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Exploits, Martial Cantrips
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<blockquote data-quote="cbwjm" data-source="post: 8252330" data-attributes="member: 6788732"><p>I've started to go over my martial exploits (was going to be manoeuvres, but I have trouble spell manoeuvres) and stances again, originally I was using attacks as a resource (spend more attacks on an exploit, get better effects) which originally seemed to work well but now seems kind of clunky, so instead they are a "cantrip" gaining more power as you level, and they count as an attack action which means you can add things like a bonus action off-hand attack. Below are some of the exploits and stances I've come up with, taking ideas primarily from 4th edition.</p><p></p><p>Note that I haven't run the numbers on these, I have no idea if they are always better than using a standard attack action, especially with higher level class abilities or feats coming online, but I just thought I'd share in case others are interested in them.</p><p></p><p>If an exploit increase damage by 1[W] at higher levels, this means that you roll your weapon dice the list number of times. For instance, an exploit that deals 2[W] at 5th level would mean that a warrior with a longsword would roll 2d8 damage on a hit. Unless an exploit says otherwise, you add your strength or dexterity modifier to the damage.</p><p></p><p>[SPOILER="Exploits"]</p><p></p><p><strong>Cleave</strong></p><p><em>You strike in such a way that after striking your first target, you follow through to strike a second enemy nearby.</em></p><p>You must be using a two-handed weapon, or a versatile weapon in both hands to use this exploit. Make a melee weapon attack. On a hit, you deal normal weapon damage, and a second target adjacent to the first and within reach of your weapon takes damage equal to half the damage dealt to the first target.</p><p><strong>At Higher Levels. </strong>You deal an additional 1[W] damage at 5th level (2[W]), 11th level (3[W]), and 17th level (4[W]).</p><p></p><p><strong>Crushing Surge</strong></p><p><em>Your strike invigorates you as you strike down your foe.</em></p><p>You must be using a melee weapon with the heavy property to make use of this exploit. Make a melee weapon attack against a creature. On a hit, you deal normal weapon damage, and you gain temporary hit points equal to your Constitution Modifier (minimum 1).</p><p><strong>At Higher Levels. </strong>At certain levels, this exploit’s damage increases by 1[W] and the temporary hit points increase by 2. These increase at 5th level (2[W] and 2 extra temporary hit points), 11th level (3[W] and 4 extra temporary hit points), and 17th level (4[W] and 6 extra temporary hit points).</p><p></p><p><strong>Feather the Target</strong></p><p><em>You fire a number of rapid shots at your target, filling them with arrows.</em></p><p>You must be using a ranged weapon without the loading property or thrown weapons. Make two ranged weapon attacks against the same target. On a hit, you deal normal weapon damage but you don’t add your ability modifier to the damage.</p><p><strong>At Higher Levels.</strong> You make an additional attack against the target at 5th level (3 attacks), 11th level (4 attacks), and 17th level (5 attacks).</p><p></p><p><strong>Hammer Shot</strong></p><p><em>You test the strength of your bowstring as you pull an arrow back as far as it will go and unleash it upon your unsuspecting foe.</em></p><p>You must be using a ranged weapon without the loading property or thrown weapons. Make a ranged weapon attack. On a hit, you deal normal weapon damage, push the target back 10 feet, and knock them prone.</p><p><strong>At Higher Levels.</strong> This exploit’s damage increases by 1[W] when you reach 5th level (2[W]), 11th level (3[W]), and 17th level (4[W]).</p><p></p><p><strong>Resolute Shield</strong></p><p><em>As you slash into your foe, you pull your shield into a defensive position between the two of you, guaranteeing that it absorbs at least some of your enemy’s attack.</em></p><p>You must be using a shield to use this exploit. Make a melee weapon attack against your target. On a hit, you deal normal weapon damage and gain damage resistance 3 against your target’s attacks until the start of your next turn.</p><p><strong>At Higher Levels.</strong> This exploit’s damage increases by 1[W] when you reach 5th level (2[W]), 11th level (3[W]), and 17th level (4[W]).</p><p></p><p><strong>Sure Strike</strong></p><p><em>You trade power for precision.</em></p><p>You must be using a melee weapon to use this exploit. Make a melee weapon attack, you have advantage on the attack roll. On a hit, you deal normal weapon but you do not add your ability modifier to the damage.</p><p><strong>At Higher Levels.</strong> This exploit’s damage increases by 1[W] when you reach 5th level (2[W]), 11th level (3[W]), and 17th level (4[W]).</p><p></p><p><strong>Tide of Iron</strong></p><p><em>You slam your shield into your opponent, forcing them back.</em></p><p>You must be using a shield to use this exploit. Make an attack roll against a creature. On a hit you deal 1d6 + Strength modifier bludgeoning damage and push the target 5 feet away from you. You may then move into a space they occupied. This movement doesn’t provoke attacks of opportunity.</p><p><strong>At Higher Levels. </strong>This exploit’s damage increases by 1d6 when you reach 5th level (+1d6), 11th level (+2d6), 17th (+3d6).[/SPOILER]</p><p></p><p>Stances can be taken in place of an exploit, enhancing your combat potential. A stance uses your concentration as if concentrating on a spell. Anything that can break concentration on a spell can break your concentration for a stance.</p><p></p><p>[SPOILER="Stances"]</p><p></p><p><strong>Dance of the Cobra ♦ Stance</strong></p><p><em>You weave in and out of combat, dodging your foes retaliatory strikes with ease.</em></p><p>As a bonus action,you assume the Dance of the Cobra stance. Until the stance ends, you do not provoke opportunity attacks when you move.</p><p></p><p><strong>Iron Mountain ♦ Stance</strong></p><p><em>You are a near impassable bulwark of iron, refusing to relent to your foe’s assault.</em></p><p>As a bonus action,you assume the Iron Mountain stance. Until the stance ends, you reduce bludgeoning, slashing, and piercing damage by 3 and you have advantage on ability checks and saving throws to resist being pushed, pulled, grappled, or knocked prone.</p><p></p><p><strong>Reactive Fire ♦ Stance</strong></p><p><em>You ready yourself to return fire, matching your foes shot for shot.</em></p><p>As a bonus action, you assume the Reactive Fire stance. Until the stance ends, whenever an enemy makes a ranged attack against you, you may use your reaction to make a single ranged attack against them. You must be wielding a ranged weapon to use this stance.</p><p></p><p><strong>Rain of Steel ♦ Stance</strong></p><p><em>You constantly swing your weapon about you in a deadly flurry.</em></p><p>As a bonus action,you assume the Rain of Steel stance. Until the stance ends, any enemy that starts its turn adjacent to you takes damage equal to a roll of your weapon’s damage dice, but only if you’re able to make opportunity attacks. You must be wielding a melee weapon to use this stance.[/SPOILER]</p><p></p><p>Fighters, paladins, and rangers gain exploits at the same time they gain a fighting style, level 1 for the fighter, and level 2 for the paladin and ranger. Currently I'm granting them 2 or 3 exploits (haven't decided on exactly how many to grant them) at this level and they can swap one out for another when they level up. Other classes may gain access to fighting styles via subclasses or feats, but they do not gain any exploits upon gaining the fighting style.</p><p></p><p>Fighters are the best at using exploits, they gain the following abilities at the levels listed.</p><p></p><p><strong>Exploit Expert</strong></p><p>When a fighter reaches level 5, they gain the Exploit Expert feature which enables them to learn an additional two exploits. More than the other warrior classes, the fighter is a master of exploits.</p><p></p><p><strong>Reactive Exploit</strong></p><p>When a fighter reaches level 7, they gain the ability to use an exploit when they make an attack of opportunity. The exploit must only be able to target a single enemy.</p><p></p><p><strong>Exploit Mastery</strong></p><p>At 11th level, after you use an exploit, you can make 1 weapon attack as part of the same action. At 20th level, when you use an exploit, you can make 2 weapon attacks as part of the same action.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 8252330, member: 6788732"] I've started to go over my martial exploits (was going to be manoeuvres, but I have trouble spell manoeuvres) and stances again, originally I was using attacks as a resource (spend more attacks on an exploit, get better effects) which originally seemed to work well but now seems kind of clunky, so instead they are a "cantrip" gaining more power as you level, and they count as an attack action which means you can add things like a bonus action off-hand attack. Below are some of the exploits and stances I've come up with, taking ideas primarily from 4th edition. Note that I haven't run the numbers on these, I have no idea if they are always better than using a standard attack action, especially with higher level class abilities or feats coming online, but I just thought I'd share in case others are interested in them. If an exploit increase damage by 1[W] at higher levels, this means that you roll your weapon dice the list number of times. For instance, an exploit that deals 2[W] at 5th level would mean that a warrior with a longsword would roll 2d8 damage on a hit. Unless an exploit says otherwise, you add your strength or dexterity modifier to the damage. [SPOILER="Exploits"] [B]Cleave[/B] [I]You strike in such a way that after striking your first target, you follow through to strike a second enemy nearby.[/I] You must be using a two-handed weapon, or a versatile weapon in both hands to use this exploit. Make a melee weapon attack. On a hit, you deal normal weapon damage, and a second target adjacent to the first and within reach of your weapon takes damage equal to half the damage dealt to the first target. [B]At Higher Levels. [/B]You deal an additional 1[W] damage at 5th level (2[W]), 11th level (3[W]), and 17th level (4[W]). [B]Crushing Surge[/B] [I]Your strike invigorates you as you strike down your foe.[/I] You must be using a melee weapon with the heavy property to make use of this exploit. Make a melee weapon attack against a creature. On a hit, you deal normal weapon damage, and you gain temporary hit points equal to your Constitution Modifier (minimum 1). [B]At Higher Levels. [/B]At certain levels, this exploit’s damage increases by 1[W] and the temporary hit points increase by 2. These increase at 5th level (2[W] and 2 extra temporary hit points), 11th level (3[W] and 4 extra temporary hit points), and 17th level (4[W] and 6 extra temporary hit points). [B]Feather the Target[/B] [I]You fire a number of rapid shots at your target, filling them with arrows.[/I] You must be using a ranged weapon without the loading property or thrown weapons. Make two ranged weapon attacks against the same target. On a hit, you deal normal weapon damage but you don’t add your ability modifier to the damage. [B]At Higher Levels.[/B] You make an additional attack against the target at 5th level (3 attacks), 11th level (4 attacks), and 17th level (5 attacks). [B]Hammer Shot[/B] [I]You test the strength of your bowstring as you pull an arrow back as far as it will go and unleash it upon your unsuspecting foe.[/I] You must be using a ranged weapon without the loading property or thrown weapons. Make a ranged weapon attack. On a hit, you deal normal weapon damage, push the target back 10 feet, and knock them prone. [B]At Higher Levels.[/B] This exploit’s damage increases by 1[W] when you reach 5th level (2[W]), 11th level (3[W]), and 17th level (4[W]). [B]Resolute Shield[/B] [I]As you slash into your foe, you pull your shield into a defensive position between the two of you, guaranteeing that it absorbs at least some of your enemy’s attack.[/I] You must be using a shield to use this exploit. Make a melee weapon attack against your target. On a hit, you deal normal weapon damage and gain damage resistance 3 against your target’s attacks until the start of your next turn. [B]At Higher Levels.[/B] This exploit’s damage increases by 1[W] when you reach 5th level (2[W]), 11th level (3[W]), and 17th level (4[W]). [B]Sure Strike[/B] [I]You trade power for precision.[/I] You must be using a melee weapon to use this exploit. Make a melee weapon attack, you have advantage on the attack roll. On a hit, you deal normal weapon but you do not add your ability modifier to the damage. [B]At Higher Levels.[/B] This exploit’s damage increases by 1[W] when you reach 5th level (2[W]), 11th level (3[W]), and 17th level (4[W]). [B]Tide of Iron[/B] [I]You slam your shield into your opponent, forcing them back.[/I] You must be using a shield to use this exploit. Make an attack roll against a creature. On a hit you deal 1d6 + Strength modifier bludgeoning damage and push the target 5 feet away from you. You may then move into a space they occupied. This movement doesn’t provoke attacks of opportunity. [B]At Higher Levels. [/B]This exploit’s damage increases by 1d6 when you reach 5th level (+1d6), 11th level (+2d6), 17th (+3d6).[/SPOILER] Stances can be taken in place of an exploit, enhancing your combat potential. A stance uses your concentration as if concentrating on a spell. Anything that can break concentration on a spell can break your concentration for a stance. [SPOILER="Stances"] [B]Dance of the Cobra ♦ Stance[/B] [I]You weave in and out of combat, dodging your foes retaliatory strikes with ease.[/I] As a bonus action,you assume the Dance of the Cobra stance. Until the stance ends, you do not provoke opportunity attacks when you move. [B]Iron Mountain ♦ Stance[/B] [I]You are a near impassable bulwark of iron, refusing to relent to your foe’s assault.[/I] As a bonus action,you assume the Iron Mountain stance. Until the stance ends, you reduce bludgeoning, slashing, and piercing damage by 3 and you have advantage on ability checks and saving throws to resist being pushed, pulled, grappled, or knocked prone. [B]Reactive Fire ♦ Stance[/B] [I]You ready yourself to return fire, matching your foes shot for shot.[/I] As a bonus action, you assume the Reactive Fire stance. Until the stance ends, whenever an enemy makes a ranged attack against you, you may use your reaction to make a single ranged attack against them. You must be wielding a ranged weapon to use this stance. [B]Rain of Steel ♦ Stance[/B] [I]You constantly swing your weapon about you in a deadly flurry.[/I] As a bonus action,you assume the Rain of Steel stance. Until the stance ends, any enemy that starts its turn adjacent to you takes damage equal to a roll of your weapon’s damage dice, but only if you’re able to make opportunity attacks. You must be wielding a melee weapon to use this stance.[/SPOILER] Fighters, paladins, and rangers gain exploits at the same time they gain a fighting style, level 1 for the fighter, and level 2 for the paladin and ranger. Currently I'm granting them 2 or 3 exploits (haven't decided on exactly how many to grant them) at this level and they can swap one out for another when they level up. Other classes may gain access to fighting styles via subclasses or feats, but they do not gain any exploits upon gaining the fighting style. Fighters are the best at using exploits, they gain the following abilities at the levels listed. [B]Exploit Expert[/B] When a fighter reaches level 5, they gain the Exploit Expert feature which enables them to learn an additional two exploits. More than the other warrior classes, the fighter is a master of exploits. [B]Reactive Exploit[/B] When a fighter reaches level 7, they gain the ability to use an exploit when they make an attack of opportunity. The exploit must only be able to target a single enemy. [B]Exploit Mastery[/B] At 11th level, after you use an exploit, you can make 1 weapon attack as part of the same action. At 20th level, when you use an exploit, you can make 2 weapon attacks as part of the same action. [/QUOTE]
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