.
  Your blade flashes like lightning, and fountains of blood
  erupt from the foes around you.
  Bloodbath Attack
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 5d10 damage, the target
  is knocked prone and bleeds for 1d12 necrotic damage. Until
  the bleeding from this exploit ends, each time you hit the
  target with a melee attack using a weapon, the bleeding
  increases by 1d12.
  Your vicious attack leaves the enemy lying in a pool of its
  own blood.
  Bloodletter Stance
  Rank 5 Exploit • Offensive, Stance, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and bleeds
  for 2d12 necrotic damage.
  After the attack is resolved, you enter the Bloodletter
  stance. Until the stance ends, whenever you hit a creature
  with a melee weapon attack, the target bleeds for 1d12
  necrotic damage.
  You strike at vital spots to draw your foe’s blood. With each
  hit, you aggravate the wounds and slowly destroy your enemy.
  Bloody Determination
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a bloodied creature with a melee attack using
  a weapon, your attack deals an extra 6d10 damage. If the
  attack doesn’t reduce the target to 0 hit points, you can make
  one additional melee weapon attack using a weapon against
  the target with a +6 bonus to the attack roll. On a hit, your
  attack deals an extra 1d12 damage.
  Your adversary reels from wounds, and you mean to bring
  that torment to an end.
  Blow-Through Assault
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon
  while you are either wielding a separate melee weapon in
  each hand or a ranged weapon, your attack deals an extra
  5d10 damage, and each enemy within 5 feet of the target
  takes 1d12 damage of the same type as your weapon.
  Your attack flies through the ranks of closely clustered foes,
  hurting them all.
  Blurring Assault
  Rank 5 Exploit • Offensive, Weapon (Long)
  As an action, you can safely move up to half your speed.
  You can make a melee attack with a finesse weapon against
  any number of creatures within 5 feet of you during this
  movement, with a separate attack roll for each target. On a
  hit, your attack deals an extra 5d6 damage, and the target is
  knocked prone. Whether you hit or miss, you can move the
  target up to 5 feet after the attack is resolved.
  No enemy can be attacked more than once by this exploit.
  Your blade lashes out to strike anyone you pass as you dart
  across the battlefield.
  Boggling Smash
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must succeed on a Constitution saving throw or suffer
  a -6 penalty to attack rolls until the end of your next turn.
  If you made the triggering attack using a hammer or mace,
  your attack deals an extra 6d10 damage on a hit instead of
  5d10, and the target is also dazed until the end of your next
  turn on a failed saving throw.
  Your solid blow momentarily costs your enemy its wits.
  82
  
  Break the Tempo
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must succeed on a Dexterity saving throw or become
  unbalanced for 1 minute. While unbalanced, you can use your
  reaction to move up to 20 feet and make a melee weapon
  attack against the target when it makes an attack roll. If you
  deal damage, the target suffers a -6 penalty to the triggering
  attack.
  You must concentrate on this exploit as if concentrating on
  a spell.
  You deliver a punishing blow to your foe and then watch
  how it reacts, striking it when it leaves itself open and
  throwing off its balance.
  Buffeting Torque
  Rank 5 Exploit • Offensive, Weapon (Short)
  As an action, make a melee attack using a weapon you are
  wielding with two hands against any number of creatures
  within 5 feet of you, with a separate attack roll for each
  target. On a hit, your attack deals an extra 5d6 damage, and
  until the start of your next turn, while you are wielding a
  weapon, any enemy that enters a space within 5 feet of you is
  marked until the end of your next turn and takes 1d12
  damage of the same type as your weapon.
  If you made the attacks using an axe, a hammer, or a mace,
  your attack deals an extra 6d6 damage on a hit instead of
  5d6.
  Your body and weapon spin as one, and jarring hits knock
  down those foes who fail to throw themselves out of harm’s
  way.
  Canopy of Blades
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 5d10 damage, you gain a +6
  bonus to AC and saving throws until the end of your next
  turn. You can then make one additional melee attack using
  your other weapon against the target. On a hit, your attack
  deals an extra 1d12 damage, and the bonus to AC and saving
  throws increases from +6 to +8.
  You whirl your blades ferociously, cutting your foe and
  warding off attacks.
  Cheetah’s Rake
  Rank 5 Exploit • Offensive, Weapon (Short)
  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, your attack deals
  an extra 5d6 damage, and the target must succeed on a
  Constitution saving throw or be knocked prone and until the
  end of their next turn, their speed is reduced to 0.
  You whirl around with blades outstretched, slashing your
  foes across the legs and causing them to fall to the ground in
  mewling heaps.
  Claim the Prize
  Rank 5 Exploit • Offensive, Quarry, Weapon (Long)
  When you hit your quarry with an attack using a weapon
  while it is bloodied, your attack deals an extra 8d10 damage.
  Taking advantage of your foe’s weakness, you try to land a
  finishing blow.
  Controlling Thrust
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  polearm or spear, your attack deals an extra 5d10 damage,
  and you can mark the target for 1 minute.
  Additionally, if the target moves before the end of your next
  turn, and is within your melee reach, it provokes an
  opportunity attack from you, even if it took the Disengage
  action before moving. On a hit, your opportunity attack deals
  an extra 1d12 damage, and the target’s speed is reduced to 0
  until the end of its turn.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  After a vicious stab, you expertly corral your opponent with
  your polearm.
  Crippling Spiral
  Rank 5 Exploit • Offensive, Pet, Weapon (Long)
  When you hit a creature with a ranged attack using a
  thrown weapon, your attack deals an extra 5d10 damage, and
  the target must succeed on a Dexterity saving throw or for 1
  minute, its speed is reduced to 0. Also on a failed save, the
  target loses its fly speed for 1 minute. The target can make a
  Constitution saving throw at the end of each of its turns, with
  a separate saving throw for each effect. On a success, that
  effect ends for the target.
  Additionally, you can command your companion pet to use
  its reaction to safely move up to 30 feet and make a melee
  weapon attack against your target.
  Your throw injures your enemy, knocking it to the ground
  or pinning it in place. Once your foe is hampered, your
  companion pet leaps into action.
  Cruel Cage of Steel
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 5d10 damage, and you can
  make one additional melee attack using your other weapon
  against a creature within your reach with a +6 bonus to the
  attack roll. On a hit, your attack deals an extra 2d10 damage,
  and you can make one additional melee attack using either
  weapon against one creature within your reach with a +6
  bonus to the attack roll. On a hit, your attack deals an extra
  1d12 damage.
  A target hit once by this exploit is dazed until the end of
  your next turn. A target hit twice is stunned until the end of
  your next turn. A target hit three times is stunned and deals
  only half damage with weapon attacks using Strength until
  the end of your next turn.
  After the initial attack and after the second attack, you can
  safely move up to 5 feet.
  You move swiftly around your enemies, weaving back and
  forth and delivering a vicious slash with each soft step.
  83
  
  Cruelest Chains
  Rank 5 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy within 20 feet of you makes
  an attack against a creature other than you, the triggering
  enemy can move up to 20 feet to a space within 5 feet of you
  (no action required). If the enemy makes this movement, you
  can make one melee attack using a weapon against it. On a
  hit, your attack deals an extra 4d10 damage. If the enemy
  does not make this movement, you gain a +8d10 bonus to
  your next damage roll using a melee weapon against the
  target before the end of your next turn.
  Your words or actions cause the enemy to draw close,
  giving you an opportunity to attack. If your foe ignores your
  summons, you vow to make it pay.
  Dance on Their Graves
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target grants advantage on attack rolls against itself until the
  end of your next turn.
  Additionally, for 1 minute, whenever you hit the target, it
  grants advantage on attack rolls against itself until the end of
  your next turn.
  Your blow shows your allies how best to attack your enemy,
  and with each subsequent strike, you adapt your strategy to
  keep your foe off balance.
  Daunting Barrage
  Rank 5 Exploit • Offensive, Weapon (Long)
  As an action, make a ranged attack using a weapon against
  any number of creatures you are hidden from within a 25-foot
  cone originating from you. You must have ammunition for
  each target, as normal, and you make a separate attack roll
  for each target. On a hit, your attack deals an extra 5d6
  damage, and the target is dazed for 1 minute. While dazed by
  this exploit, a target can make a Constitution saving throw at
  the end of each of its turns, ending the daze on itself on a
  success.
  A blistering volley of projectiles knocks your enemies for a
  loop.
  Dazing Shot
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a sling,
  your attack deals an extra 5d10 damage, and the target must
  succeed on a Constitution saving throw or be dazed until the
  end of its next turn. If the target moves or attacks while dazed
  by this exploit, it falls prone at the end of that attack or
  movement.
  Your sling bullet slams into your target’s head and leaves
  the enemy reeling.
  Dead Stop
  Rank 5 Exploit • Offensive, Weapon (Long)
  As a reaction, when an enemy makes a charging attack
  against you, you can make a ranged attack using a weapon at
  any point during its movement. On a hit, your attack deals an
  extra 5d10 damage, and the target must succeed on a
  Dexterity saving throw or be knocked prone.
  You do not suffer disadvantage on the ranged attack roll for
  being in melee.
  With a well-timed shot, you bring down a charging
  adversary, which skids to a halt.
  Deadly Inspiration
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and choose
  any number of allies within 25 feet of you who can see or
  hear you. Until the start of your next turn, those allies deal an
  extra 1d12 damage when they hit with a weapon attack.
  Your bold strike inspires your allies to show off their
  fighting prowess.
  Demoralizing Shot
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  finesse or ranged weapon, your attack deals an extra 5d10
  damage. Additionally, each enemy within 15 feet of the target
  grant advantage on attack rolls against itself until the end of
  your next turn and is pushed up to 5 feet away from the
  target.
  Your shot strikes wish such potency and accuracy that you
  daunt foes near the target of your attack.
  Devastation’s Wake
  Rank 5 Exploit • Offensive, Weapon (Long)
  As an action, 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, your attack deals an extra
  5d6 damage.
  Additionally, until the start of your next turn, when an
  enemy starts its turn within 5 feet of you, you can make one
  melee weapon attack against it (no action required).
  You thrash your foes with an array of strikes, and then
  unleash your fury a second time against any that are left
  standing.
  Disabling Missile
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must make a Wisdom saving throw. On a failed save,
  each ally within 5 feet of the target can safely move up to 5
  feet (no action required), and until the end of your next turn,
  the target provokes opportunity attacks from your allies
  whenever it makes an attack roll.
  Additionally, until the end of your next turn, you and your
  allies gain a +1d12 bonus to damage rolls when hitting the
  target with weapon attacks.
  Your carefully aimed shot leaves a foe unable to
  concentrate on defending itself.
  84
  
  Dragon Tail Strike
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 5d10 damage.
  Additionally, if the target attacks you before the start of your
  next turn, you can use your reaction to make a melee attack
  using a weapon against the target with a +6 bonus to the
  attack roll. On a hit, your attack deals an extra 1d12 damage.
  First you set them up, and then you knock them down.
  Driving Flurry
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must succeed on a Strength saving throw or be pushed
  up to 10 feet. You can then safely move up to 10 feet.
  If you made the triggering attack using a light blade or
  heavy blade, your attack deals an extra 6d10 damage on a hit
  instead of 5d10.
  You force your opponent back with a sustained series of
  jabs, then use the break in its defenses to slip away.
  Driving Offensive
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 5d10 damage, and the target
  must make a Strength saving throw. The target is pushed up
  to 15 feet on a failed save, or up to 5 feet on a success. You
  can then make one additional melee attack using your other
  weapon against the target. On a hit, your attack does an extra
  1d12 damage, and the target must succeed on a Constitution
  saving throw or be dazed for 1 minute. While dazed by this
  exploit, the target can repeat the saving throw at the end of
  each of its turns, ending the effect on a success.
  An initial strike hurls your opponent away from you, and as
  it stumbles, you heave a sense-rattling chaser after it.
  Duck and Draw
  Rank 5 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy makes a melee attack
  against you, you can safely move up to 30 feet and make a
  ranged attack using a weapon against the triggering enemy.
  On a hit, your attack deals an extra 5d10 damage.
  You duck beneath your enemy’s attack and then step away,
  striking at range.
  End to Games
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must make on a Constitution saving throw. The target
  is stunned for 1 minute on a failed save, or until the end of
  your next turn on a success. While the target is stunned by
  this exploit, whenever an ally hits the target, that ally can
  spend one hit die to regain hit points. The target can repeat
  the saving throw at the end of each of its turns, ending the
  stun on a success.
  Your strike leaves a foe reeling, and as your allies beat on
  the creature, their vigor and morale improive.
  Entrapping Arrows
  Rank 5 Exploit • Offensive, Weapon (Short)
  As an action, make a ranged attack using a bow or
  crossbow against 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 you make a
  separate attack roll for each target. On a hit, your attack deals
  an extra 5d6 damage, and if the target moves before the start
  of your next turn, you can make a ranged attack using a
  weapon against that enemy (no action required). On a hit, the
  enemy suffers the attack’s normal effects, and its speed is
  reduced to 0 until the end of its turn.
  If your enemies move too far, you teach them why they
  shouldn’t.
  Excruciating Reminder
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 5d10 damage.
  Additionally, if the target attacks you before the start of your
  next turn, you can use your reaction to make a melee attack
  using a weapon against the target with a +6 bonus to the
  attack roll. On a hit, your attack deals an extra 1d12 damage.
  You strike your foe, leaving a painful reminder that if it
  attacks you or an ally again, it will pay the price.
  Exhorted Counterattack
  Rank 5 Exploit • Offensive, Weapon (Long)
  As a reaction, when an ally within 100 feet of you who can
  see or hear you is hit by an enemy, you can allow the
  triggering ally to regain hit points as if they had spent four hit
  dice to regain hit points, and they can use their reaction to
  make two melee weapon attacks against the attacker. On a
  hit, your ally’s attack deals an extra 1d12 damage, and the
  target must succeed on a Constitution saving throw or be
  dazed 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 shout a warning to a comrade under fire, who avoids
  the brunt of the attack and responds with a vicious
  counterattack.
  Exorcism of Steel
  Rank 5 Exploit • Offensive, Weapon (Short)
  As an action, while you are wielding a melee weapon, one
  creature within reach must succeed on a Dexterity saving
  throw or take 8d10 damage of the same type as your weapon
  and the target drops one item of your choice that it is holding.
  You can choose to catch the item (no action required) in a
  free hand or have it land in your space.
  You make a powerful chopping attack against your foe,
  causing it to drop what it is holding.
  Exacting Strike
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you take the attack action on your turn, you can
  grant yourself a +6 bonus to the attack roll of one of your
  melee attacks using a weapon. On a hit, your attack deals an
  extra 4d10 damage.
  You trade damage for accuracy to land a much-needed hit
  on your opponent.
  85
  
  Feinting Flurry
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 5d10 damage, and
  you gain a +4 bonus to attack rolls against the target for 1
  minute.
  You must concentrate on this exploit as if concentrating on
  a spell.
  A series of clever feints throws your foe off their game and
  makes them an easy target.
  Ferocious Roar
  Rank 5 Exploit • Fear, Offensive, Pet (Long)
  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 roar ferociously. Each enemy within 10 feet
  of your pet must make a Charisma saving throw. On a failed
  save, a target takes 8d6 psychic damage, is pushed up to 15
  feet, and for 1 minute, the target is dazed. On a successful
  save, the target takes half as much damage, and is pushed up
  to 5 feet. The target can repeat the saving throw at the end of
  each of its turns, ending the daze on a success.
  If your companion is a bear, cat, snake, or wolf, a target
  takes 10d6 psychic damage on a failed save, instead of 8d6.
  With a terrifying vocalization, your pet sends nearby
  enemies lurching in panic.
  Flying Foe
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 5d10 damage, and you
  can move the target up to 30 feet. If the target ends this move
  within 5 feet of one or more objects or creatures, you can
  cause both the target and one of those objects or creatures to
  take 2d12 bludgeoning damage.
  As soon as your foe is off-balance, you deliver a powerful
  strike, then easily shove it where you want it to go.
  Frantic Assault
  Rank 5 Exploit • Offensive, Quarry, Weapon (Long)
  When you hit your quarry with a ranged attack using a
  weapon, your attack deals an extra 5d10 damage.
  Additionally, until the target is no longer your quarry,
  whenever you hit the target with a melee weapon attack, each
  enemy within 5 feet of you other than the target takes 2d12
  damage of the same type as the triggering weapon attack (no
  action required).
  Your shot marks the target you intend to kill. As you
  confront your foe in melee, your weapons flash in a whirlwind
  of steel, threatening other enemies as well.
  Forced Respect
  Rank 5 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy hits your ally with a melee
  attack, you can make a melee attack using a weapon against
  the triggering enemy. On a hit, your attack deals an extra
  5d10 damage, and attack rolls against the target have
  advantage until the end of its next turn. Also on a hit, one ally
  who can see or hear you can use their reaction to make a
  melee weapon attack against the target.
  Your strike forces your foe to respect you and your ally,
  making it think twice before confronting the two of you again.
  Girding Strike
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and each
  ally within 50 feet of you who can hear you can use a bonus
  action on their next turn to spend up to four hit dice to regain
  hit points plus an additional 1d12. If they spend at least one
  hit die, they also gain a +6 bonus to AC and saving throws
  until the start of their next turn.
  You strike your enemy as you shout encouragement to your
  allies, imparting the vigor they need to push on.
  Gnawing Assault
  Rank 5 Exploit • Offensive, Pet (Long)
  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 a melee weapon attack against a
  creature within its reach. On a hit, your pet’s attack deals an
  extra 5d10 damage, and the target must make a Strength
  saving throw. On a failed save, the target is grappled by your
  companion. On a successful save, the target’s speed is
  reduced to 0 until the end of its next turn. While grappled by
  this exploit, the target is also restrained, and the target takes
  2d12 necrotic damage at the start of each of its turns until it
  escapes the grapple.
  Until the grapple ends, your companion can only attack the
  target.
  Your companion pet clamps down on a foe and rends its
  flesh.
  Great Ram Arrow
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must make a Strength saving throw. The target is
  pushed up to 30 feet and knocked prone on a failed save, or
  it’s pushed up to 5 feet and knocked prone on a success.
  You loose an arrow that pierces your foe, hurls them back,
  and knocks them off their feet.
  Guerrilla Blitz
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you take the attack action on your turn, you can
  move up to your speed before one of your attacks using a
  finesse or ranged weapon. On a hit, your attack deals an extra
  6d10 damage, and until the start of your next turn, you gain a
  +1 bonus to AC and a +2 bonus to Dexterity saving throws for
  every 5 feet you moved as part of this exploit.
  The speed and accuracy displayed during your daring
  assault causes your enemies to momentarily overcompensate
  when attacking you.
  Harrying Assault
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and you
  can move up to 30 feet and make one additional melee
  weapon attack against a creature within your reach.
  You land a calculated blow on your enemy, and then change
  position to deliver a simple attack on that foe or another.
  86
  
  Hail of Steel
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and each
  ally within 25 feet of you who can see or hear you can use
  their reaction to make a weapon attack against the target. On
  a hit, your ally’s attack deals an extra 1d12 damage.
  You deliver a well-placed strike against your foe and call
  your comrades to do the same. They pelt the enemy with
  attacks.
  Hilt Slam
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 5d10 damage, and the
  target must make a Constitution saving throw. On a failed
  save, you grant advantage on attack rolls against yourself
  until the end of your next turn, you can push the target up to
  25 feet, and for 1 minute, the target is stunned. On a
  successful save, you can push the target up to 15 feet, and for
  1 minute, the target is dazed. While stunned or dazed by this
  exploit, the target can repeat the saving throw at the end of
  each of its turns, ending the effect on a success.
  You brutally slam the blunt end of your weapon into your
  foe’s head, sending the creature staggering.
  Hounding Strike
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 5d10 damage, and
  until the end of your next turn, you gain advantage on attack
  rolls against the target and gain a +6 bonus to AC and saving
  throws against its attack, spells, and abilities.
  With snarling ferocity, you attack. Your weapon bites deep
  into your enemy’s flesh, filling its heart with doubt.
  Inspiring Charge
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and you
  can choose any number of allies within 50 feet of you who
  can see or hear you. Each ally can use their reaction to safely
  move up to 30 feet and spend up with four hit dice to regain
  hit points.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  Giving your companion a quick signal, you charge forward
  to glory, inspiring them.
  Into the Breach!
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and one
  ally within 25 feet of you who can hear you can use their
  reaction to make a charging attack against the target with a
  +6 bonus to the attack roll. On a hit, your ally’s attack deals an
  extra 1d12 damage.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  You leap forward boldly, shouting a battle cry that fills your
  allies with the same courage.
  Iron Tornado
  Rank 5 Exploit • Offensive, Weapon (Long)
  As an action, while you have a free 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, your attack deals an extra 5d6 damage, and
  the target must succeed on a Constitution saving throw or be
  pushed up to 35 feet, knocked prone, and until the end of
  your next turn, it is dazed.
  You sweep your weapon through nearby enemies. Then,
  while they’re recovering, you seize a foe and hurl it away from
  you.
  Leader of the Bowmen
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 5d10 damage, and for 1
  minute, you and your allies gain a +3 bonus to ranged attack
  rolls and do not suffer disadvantage on ranged attack rolls for
  being in melee.
  Your shot signals the beginning of a barrage. Your
  leadership guides your allies’ fire and helps alert them to
  nearby foes.
  Leaping Dagger Kick
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you take the attack action on your turn, before one of
  your melee attacks using a finesse weapon, the target to
  succeed on a Dexterity saving throw or be knocked prone. On
  a hit, your attack deals an extra 5d10 damage.
  When making a charging attack, you can use this exploit in
  the place of the melee weapon attack. In addition, on a failed
  save, the target is knocked prone and until the then of its next
  turn, it’s also dazed.
  You leap through the air, crashing into your foe and
  slashing at it.
  Lights Out
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d6 damage, and the
  target must succeed on a Dexterity saving throw or be
  blinded until the end of your next turn. Additionally, you can
  command your companion pet to use its reaction to make a
  melee weapon attack against one creature other than your
  target. On a hit, your pet’s attack deals an extra 5d6 damage,
  and the target must succeed on a Dexterity saving throw or
  be blinded until the end of your next turn.
  In a sudden move, you and your companion attack the eyes
  of your foes, making them easy prey.
  87
  
  Lunging Dervish
  Rank 5 Exploit • Offensive, Weapon (Short)
  As an action, while wielding a separate melee weapon in
  each hand, make a melee attack using a weapon against any
  number of creatures within 10 feet of you, with a separate
  attack roll for each target. On a hit, your attack deals an extra
  5d6 damage, and you can move the target up to 5 feet.
  Then, make a melee attack with your other weapon against
  any number of creatures within 5 feet of you, with a separate
  attack roll for each target.
  You take a long step forward, bending low as your leading
  arm delivers an arcing slash. You follow the attack with a
  quick cut from your off-hand weapon.
  Maiming Strike
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 5d10 damage, the
  target is knocked prone, and for 1 minute, its speed is
  reduced by 10 feet. While its speed is reduced by this exploit,
  it cannot dash or make charging attacks. The target can
  make a Constitution saving throw at the end of each of its
  turns, ending the exploit on a success.
  You deliver a crippling strike that promises to leave your
  opponent hampered for a while.
  Marked Beating
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature marked by an ally with an attack
  using a finesse or ranged weapon, your attack deals an extra
  5d10 damage, and the target is dazed for 1 minute. While
  dazed by this exploit, the target suffers a -3 penalty to AC and
  saving throws, and it can make a Constitution saving throw at
  the end of each of its turns, ending the exploit on a success.
  Using the distraction caused by an ally, you brutalize your
  foe, leaving it off kilter.
  Merciless Cut
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you take the attack action on your turn, you can
  safely move up to your speed before one of your melee
  attacks using a finesse weapon. On a hit, your attack deals an
  extra 5d10 damage, and the target bleeds for 2d12 necrotic
  damage.
  You slip up behind your enemy and slash it across its back.
  Mighty Shield Slam
  Rank 5 Exploit • Offensive (Long)
  As a bonus action, while you are wielding a shield, choose
  one creature you can see within 5 feet. The target must
  succeed on a Constitution saving throw with a -6 penalty, or
  take 8d6 bludgeoning damage, be pushed up to 10 feet, and
  until the end of your next turn, it is dazed.
  You slam your shield into your foe with a quick, powerful
  thrust.
  Minotaur Charge
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and you
  gain 1d12 temporary hit points. Also on a hit, you can push
  the target up to 5 feet and safely move up to 5 feet to the
  space the target vacated, and the target must succeed on a
  Strength saving throw or be pushed up to an additional 15
  feet and knocked prone.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  You lower your head and charge your foe, sending it
  sprawling.
  Mountain Breaking Blow
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must succeed on a Strength saving throw or be pushed
  up to 15 feet. After the attack, you can safely move up to the
  same distance you pushed the target. You must end this
  movement within 5 feet of the target.
  You land a crushing blow, pushing your foe back, and press
  your advantage before any other enemies can retaliate.
  No Escape
  Rank 5 Exploit • Offensive, Weapon (Short)
  As a reaction, when an enemy tries to leave a space within
  5 feet of you or tries to enter a space where it has cover or
  obscurement, you can make a ranged attack using a weapon
  against the target. On a hit, your attack, deals an extra 5d10
  damage, and the target must succeed on a Strength saving
  throw or be knocked prone.
  You do suffer disadvantage on the ranged attack roll for
  being in melee.
  Your enemy tries to escape, but you leave it lying in its
  tracks.
  Path of the Blade
  Rank 5 Exploit • Offensive, Weapon (Short)
  As an action, you can safely move up to 40 feet. You can
  make a melee attack using a finesse weapon against one or
  two enemies within 5 feet of you at any point during this
  movement, with a separate attack roll for each target. On a
  hit, your attack deals an extra 6d6 damage, and you can move
  the target up to 5 feet.
  You slash at your enemies, forcing them to part before you
  as you rush your intended enemy.
  Persistence of Blades
  Rank 5 Exploit • Stance (Long)
  As a bonus action, you enter the Persistence of Blades
  stance. Until the stance ends, once per turn when you miss
  with a melee attack, you can reroll the attack, using the
  second result.
  You are a whirl of steel and resolve. Nothing can deter you
  from striking your foe.
  88
  
  Pincer Shot
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must succeed on a Strength saving throw or be pushed
  up to 30 feet. Also on a failed save, after the push, one of your
  allies within 5 feet of the target can use their reaction to
  make a melee weapon attack against the target. On a hit, your
  ally’s attack deals an extra 1d12 damage.
  Your arrow drives a foe backward onto the blade of your
  ally.
  Pounding Barrage
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 5d10 damage, and you
  can up to two additional ranged attack using a weapon
  against the target. On a hit, your attack deals an extra 1d12
  damage, the target’s speed is reduced to 0 until the end of
  your next turn.
  You pepper your enemy with a flurry of projectiles, leaving
  it tottering and unable to move.
  Protective Sweep
  Rank 5 Exploit • Offensive, Weapon (Long)
  As an action, 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, your attack deals an extra
  5d6 damage.
  If you made the attacks using a flail or heavy blade, your
  attacks deal an extra 6d6 damage instead of 5d6.
  Additionally, you gain a +6 bonus to AC until the start of
  your next turn.
  You swing your weapon around with care, and then take up
  a defensive posture.
  Pugilist’s Resolve
  Rank 5 Exploit • Stance (Long)
  As a bonus action while you have a free hand, you enter the
  Pugilist’s Resolve stance. Until the stance ends, when an
  enemy within 5 feet of you misses you with a melee attack
  while you have a free hand, you can use a reaction to make an
  unarmed strike against the triggering enemy. On a hit, your
  attack deals an extra 1d2 damage, and the target must
  succeed on a Strength saving throw or be knocked prone.
  Your enemies leave themselves open to your powerful
  punches when they attack you but fail to hit.
  Punishing Shield Block
  Rank 5 Exploit • Offensive (Short)
  As a reaction, when an enemy hits or misses you with a
  melee attack while you are wielding a shield, you can make
  the target to suffer a -6 penalty to the triggering attack roll,
  potentially causing it to miss. Additionally, the target must
  succeed on a Constitution saving throw with a -6 penalty, or
  take 8d10 bludgeoning damage and be knocked prone.
  You catch your enemy’s attack with your shield and then
  slam the shield back into your foe, knocking it down.
  Reaving Strike
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 7d10 damage, and you
  can push the target up to 5 feet.
  You make a powerful overhand strike, hitting your foe with
  such force that it stumbles backward.
  Relentless Assailant
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and you
  can spend up to five hit dice to regain hit points.
  You get a boost out of pummeling your opponent.
  Reproving Strike
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a melee or
  thrown weapon, your attack deals an extra 5d10 damage, and
  if a bloodied ally is within 5 feet of the target, you can push
  the target up to 5 feet and knock it prone.
  Your attack brings vengeance to enemies that have hurt
  your friends.
  Ringing the Bell
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target bleeds for 1d12 necrotic damage. If you had advantage
  on the triggering attack roll, the target is also dazed for 1
  minute. The target can make a Constitution saving throw at
  the end of each of its turns, ending the daze on a success.
  You come up behind your enemy and drive your weapon
  against its head, leaving it senseless.
  Shifting Blade
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you have a free hand, your attack deals an extra
  5d10 damage, and the target must succeed on a Wisdom
  saving throw or you gain advantage on attack rolls against it
  until the end of your next turn.
  You switch your weapon to your empty hand, catching your
  enemy completely off guard.
  Skirmishing Pounce
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d6 damage, and you can
  safely move up to 10 feet. You can then make one additional
  melee weapon attack using a weapon against a different
  creature within reach. On a hit, your attack deals an extra
  5d6 damage.
  If you had advantage on any attack roll as part of this
  exploit, your attack deals an additional 1d6 damage on a hit.
  When you use this exploit as part of a charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  You leap forward, skewering one for and using your
  momentum to harry another.
  89
  
  Smash and Grab
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon while you have a free hand, your attack deals an extra
  5d10 damage, and the target must succeed on a Strength
  saving throw or be grappled by you. While you have the target
  grappled and you are wielding a melee weapon, you can
  choose to automatically deal 2d12 damage of your weapon’s
  type to the target at the start of each of your turns.
  If you made the triggering attack using an axe, hammer, or
  mace, your attack deals an extra 6d10 damage on a hit
  instead of 5d10.
  Your hammering blow distracts your enemy long enough
  for you to obtain a crushing hold.
  Snake’s Retreat
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 5d10 damage.
  Additionally, for 1 minute, whenever the target makes a
  weapon attack against you, you can safely move up to 5 feet
  after the attack is resolved (no action required).
  After striking boldly, you frustrate your foe by shifting away
  just as he’s about to attack you.
  Stab and Grab
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a finesse
  weapon while you have a free hand, your attack deals an extra
  5d10 damage, and the target must succeed on a Dexterity
  saving throw or be grappled by you. If you already had the
  target grappled, it is instead restrained until the grapple ends.
  You grab your foe with one hand and deliver a quick, deadly
  jab with the other.
  Stinging Squall
  Rank 5 Exploit • Fear, Offensive, Weapon (Short)
  As an action, make a melee attack using a finesse 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, your
  attack deals an extra 5d6 damage, and until the end of your
  next turn, the target suffers a -6 penalty to attack rolls, and
  deals only half damage against you with weapon attacks
  using Strength.
  Spooked by your flurry of jabs, nearby adversaries are
  unable to make anything but feeble retaliatory strikes against
  you.
  Stolen Vitality
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a finesse
  weapon, your attack deals an extra 5d10 damage, you gain
  2d12 + 6 temporary hit points, and for 1 minute, the target‘s
  speed is reduced by 10 feet. The target can make a
  Constitution saving throw at the end of each of its turns,
  ending the speed reduction on a success.
  Your vicious assault leaves your enemy unable to move
  quickly, and you gain a burst of confidence from the deed.
  Storm of Carnage
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage.
  Additionally, once per turn for 1 minute, when you or an ally
  misses with an attack roll while within 5 feet of you, the
  attacker can reroll the attack, but must use the second result.
  For you and your comrades, every miss is just a new
  opportunity.
  Strike the Watchful Guard
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage.
  Additionally, once per turn for 1 minute, you can make a
  melee weapon attack against the target (no action required) if
  you are within 5 feet of it and it either moves or attacks one
  of your allies.
  After landing a tremendous blow, you trail your enemy and
  make it think twice about turning its back on you.
  Suppressing Shots
  Rank 5 Exploit • Offensive, Weapon (Short)
  As an action, make a ranged attack using a weapon against
  any number of creatures within 10 feet of a point you can see
  within 100 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, your attack deals an extra 5d6 damage,
  and the target must succeed on a Dexterity saving throw or
  until the end of your next turn, the target’s speed is reduced
  to 0.
  Additionally, until the end of your next turn, you can make a
  ranged weapon attack as an opportunity attack against any
  enemy that enters a space within 10 feet of the point you
  chose.
  You shower enemies with arrows, pinning them down. Any
  foes that try to move through the area you threaten will suffer
  the consequences.
  Surprising Arrow Stance
  Rank 5 Exploit • Stance (Long)
  As a bonus action, you enter the Surprising Arrow stance.
  Until the stance ends, you can use your reaction to make a
  ranged attack using a weapon against an enemy that moves
  while within 25 feet of you. On a hit, your attack deals an
  extra 3d10 damage, and the target must succeed on a
  Dexterity saving throw or until the end of its turn, its speed is
  reduced to 0.
  Your arrows pin down everything you see.
  Surprising Assault
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with an attack using a finesse or
  ranged weapon, your attack deals an extra 5d10 damage, and
  the target is dazed until the end of your next turn.
  If you were hidden from the target when you made the
  triggering attack, it is stunned on a hit instead of dazed.
  You deliver a swift smash to your opponent’s head,
  surprising the foe with the brutality of your attack.
  90
  
  Swooping Raptor
  Rank 5 Exploit • Offensive, Pet, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 5d10 damage, and you
  can command your companion pet to use its reaction to make
  a melee weapon attack against the target. On a hit, your pet’s
  attack deals an extra 1d12 damage.
  If your companion pet is a bear, raptor, or wolf, the pet can
  make a charging attack in place of a melee weapon attack.
  Death falls from above in the form of both arrow and talon.
  Tap and Counterstrike
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 1d12 damage. Additionally, if
  the target makes an attack against a creature other than you
  before the start of your next turn, you can use your reaction
  to safely move up to 5 feet and make a melee weapon attack
  with a +6 bonus to the attack roll using your other weapon
  against the target. On a hit, your attack deals an extra 5d10
  damage.
  You tap your foe, holding back your full strength to keep its
  attention fixed squarely on you.
  Threefold Assault
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with an attack using a weapon
  while wielding a separate melee weapon in each hand, your
  attack deals an extra 5d10 damage, and you can make one
  additional attack using your other weapon against the target.
  On a hit, your attack deals an extra 1d12 damage, the target
  must succeed on a Strength saving throw or be pushed up to
  30 feet, and you can make one additional attack using either
  weapon against the target. On a hit, your attack deals an
  extra 2d12 damage, and the target must succeed on a
  Constitution saving throw or be dazed until the end of your
  next turn.
  If you make a ranged attack using this exploit, you don’t
  suffer disadvantage on the attack roll for being in melee.
  In a wild onslaught, you unleash three attacks with
  escalating potential.
  Thunderous Fury
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must succeed on a Constitution saving throw or be
  dazed until the end of your next turn. Also on a failed save,
  your allies gains a +6 bonus to attack rolls against the target
  until the end of your next turn.
  You strike your enemy with a furious blow that creates a
  momentary lull in the fighting, giving you a chance to direct
  your allies to victory.
  Toppling Finish
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon you are wielding with two hands, your attack deals
  an extra 5d10 damage, and the target must succeed on a
  Strength saving throw or be knocked prone. Also on a failed
  save, you can make one additional melee attack using a
  weapon against the target. On a hit, your attack deals an
  extra 7d10 damage.
  In one smooth stroke, you topple the enemy and bring your
  weapon back to plunge it down into its struggling body.
  Two-in-One Shot
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 5d10 damage, and you
  can make one additional ranged attack using a weapon
  against the target with a +6 bonus to the attack roll. On a hit,
  your attack deals an extra 3d10 damage.
  The first shot is always the toughest.
  Two-Weapon Eviscerate
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 5d10 damage, and you can
  make one additional melee attack using your other weapon
  against the target. On a hit, your attack deals an extra 2d10
  damage, and the target must succeed on a Constitution
  saving throw or until the end of your next turn, it deals only
  half damage with weapon attacks using Strength.
  You swing your blades in lethal arcs, dousing the battlefield
  in your enemy’s blood.
  Unleash Hell
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  thrown weapon using Strength, your attack deals an extra
  5d10 damage. Each ally within 25 feet of you who can see or
  hear you can then use their reaction to make a ranged
  weapon attack against a creature within their range with a +6
  bonus to the attack roll. On a hit, your ally’s attack deals an
  extra 1d12 damage.
  Additionally, until the end of your next turn, any ranged
  attack made by you or your allies can score a critical hit on a
  roll of 18–20, including the attack used to trigger this exploit.
  On your command, you and your allies unleash a ranged
  barrage upon your enemies.
  Unrestrained Aggression
  Rank 5 Exploit • Offensive, Weapon (Long)
  As an action, make a ranged attack using a weapon against
  any number of creatures within 20 feet of a point you can see
  within your weapon’s range. You must have ammunition for
  each target, as normal, and you make a separate attack roll
  for each target. Using a quarry feature, you can designate one
  target as your quarry before making your attack rolls. On a
  hit, your attack deals an extra 5d6 damage.
  Your volley of arrows rains down across your enemies.
  Among the targets, you pick out a single opponent to kill.
  91
  
  Untamed Outburst
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while wielding a separate melee weapon in each
  hand, your attack deals an extra 5d10 damage, and you can
  make one additional melee attack using your other weapon
  against the target. On a hit, your attack deals an extra 1d12
  damage, and the target is dazed until the end of your next
  turn.
  You lash out with your weapons, surprising your enemy
  with your wildness.
  Vanishing Forces
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target is marked by you until the end of your next turn.
  Additionally, each ally you can see within 25 feet of you
  who can see or hear you can use their reaction to safely move
  up to 30 feet to a space where they are at least partially
  obscured, and make a Dexterity (Stealth) check to become
  hidden. Before the start of your next turn, each of those allies
  gains a +5d6 bonus to their next damage roll made against an
  enemy from which they are hidden.
  An aggressive attack draws attention away from your allies
  so they can move into position while remaining unseen.
  Vicious Uppercut
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon while you have a free hand, your attack deals an extra
  1d12 damage, and the target must succeed on a Constitution
  saving throw or take 7d10 bludgeoning damage and be
  stunned until the end of your next turn.
  You make a diversionary attack with your weapon to hide
  the real threat – an uppercut from your free hand.
  Victory Surge
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and for 1
  minute, each ally within 50 feet of you who can see or hear
  you at the start of their turn can make one additional weapon
  attack the first time they hit with a weapon attack on their
  turn.
  With a triumphant roar, you urge your allies to seize every
  opportunity and fight like never before.
  Vorpal Tornado
  Rank 5 Exploit • Offensive, Weapon (Short)
  As an action, 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, your attack deals an extra
  5d6 damage, and the target must succeed on a Strength
  saving throw or be pushed up to 5 feet and knocked prone.
  Like a whirling cyclone of death, you spin and strike one
  foe after another, driving each one back and knocking it to the
  ground.
  War Dance
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage.
  Additionally, each ally within 25 feet of you who can see or
  hear you at the start of their turn can use their reaction to
  safely move up to their speed. Each of these allies gains 2d12
  temporary hit points the first time they hit with a melee
  attack before the end of their next turn.
  One attack from you sees each ally moving into planned
  positions and striking with speed and force.
  Warrior’s Challenge
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must succeed on a Strength saving throw or be pushed
  up to 10 feet.
  Additionally, after the saving throw is resolved, you can
  mark each enemy within 10 feet of the target until the end of
  your next turn.
  You land a mighty blow that staggers your foe to send it
  backward. With a wicked grin, you hoist your weapon and
  challenge the other enemies nearby.
  Warlord’s Rush
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and each
  ally who can see or hear you can use their reaction to move
  up to 30 feet.
  Like a wild, terrible storm, you hurl yourself at your foe.
  Your allies are swept along by the force of your wrath.
  We Will Not Fail
  Rank 5 Exploit • Offensive, Weapon (Short)
  As a reaction, when you miss an enemy with an attack, one
  ally within 50 feet of you who can see or hear you can use
  their reaction to make a weapon attack against the triggering
  enemy. On a hit, your ally’s attack deals an extra 6d10
  damage.
  Your wild strike distracts your foe, giving an ally the chance
  to strike the creature.
  Weapon Master’s Tactics
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you take the Attack action on your turn, you can
  sheathe a weapon and draw a different one before one of
  your attacks. On a hit, your attack deals an extra 5d10
  damage, and you gain an additional effect based on the
  weapon you made the attack with:
  Axe: Each enemy within 5 feet of you and the target must
  succeed on a Dexterity saving throw or take 8d6 damage
  of your weapon’s type.
  Heavy Blade: The target suffers a -6 penalty to attack
  rolls against any creature that isn’t you.
  Mace: The target is dazed until the end of your next turn.
  Polearm or Spear: You can move the target to any other
  space within 5 feet of you.
  You shift to a new weapon, catching your enemy off guard
  as your tactics make a dramatic transformation.
  92
  
  Wild Strike
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 7d10 damage, and you
  grant advantage on attack rolls against yourself until the end
  of your next turn.
  If you are a human, your attack deals an extra 8d10
  damage on a hit instead of 7d10.
  Throwing caution to the wind, you lash out desperately at
  your foe.
  Windmill of Doom
  Rank 5 Exploit • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must make an Intelligence saving throw. On a failed
  save, each ally within 5 feet of the target can make a melee
  weapon attack against it. On a hit, your ally’s attack deals an
  extra 1d12 damage.
  You cleverly maneuver your adversary into a perfect
  flanking position. As you land the deciding blow, your
  surrounding allies strike hard from all sides.
  Wolverine Claw Strike
  Rank 5 Exploit • Offensive, Weapon (Long)
  When you take the attack action on your turn, you can
  safely move up to 10 feet before one of your attacks. On a hit,
  your attack deals an extra 5d6 damage, you can safely move
  up to 5 feet and make one additional melee attack using a
  weapon against a different creature within reach. On a hit,
  your attack deals an extra 5d6 damage, and you gain a +6
  bonus to AC until the end of your next turn.
  You dart among your foes in a low crouch, striking out on
  both sides.
  Wounding Whirlwind
  Rank 5 Exploit • Offensive, Weapon (Long)
  As an action, while you are wielding a separate melee
  weapon in each hand, make two melee attacks (one using
  each weapon) against any number of creatures within 5 feet
  of you, with two separate attack rolls for each target. On a hit,
  your attack deals an extra 3d6 damage, and the target bleeds
  for 1d12 necrotic damage. This bleeding stacks with itself.
  Crimson droplets splatter as you slash into all nearby foes.
  93
  
  Change Log
  Version 2.0
  Rebalanced the damage, buffs, and debuff numbers based
  on feedback and playtesting
  Brought the wording more in line with Divine Prayers,
  again, based on feedback and playtesting
  Added close to 400 new exploits that were skipped over
  the first time
  94
  
  Power
  Power
  Power
  Power
  Power
  Conversion
  Conversion
  Conversion
  Conversion
  Conversion
  Homebrew
  Homebrew
  Homebrew
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  Homebrew
  This is part of a larger collection of Power
  Conversions available on the DM's Guild:
  Arcane Incantations
  Divine Prayers
  Martial Exploits
  Primal Rites
  Psionic Disciplines
  For more updates on the conversions and other
  houserules, homebrews, rulehacks of DM_Steel,
  follow me on: https://ko-fi.com/dm_steel
  Cover: Ancient Antique Armor by Maria Pop
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Conversion from 4e to 5e/Martial Exploits v2.0.pdf