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The Warrior (or how to balance martial's and casters)
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<blockquote data-quote="dave2008" data-source="post: 8599148" data-attributes="member: 83242"><p><strong><u><span style="font-size: 22px">Martial Exploits</span></u></strong></p><p>This a starting collection of Exploits to use with the warrior. At this time is simply a proof of concept. This is not intended to be an exhaustive list of exploits. I am just experimenting with the idea. If I like it, I will continue to add more Exploits in the future.</p><p></p><p><strong><u><span style="font-size: 22px">Martial Gambits</span></u></strong></p><p></p><table style='width: 100%'><tr><th>Brutal Attack</th></tr><tr><td>Tradition: <strong>All</strong><br /> Prerequisite: <strong>5th level,</strong> <strong>melee weapon, Strength 15</strong><br /> Level (SP Cost): <strong>Gambit (0)</strong><br /> Execution Time: <strong>1 Bonus Action</strong><br /> Range: <strong>by weapon</strong><br /> Duration: <strong>1 round</strong></td></tr><tr><td>Description:<br /> When you hit with a weapon attack, double the weapon (including an magical damage bonus) and your ability modifier damage of the attack.</td></tr><tr><td>At higher level:<br /> You increase the damage when you reach 11th level (triple the damage), and 17th level (quadruple).</td></tr></table><p></p><table style='width: 100%'><tr><th>Iron Skin</th></tr><tr><td>Tradition: <strong>Iron Defense</strong><br /> Prerequisite: <strong>Constitution14</strong><br /> Level (SP Cost): <strong>Gambit (0)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Self</strong><br /> Duration: <strong>1 round</strong></td></tr><tr><td>Description:<br /> Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage.</td></tr></table><p></p><table style='width: 100%'><tr><th>Forceful Strikes</th></tr><tr><td>Tradition: <strong>Explosive Strikes</strong><br /> Prerequisite: <strong>Strength 15</strong><br /> Level (SP Cost): <strong>Gambit (0)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>5 feet</strong><br /> Duration: <strong>1 round</strong></td></tr><tr><td>Description:<br /> You make a melee weapon attack. On a hit, the target takes an additional 1d6 Force damage.</td></tr><tr><td>At higher level:<br /> The exploit’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</td></tr></table><p></p><table style='width: 100%'><tr><th>Multiattack</th></tr><tr><td>Tradition: <strong>All</strong><br /> Prerequisite: <strong>5th level,</strong> <strong>melee weapon</strong><br /> Level (SP Cost): <strong>Gambit (0)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>by weapon</strong><br /> Duration: <strong>1 round</strong></td></tr><tr><td>Description:<br /> You make a weapon attack. You can then make one additional weapon attack.<br /> <br /> You can divide up your movement to be any combination of before, between, or after the attacks.</td></tr><tr><td>At higher level:<br /> You can make an additional attack with this exploit when you reach 11th level (2 extra attacks), and 17th level (3 extra attacks).</td></tr></table><p></p><table style='width: 100%'><tr><th>Precision Attack</th></tr><tr><td>Tradition: <strong>All</strong><br /> Prerequisite: <strong>5th level,</strong> <strong>melee or ranged weapon</strong><br /> Level (SP Cost): <strong>Gambit (0)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>by weapon</strong><br /> Duration: <strong>Concentration, up to 1 minute</strong></td></tr><tr><td>Description:<br /> You gain a +2 attack bonus on you next attack.</td></tr><tr><td>At higher level:<br /> The attack bonus increases by 2 when you reach 5th level (+4), 11th level (+6), and 17th level (+8).</td></tr></table><p></p><table style='width: 100%'><tr><th>Survey the Battlefield</th></tr><tr><td>Tradition: <strong>Strategist</strong><br /> Prerequisite: <strong>Intelligence</strong> <strong>13</strong><br /> Level (SP Cost): <strong>Gambit (0)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>300 feet</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> You survey the battle and advise your allies to target opportune vulnerabilities in the defenses of your enemies.<br /> <br /> One ally within far range, who can see you or hear you, can use a reaction to make one at-will attack (such as single weapon attack, a cantrip, or grappling or similar) against one target of your choice.</td></tr><tr><td>At higher level:<br /> The number of allies you can advise increases by one when you reach 5th level (two total), 11th level (three total), and 17th level (4 total).</td></tr></table><p></p><p><strong><u><span style="font-size: 22px">1st Level Martial Exploits</span></u></strong></p><p></p><table style='width: 100%'><tr><th>Enhanced Defense</th></tr><tr><td>Tradition: <strong>Iron Defense</strong><br /> Prerequisite: <strong>Shield or wielding two weapons</strong><br /> Level (SP Cost): <strong>1</strong> <strong>(2)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Self</strong><br /> Duration: <strong>1 hour</strong></td></tr><tr><td>Description:<br /> You gain 5 + your proficiency bonus temporary hit points for the duration.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 2nd level or higher, the temporary hit points increase by 5 plus your proficiency bonus for each slot</td></tr></table><p></p><table style='width: 100%'><tr><th>Power Attack</th></tr><tr><td>Tradition: All<br /> Prerequisite: <strong>Strength 15</strong><br /> Level (SP Cost): <strong>1</strong> <strong>(2)</strong><br /> Execution Time: <strong>1 Bonus Action</strong><br /> Range:<strong> by weapon type</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> The next time you hit a target with a weapon attack, you deal an extra 2d6 of the weapon's damage type.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.</td></tr></table><p></p><table style='width: 100%'><tr><th>Thunderous Strikes</th></tr><tr><td>Tradition: <strong>Explosive Strikes</strong><br /> Prerequisite: <strong>Strength 15</strong><br /> Level (SP Cost): <strong>1</strong> <strong>(2)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Self (15-foot cube)</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes your weapon damage plus 1d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.<br /> <br /> In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you and you emits a thunderous boom audible out to 300 feet when you execute this exploit.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.</td></tr></table><p></p><p><strong><u><span style="font-size: 22px">2nd Level Martial Exploits</span></u></strong></p><p></p><table style='width: 100%'><tr><th>Enhanced Defense</th></tr><tr><td>Tradition: <strong>Iron Defense</strong><br /> Prerequisite: <strong>Strength 14</strong><br /> Level (SP Cost): <strong>2 (3)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Self</strong><br /> Duration: <strong>Concentration, up to 10 minutes</strong></td></tr><tr><td>Description:<br /> With powerful thrust and swings you create a strong wind (20 miles per hour) around you in a 10-foot radius. The wind lasts for the exploit's duration.<br /> <br /> The wind has the following effects:<br /> • It deafens you and other creatures in its area.<br /> • It extinguishes unprotected flames in its area that are torch-sized or smaller.<br /> • The area is difficult terrain for creatures other than you.<br /> • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.<br /> • It hedges out vapor, gas, and fog that can be dispersed by strong wind.</td></tr></table><p></p><table style='width: 100%'><tr><th>Branding Strike</th></tr><tr><td>Tradition: <strong>Explosive Strikes</strong><br /> Prerequisite: <strong>Wisdom 14</strong><br /> Level (SP Cost): <strong>2 (3)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Self </strong><br /> Duration: <strong>Concentration, up to 1 minute</strong></td></tr><tr><td>Description:<br /> You strike your weapon with such ferocity that the friction brands your target. The next time you hit a creature with a weapon attack before this exploit ends, the attack deals an extra 2d6 fire damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.</td></tr></table><p></p><table style='width: 100%'><tr><th>Flash Step</th></tr><tr><td>Tradition: <strong>All</strong><br /> Prerequisite: <strong>Dexterity 15</strong><br /> Level (SP Cost): <strong>2 (3)</strong><br /> Execution Time: <strong>1 Bonus Action</strong><br /> Range: <strong>Self </strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> You move so fast, you seem to disappear. You teleport 30 to an unoccupied space you can see and have line of action.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 3rd level or higher, the distance you travel increases by 10 feet for each slot level above 2nd.</td></tr></table><p></p><p><strong><u><span style="font-size: 22px">3rd Level Martial Exploits</span></u></strong></p><p></p><table style='width: 100%'><tr><th>Dashing Strike</th></tr><tr><td>Tradition: <strong>Explosive Strikes</strong><br /> Prerequisite: <strong>Dexterity 15</strong><br /> Level (SP Cost): <strong>3 (5)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Self (60-foot line)</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> You move up to 60 feet without provoking opportunity attacks. You can make one weapon attack against each creature you move past. On a hit, the creature takes an additional 4d8 damage of the weapons type.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 4th level or higher, the extra damage increase by 1d8 for each slot level above 3rd.</td></tr></table><p></p><table style='width: 100%'><tr><th>Deflect Spell</th></tr><tr><td>Tradition: <strong>Iron Defense</strong><br /> Prerequisite: W<strong>isdom 14</strong><br /> Level (SP Cost): <strong>3 (5)</strong><br /> Execution Time: <strong>Reaction</strong><br /> Range: <strong>60 feet</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> You execute this exploit when you see a creature within 60 feet of you casting a spell that targets you or an area within 5 feet of you.<br /> <br /> You attempt to block the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect on you or anything within 5 feet of you. If it is casting a spell of 4th level or higher, make an ability check using your martial exploit ability. The DC equals 10+ the spell’s level. On a success, the creature’s spell does not affect you or anything within 5 feet of you.</td></tr><tr><td>At higher level:<br /> When you executing this exploit using a stamina slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the stamina slot you used.</td></tr></table><p></p><table style='width: 100%'><tr><th>Explosive Bullets</th></tr><tr><td>Tradition: <strong>Explosive Strikes</strong><br /> Prerequisite: <strong>Bullets</strong><br /> Level (SP Cost): <strong>3 (5)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Self</strong><br /> Duration: <strong>Concentration, up to 10 minutes</strong></td></tr><tr><td>Description:<br /> You withdraw six "bullets" from a pouch or pocket or picks them off the ground. As a bonus action on each of your turns thereafter, you can throw one or two of the bullets, sending them streaking toward a point or points you choose within 120 feet of you. Once a bullet reaches its destination or impacts against a solid surface, the bullet explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 4th level or higher, the number of bullets you gather increases by two for each slot level above 3rd.</td></tr></table><p></p><p><strong><u><span style="font-size: 22px">4th Level Martial Exploits</span></u></strong></p><p></p><table style='width: 100%'><tr><th>Protection from Death</th></tr><tr><td>Tradition: <strong>Iron Defense</strong><br /> Prerequisite: <strong>Constitution 15</strong><br /> Level (SP Cost): <strong>4 (6)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Touch</strong><br /> Duration: <strong>8 hours</strong></td></tr><tr><td>Description:<br /> You stimulate the natural defenses of one creature you touch. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the exploit ends. If the exploit is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the exploit ends.</td></tr></table><p></p><table style='width: 100%'><tr><th>Terrifying Sword Dance</th></tr><tr><td>Tradition: <strong>Explosive Strikes</strong><br /> Prerequisite: <strong>Sword</strong><br /> Level (SP Cost): <strong>4 (6)</strong><br /> Execution Time: <strong>1 Bonus Action</strong><br /> Range: <strong>Self</strong><br /> Duration: <strong>Concentration, up to 1 minute</strong></td></tr><tr><td>Description:<br /> Your display of martial skill weakens your opponents resolve as well as their body. The next time you hit a creature with a melee weapon attack during this exploit’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d10 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 5th level or higher, the extra psychic damage increases by 1d10 for each slot level above 4th.</td></tr></table><p></p><table style='width: 100%'><tr><th>Impenetrable Skin</th></tr><tr><td>Tradition: <strong>Iron Defense</strong><br /> Prerequisite: <strong>Constitution 15</strong><br /> Level (SP Cost): <strong>4 (6)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Touch</strong><br /> Duration: <strong>10 minutes</strong></td></tr><tr><td>Description:<br /> You relax the flow of blood in the body of one creature you touch, making their skin supple and reactive. Until the duration ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.</td></tr></table><p></p><table style='width: 100%'><tr><th>Storm of Blades</th></tr><tr><td>Tradition: <strong>Explosive Strikes</strong><br /> Prerequisite: <strong>Sword, Dexterity 15</strong><br /> Level (SP Cost): <strong>4 (6)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Self (20-foot radius)</strong><br /> Duration: <strong>Concentration, up to 1 minute</strong></td></tr><tr><td>Description:<br /> Your fighting spirit envelopes everything within a 20-foot radius of you and your swift blade will let nothing escape! Each creature in the area when you execute this exploit or that ends its turn there must make a Dexterity saving throw or take 2d6 slashing damage. The area is difficult terrain.<br /> <br /> Until the exploit ends, you can use a bonus action on each of your turns to use your blade to knock an object toward one creature you choose within 60 feet of you. Make a ranged weapon attack. You have advantage on the attack roll if the target is within your Storm of Blades. On a hit, the target takes 5d6 bludgeoning damage.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.</td></tr></table><p></p><p><strong><u><span style="font-size: 22px">5th Level Martial Exploits</span></u></strong></p><p></p><table style='width: 100%'><tr><th>Frozen Blade Blast</th></tr><tr><td>Tradition: <strong>Explosive Strikes</strong><br /> Prerequisite: <strong>Sword, Dexterity 15</strong><br /> Level (SP Cost): <strong>5 (7)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Self (60-foot cone)</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> Your delicate sword movements drastically reduce the air pressure along your blade and freezing air erupts from its edge. Each creature in a 60-foot cone must make a Constitution saving throw.<br /> <br /> A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.</td></tr></table><p></p><table style='width: 100%'><tr><th>Restorative Touch</th></tr><tr><td>Tradition: <strong>Iron Defense</strong><br /> Prerequisite: <strong>Wisdom 15</strong><br /> Level (SP Cost): <strong>5 (7)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Touch</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> Your martial training makes you an expert in relieving the stress on a body. You stimulate the pressure points of a creature you touch to undo a<br /> debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:<br /> <ul> <li data-xf-list-type="ul">One effect that charmed or petrified the target</li> <li data-xf-list-type="ul">One curse, including the target’s attunement to a cursed magic item</li> <li data-xf-list-type="ul">Any reduction to one of the target’s ability scores</li> <li data-xf-list-type="ul">One effect reducing the target’s hit point maximum</li> </ul> </td></tr></table><p></p><p><strong><u><span style="font-size: 22px">6th Level Martial Exploits</span></u></strong></p><p></p><table style='width: 100%'><tr><th>Silver Needle Acupuncture</th></tr><tr><td>Tradition: <strong>Iron Defense</strong><br /> Prerequisite: <strong>Wisdom 15, Silver Needles</strong><br /> Level (SP Cost): <strong>6 (9)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>60 feet</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> Choose a creature that you can see within range and you have line of effect. You expertly administer silver needles, causing the target to regain 70 hit points. The exploit also ends blindness, deafness, and any diseases affecting the target. This exploit has no effect on constructs or undead.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.</td></tr></table><p></p><table style='width: 100%'><tr><th>Freezing Sword Dance</th></tr><tr><td>Tradition: <strong>Explosive Strikes</strong><br /> Prerequisite: <strong>Sword, Dexterity 15</strong><br /> Level (SP Cost): <strong>6 (9)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Self (60-foot radius)</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> Your intricate sword movements severely reduce the air pressure around you, freezing everything around you. Each creature in a 60-radius around you must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.<br /> <br /> Bodies of water or a liquid that is principally water (not including water-based creatures) within the area freeze. The liquid freezea to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.</td></tr></table><p></p><p><strong><u><span style="font-size: 22px">7th Level Martial Exploits</span></u></strong></p><p></p><table style='width: 100%'><tr><th>Potent Traps</th></tr><tr><td>Tradition: <strong>Iron Defense</strong><br /> Prerequisite: <strong>Dexterity 17, Trap Kit</strong><br /> Level (SP Cost): <strong>7 (10)</strong><br /> Execution Time: <strong>1 Minute</strong><br /> Range: <strong>Touch</strong><br /> Duration: <strong>Until disarmed or triggered</strong></td></tr><tr><td>Description:<br /> When you execute this exploit, you construct a harmful trap either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest).<br /> If you choose a surface, the trap can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the trap is broken, and the exploit ends without being triggered.<br /> <br /> The trap is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.<br /> <br /> You decide what triggers the trap when you create it. For traps constructed on a surface, the most typical triggers include touching or stepping on the trap, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For traps assembled within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the trap.<br /> <br /> You can further refine the trigger so the trap is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the trap, such as those who say a certain password.<br /> <br /> When you assemble the trap, choose one of the options below for its effect. Once triggered, each creature within a 30-foot radius of the trap when it activates is targeted by its effect.<br /> <br /> <strong>Death</strong><br /> Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. If this damage reduces the target to 0 hit points, it dies.<br /> <br /> <strong>Fear</strong><br /> Each target must make a Wisdom saving throw, taking 4d10 psychic damage and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 20 feet away from the glyph on each of its turns, if able.<br /> <br /> <strong>Insanity</strong><br /> Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.<br /> <br /> <strong>Pain</strong><br /> Each target must make a Constitution saving throw, gaining one level of exhaustion and becoming incapacitated with excruciating pain for 1 minute on a failed save.<br /> <br /> <strong>Sleep</strong><br /> Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.<br /> <br /> <strong>Stunning</strong><br /> Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.</td></tr></table><p></p><table style='width: 100%'><tr><th>Fireblade Storm</th></tr><tr><td>Tradition: <strong>Explosive Strikes</strong><br /> Prerequisite: <strong>Sword, Strength 17</strong><br /> Level (SP Cost): <strong>7 (10)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>100 feet</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> You vibrate your sword with enormous strength and speed, superheating the blade and creating a storm of roaring flames within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish, but most originate adjacent to you. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.<br /> <br /> The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.</td></tr></table><p></p><table style='width: 100%'><tr><th>Divine Touch</th></tr><tr><td>Tradition: <strong>Way of the Fist</strong><br /> Prerequisite: <strong>Dexterity 17</strong><br /> Level (SP Cost): <strong>7 (10)</strong><br /> Execution Time: <strong>1 Bonus Action</strong><br /> Range:<strong> Touch + your speed</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> You move up to your speed and make a unarmed attack on a creature. On a hit, the creature suffers an effect based on its current hit points:<br /> <ul> <li data-xf-list-type="ul">80 hit points or fewer: deafened for 1 minute</li> <li data-xf-list-type="ul">70 hit points or fewer: deafened and blinded for 10 minutes</li> <li data-xf-list-type="ul">60 hit points or fewer: blinded, deafened, and stunned for 1 hour</li> <li data-xf-list-type="ul">50 hit points or fewer: killed instantly</li> </ul> </td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 8th level or higher, the hit point threshold increases by 10 for each slot level above 7th.</td></tr></table><p></p><p><strong><u><span style="font-size: 22px">8th Level Martial Exploits</span></u></strong></p><p></p><table style='width: 100%'><tr><th>Stunning Strike</th></tr><tr><td>Tradition: <strong>Way of the Fist</strong><br /> Prerequisite: <strong>Dexterity 18</strong><br /> Level (SP Cost): <strong>8 (11)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range:<strong> Touch (see below)</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> You move up to your speed or 60 feet, which ever is greater, and strike a creatures nerve centers. If the target has 200 hit points or fewer, it is stunned. If the target has greater than 200 hit points. it can make a Constitution saving throw or be stunned on a failure. A stunned target can make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.</td></tr><tr><td>At higher level:<br /> When you execute this exploit using a stamina slot of 9th level, the hit point threshold increases by 50.</td></tr></table><p></p><table style='width: 100%'><tr><th>Antimagic Barrier</th></tr><tr><td>Tradition: <strong>Iron Defense</strong><br /> Prerequisite: <strong>Constitution 18</strong><br /> Level (SP Cost): <strong>8 (11)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range:<strong> Self (10-foot-radius sphere)</strong><br /> Duration: <strong>Concentration, up to 1 hour</strong></td></tr><tr><td>Description:<br /> You forms and weapon strokes disrupt the weave of magic in the world. A 10-foot-radius sphere around you is divorced from the magical energy that suffeses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.<br /> <br /> Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.<br /> <br /> Targeted Effects.<br /> Spells and other magical effects, such as magic missle and charm person, that target a creature or an object in the sphere have no effect on that target.<br /> <br /> Areas of Magic.<br /> The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.<br /> <br /> Spells.<br /> Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.<br /> <br /> Magic Items.<br /> The properties and powers of magic items are suppressed in the sphere. Forexample, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be supressed as soon as it exits.<br /> <br /> Magical Travel.<br /> Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.<br /> <br /> Creatures and Objects.<br /> A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.<br /> <br /> Dispel Magic.<br /> Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic effects don’t nullify each other.</td></tr></table><p></p><p> <strong><u><span style="font-size: 22px">9th Level Martial Exploits</span></u></strong></p><p></p><p></p><table style='width: 100%'><tr><th>Death Touch</th></tr><tr><td>Tradition: <strong>Way of the Fist</strong><br /> Prerequisite: <strong>Dexterity 20</strong><br /> Level (SP Cost): <strong>9 (13)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range:<strong> Touch (see below)</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> You move up to your speed or 60 feet, which ever is greater, and strike a creature's vital points. If the target has 150 hit points or fewer, it dies instantly. If the target has greater than 150 hit points. it can make a Constitution saving throw or take one level of exhaustion. An exhausted target must make an additional Constitution saving throw at the end of each of its turns. On a failure, it takes an additional level of exhaustion. On a successful save, it recovers one level of exhaustion and it no longer has to make saving throws.</td></tr></table><p></p><table style='width: 100%'><tr><th>Wrath of the Blade God</th></tr><tr><td>Tradition: <strong>Blade Master</strong><br /> Prerequisite: <strong>Dexterity 20, Strength 20, Flash Step</strong><br /> Level (SP Cost): <strong>9 (13)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range:<strong> 1,000 feet</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> You flash step to a point you can see within range, and then to three more locations, each within range of the other. At each location you gather all of your might and strike the ground with your weapon.<br /> <br /> Each creature in a 40-foot-radius sphere centered on each point you strike must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 force damage and 10d6 slashing damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one burst is affected only once.<br /> <br /> The exploit dose double damage to objects and structures in the area.</td></tr></table><p></p><table style='width: 100%'><tr><th>Platinum Needle Acupuncture</th></tr><tr><td>Tradition: <strong>Iron Defense</strong><br /> Prerequisite: <strong>Wisdom 20, Platinum Needles</strong><br /> Level (SP Cost): <strong>9 (13)</strong><br /> Execution Time: <strong>1 Action</strong><br /> Range: <strong>Touch</strong><br /> Duration: <strong>Instantaneous</strong></td></tr><tr><td>Description:<br /> You expertly administer platinum needles to one creature adjacent to you. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This exploit has no effect on undead or constructs.</td></tr></table></blockquote><p></p>
[QUOTE="dave2008, post: 8599148, member: 83242"] [B][U][SIZE=6]Martial Exploits[/SIZE][/U][/B] This a starting collection of Exploits to use with the warrior. At this time is simply a proof of concept. This is not intended to be an exhaustive list of exploits. I am just experimenting with the idea. If I like it, I will continue to add more Exploits in the future. [B][U][SIZE=6]Martial Gambits[/SIZE][/U][/B] [TABLE] [TR] [TH]Brutal Attack[/TH] [/TR] [TR] [TD]Tradition: [B]All[/B] Prerequisite: [B]5th level,[/B] [B]melee weapon, Strength 15[/B] Level (SP Cost): [B]Gambit (0)[/B] Execution Time: [B]1 Bonus Action[/B] Range: [B]by weapon[/B] Duration: [B]1 round[/B][/TD] [/TR] [TR] [TD]Description: When you hit with a weapon attack, double the weapon (including an magical damage bonus) and your ability modifier damage of the attack.[/TD] [/TR] [TR] [TD]At higher level: You increase the damage when you reach 11th level (triple the damage), and 17th level (quadruple).[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Iron Skin[/TH] [/TR] [TR] [TD]Tradition: [B]Iron Defense[/B] Prerequisite: [B]Constitution14[/B] Level (SP Cost): [B]Gambit (0)[/B] Execution Time: [B]1 Action[/B] Range: [B]Self[/B] Duration: [B]1 round[/B][/TD] [/TR] [TR] [TD]Description: Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Forceful Strikes[/TH] [/TR] [TR] [TD]Tradition: [B]Explosive Strikes[/B] Prerequisite: [B]Strength 15[/B] Level (SP Cost): [B]Gambit (0)[/B] Execution Time: [B]1 Action[/B] Range: [B]5 feet[/B] Duration: [B]1 round[/B][/TD] [/TR] [TR] [TD]Description: You make a melee weapon attack. On a hit, the target takes an additional 1d6 Force damage.[/TD] [/TR] [TR] [TD]At higher level: The exploit’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Multiattack[/TH] [/TR] [TR] [TD]Tradition: [B]All[/B] Prerequisite: [B]5th level,[/B] [B]melee weapon[/B] Level (SP Cost): [B]Gambit (0)[/B] Execution Time: [B]1 Action[/B] Range: [B]by weapon[/B] Duration: [B]1 round[/B][/TD] [/TR] [TR] [TD]Description: You make a weapon attack. You can then make one additional weapon attack. You can divide up your movement to be any combination of before, between, or after the attacks.[/TD] [/TR] [TR] [TD]At higher level: You can make an additional attack with this exploit when you reach 11th level (2 extra attacks), and 17th level (3 extra attacks).[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Precision Attack[/TH] [/TR] [TR] [TD]Tradition: [B]All[/B] Prerequisite: [B]5th level,[/B] [B]melee or ranged weapon[/B] Level (SP Cost): [B]Gambit (0)[/B] Execution Time: [B]1 Action[/B] Range: [B]by weapon[/B] Duration: [B]Concentration, up to 1 minute[/B][/TD] [/TR] [TR] [TD]Description: You gain a +2 attack bonus on you next attack.[/TD] [/TR] [TR] [TD]At higher level: The attack bonus increases by 2 when you reach 5th level (+4), 11th level (+6), and 17th level (+8).[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Survey the Battlefield[/TH] [/TR] [TR] [TD]Tradition: [B]Strategist[/B] Prerequisite: [B]Intelligence[/B] [B]13[/B] Level (SP Cost): [B]Gambit (0)[/B] Execution Time: [B]1 Action[/B] Range: [B]300 feet[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: You survey the battle and advise your allies to target opportune vulnerabilities in the defenses of your enemies. One ally within far range, who can see you or hear you, can use a reaction to make one at-will attack (such as single weapon attack, a cantrip, or grappling or similar) against one target of your choice.[/TD] [/TR] [TR] [TD]At higher level: The number of allies you can advise increases by one when you reach 5th level (two total), 11th level (three total), and 17th level (4 total).[/TD] [/TR] [/TABLE] [B][U][SIZE=6]1st Level Martial Exploits[/SIZE][/U][/B] [TABLE] [TR] [TH]Enhanced Defense[/TH] [/TR] [TR] [TD]Tradition: [B]Iron Defense[/B] Prerequisite: [B]Shield or wielding two weapons[/B] Level (SP Cost): [B]1[/B] [B](2)[/B] Execution Time: [B]1 Action[/B] Range: [B]Self[/B] Duration: [B]1 hour[/B][/TD] [/TR] [TR] [TD]Description: You gain 5 + your proficiency bonus temporary hit points for the duration.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 2nd level or higher, the temporary hit points increase by 5 plus your proficiency bonus for each slot[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Power Attack[/TH] [/TR] [TR] [TD]Tradition: All Prerequisite: [B]Strength 15[/B] Level (SP Cost): [B]1[/B] [B](2)[/B] Execution Time: [B]1 Bonus Action[/B] Range:[B] by weapon type[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: The next time you hit a target with a weapon attack, you deal an extra 2d6 of the weapon's damage type.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Thunderous Strikes[/TH] [/TR] [TR] [TD]Tradition: [B]Explosive Strikes[/B] Prerequisite: [B]Strength 15[/B] Level (SP Cost): [B]1[/B] [B](2)[/B] Execution Time: [B]1 Action[/B] Range: [B]Self (15-foot cube)[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes your weapon damage plus 1d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you and you emits a thunderous boom audible out to 300 feet when you execute this exploit.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.[/TD] [/TR] [/TABLE] [B][U][SIZE=6]2nd Level Martial Exploits[/SIZE][/U][/B] [TABLE] [TR] [TH]Enhanced Defense[/TH] [/TR] [TR] [TD]Tradition: [B]Iron Defense[/B] Prerequisite: [B]Strength 14[/B] Level (SP Cost): [B]2 (3)[/B] Execution Time: [B]1 Action[/B] Range: [B]Self[/B] Duration: [B]Concentration, up to 10 minutes[/B][/TD] [/TR] [TR] [TD]Description: With powerful thrust and swings you create a strong wind (20 miles per hour) around you in a 10-foot radius. The wind lasts for the exploit's duration. The wind has the following effects: • It deafens you and other creatures in its area. • It extinguishes unprotected flames in its area that are torch-sized or smaller. • The area is difficult terrain for creatures other than you. • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind. • It hedges out vapor, gas, and fog that can be dispersed by strong wind.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Branding Strike[/TH] [/TR] [TR] [TD]Tradition: [B]Explosive Strikes[/B] Prerequisite: [B]Wisdom 14[/B] Level (SP Cost): [B]2 (3)[/B] Execution Time: [B]1 Action[/B] Range: [B]Self [/B] Duration: [B]Concentration, up to 1 minute[/B][/TD] [/TR] [TR] [TD]Description: You strike your weapon with such ferocity that the friction brands your target. The next time you hit a creature with a weapon attack before this exploit ends, the attack deals an extra 2d6 fire damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Flash Step[/TH] [/TR] [TR] [TD]Tradition: [B]All[/B] Prerequisite: [B]Dexterity 15[/B] Level (SP Cost): [B]2 (3)[/B] Execution Time: [B]1 Bonus Action[/B] Range: [B]Self [/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: You move so fast, you seem to disappear. You teleport 30 to an unoccupied space you can see and have line of action.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 3rd level or higher, the distance you travel increases by 10 feet for each slot level above 2nd.[/TD] [/TR] [/TABLE] [B][U][SIZE=6]3rd Level Martial Exploits[/SIZE][/U][/B] [TABLE] [TR] [TH]Dashing Strike[/TH] [/TR] [TR] [TD]Tradition: [B]Explosive Strikes[/B] Prerequisite: [B]Dexterity 15[/B] Level (SP Cost): [B]3 (5)[/B] Execution Time: [B]1 Action[/B] Range: [B]Self (60-foot line)[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: You move up to 60 feet without provoking opportunity attacks. You can make one weapon attack against each creature you move past. On a hit, the creature takes an additional 4d8 damage of the weapons type.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 4th level or higher, the extra damage increase by 1d8 for each slot level above 3rd.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Deflect Spell[/TH] [/TR] [TR] [TD]Tradition: [B]Iron Defense[/B] Prerequisite: W[B]isdom 14[/B] Level (SP Cost): [B]3 (5)[/B] Execution Time: [B]Reaction[/B] Range: [B]60 feet[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: You execute this exploit when you see a creature within 60 feet of you casting a spell that targets you or an area within 5 feet of you. You attempt to block the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect on you or anything within 5 feet of you. If it is casting a spell of 4th level or higher, make an ability check using your martial exploit ability. The DC equals 10+ the spell’s level. On a success, the creature’s spell does not affect you or anything within 5 feet of you.[/TD] [/TR] [TR] [TD]At higher level: When you executing this exploit using a stamina slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the stamina slot you used.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Explosive Bullets[/TH] [/TR] [TR] [TD]Tradition: [B]Explosive Strikes[/B] Prerequisite: [B]Bullets[/B] Level (SP Cost): [B]3 (5)[/B] Execution Time: [B]1 Action[/B] Range: [B]Self[/B] Duration: [B]Concentration, up to 10 minutes[/B][/TD] [/TR] [TR] [TD]Description: You withdraw six "bullets" from a pouch or pocket or picks them off the ground. As a bonus action on each of your turns thereafter, you can throw one or two of the bullets, sending them streaking toward a point or points you choose within 120 feet of you. Once a bullet reaches its destination or impacts against a solid surface, the bullet explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 4th level or higher, the number of bullets you gather increases by two for each slot level above 3rd.[/TD] [/TR] [/TABLE] [B][U][SIZE=6]4th Level Martial Exploits[/SIZE][/U][/B] [TABLE] [TR] [TH]Protection from Death[/TH] [/TR] [TR] [TD]Tradition: [B]Iron Defense[/B] Prerequisite: [B]Constitution 15[/B] Level (SP Cost): [B]4 (6)[/B] Execution Time: [B]1 Action[/B] Range: [B]Touch[/B] Duration: [B]8 hours[/B][/TD] [/TR] [TR] [TD]Description: You stimulate the natural defenses of one creature you touch. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the exploit ends. If the exploit is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the exploit ends.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Terrifying Sword Dance[/TH] [/TR] [TR] [TD]Tradition: [B]Explosive Strikes[/B] Prerequisite: [B]Sword[/B] Level (SP Cost): [B]4 (6)[/B] Execution Time: [B]1 Bonus Action[/B] Range: [B]Self[/B] Duration: [B]Concentration, up to 1 minute[/B][/TD] [/TR] [TR] [TD]Description: Your display of martial skill weakens your opponents resolve as well as their body. The next time you hit a creature with a melee weapon attack during this exploit’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d10 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 5th level or higher, the extra psychic damage increases by 1d10 for each slot level above 4th.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Impenetrable Skin[/TH] [/TR] [TR] [TD]Tradition: [B]Iron Defense[/B] Prerequisite: [B]Constitution 15[/B] Level (SP Cost): [B]4 (6)[/B] Execution Time: [B]1 Action[/B] Range: [B]Touch[/B] Duration: [B]10 minutes[/B][/TD] [/TR] [TR] [TD]Description: You relax the flow of blood in the body of one creature you touch, making their skin supple and reactive. Until the duration ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Storm of Blades[/TH] [/TR] [TR] [TD]Tradition: [B]Explosive Strikes[/B] Prerequisite: [B]Sword, Dexterity 15[/B] Level (SP Cost): [B]4 (6)[/B] Execution Time: [B]1 Action[/B] Range: [B]Self (20-foot radius)[/B] Duration: [B]Concentration, up to 1 minute[/B][/TD] [/TR] [TR] [TD]Description: Your fighting spirit envelopes everything within a 20-foot radius of you and your swift blade will let nothing escape! Each creature in the area when you execute this exploit or that ends its turn there must make a Dexterity saving throw or take 2d6 slashing damage. The area is difficult terrain. Until the exploit ends, you can use a bonus action on each of your turns to use your blade to knock an object toward one creature you choose within 60 feet of you. Make a ranged weapon attack. You have advantage on the attack roll if the target is within your Storm of Blades. On a hit, the target takes 5d6 bludgeoning damage.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.[/TD] [/TR] [/TABLE] [B][U][SIZE=6]5th Level Martial Exploits[/SIZE][/U][/B] [TABLE] [TR] [TH]Frozen Blade Blast[/TH] [/TR] [TR] [TD]Tradition: [B]Explosive Strikes[/B] Prerequisite: [B]Sword, Dexterity 15[/B] Level (SP Cost): [B]5 (7)[/B] Execution Time: [B]1 Action[/B] Range: [B]Self (60-foot cone)[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: Your delicate sword movements drastically reduce the air pressure along your blade and freezing air erupts from its edge. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Restorative Touch[/TH] [/TR] [TR] [TD]Tradition: [B]Iron Defense[/B] Prerequisite: [B]Wisdom 15[/B] Level (SP Cost): [B]5 (7)[/B] Execution Time: [B]1 Action[/B] Range: [B]Touch[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: Your martial training makes you an expert in relieving the stress on a body. You stimulate the pressure points of a creature you touch to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: [LIST] [*]One effect that charmed or petrified the target [*]One curse, including the target’s attunement to a cursed magic item [*]Any reduction to one of the target’s ability scores [*]One effect reducing the target’s hit point maximum [/LIST][/TD] [/TR] [/TABLE] [B][U][SIZE=6]6th Level Martial Exploits[/SIZE][/U][/B] [TABLE] [TR] [TH]Silver Needle Acupuncture[/TH] [/TR] [TR] [TD]Tradition: [B]Iron Defense[/B] Prerequisite: [B]Wisdom 15, Silver Needles[/B] Level (SP Cost): [B]6 (9)[/B] Execution Time: [B]1 Action[/B] Range: [B]60 feet[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: Choose a creature that you can see within range and you have line of effect. You expertly administer silver needles, causing the target to regain 70 hit points. The exploit also ends blindness, deafness, and any diseases affecting the target. This exploit has no effect on constructs or undead.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Freezing Sword Dance[/TH] [/TR] [TR] [TD]Tradition: [B]Explosive Strikes[/B] Prerequisite: [B]Sword, Dexterity 15[/B] Level (SP Cost): [B]6 (9)[/B] Execution Time: [B]1 Action[/B] Range: [B]Self (60-foot radius)[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: Your intricate sword movements severely reduce the air pressure around you, freezing everything around you. Each creature in a 60-radius around you must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. Bodies of water or a liquid that is principally water (not including water-based creatures) within the area freeze. The liquid freezea to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.[/TD] [/TR] [/TABLE] [B][U][SIZE=6]7th Level Martial Exploits[/SIZE][/U][/B] [TABLE] [TR] [TH]Potent Traps[/TH] [/TR] [TR] [TD]Tradition: [B]Iron Defense[/B] Prerequisite: [B]Dexterity 17, Trap Kit[/B] Level (SP Cost): [B]7 (10)[/B] Execution Time: [B]1 Minute[/B] Range: [B]Touch[/B] Duration: [B]Until disarmed or triggered[/B][/TD] [/TR] [TR] [TD]Description: When you execute this exploit, you construct a harmful trap either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the trap can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the trap is broken, and the exploit ends without being triggered. The trap is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the trap when you create it. For traps constructed on a surface, the most typical triggers include touching or stepping on the trap, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For traps assembled within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the trap. You can further refine the trigger so the trap is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the trap, such as those who say a certain password. When you assemble the trap, choose one of the options below for its effect. Once triggered, each creature within a 30-foot radius of the trap when it activates is targeted by its effect. [B]Death[/B] Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. If this damage reduces the target to 0 hit points, it dies. [B]Fear[/B] Each target must make a Wisdom saving throw, taking 4d10 psychic damage and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 20 feet away from the glyph on each of its turns, if able. [B]Insanity[/B] Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic. [B]Pain[/B] Each target must make a Constitution saving throw, gaining one level of exhaustion and becoming incapacitated with excruciating pain for 1 minute on a failed save. [B]Sleep[/B] Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. [B]Stunning[/B] Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Fireblade Storm[/TH] [/TR] [TR] [TD]Tradition: [B]Explosive Strikes[/B] Prerequisite: [B]Sword, Strength 17[/B] Level (SP Cost): [B]7 (10)[/B] Execution Time: [B]1 Action[/B] Range: [B]100 feet[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: You vibrate your sword with enormous strength and speed, superheating the blade and creating a storm of roaring flames within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish, but most originate adjacent to you. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Divine Touch[/TH] [/TR] [TR] [TD]Tradition: [B]Way of the Fist[/B] Prerequisite: [B]Dexterity 17[/B] Level (SP Cost): [B]7 (10)[/B] Execution Time: [B]1 Bonus Action[/B] Range:[B] Touch + your speed[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: You move up to your speed and make a unarmed attack on a creature. On a hit, the creature suffers an effect based on its current hit points: [LIST] [*]80 hit points or fewer: deafened for 1 minute [*]70 hit points or fewer: deafened and blinded for 10 minutes [*]60 hit points or fewer: blinded, deafened, and stunned for 1 hour [*]50 hit points or fewer: killed instantly [/LIST][/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 8th level or higher, the hit point threshold increases by 10 for each slot level above 7th.[/TD] [/TR] [/TABLE] [B][U][SIZE=6]8th Level Martial Exploits[/SIZE][/U][/B] [TABLE] [TR] [TH]Stunning Strike[/TH] [/TR] [TR] [TD]Tradition: [B]Way of the Fist[/B] Prerequisite: [B]Dexterity 18[/B] Level (SP Cost): [B]8 (11)[/B] Execution Time: [B]1 Action[/B] Range:[B] Touch (see below)[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: You move up to your speed or 60 feet, which ever is greater, and strike a creatures nerve centers. If the target has 200 hit points or fewer, it is stunned. If the target has greater than 200 hit points. it can make a Constitution saving throw or be stunned on a failure. A stunned target can make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.[/TD] [/TR] [TR] [TD]At higher level: When you execute this exploit using a stamina slot of 9th level, the hit point threshold increases by 50.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Antimagic Barrier[/TH] [/TR] [TR] [TD]Tradition: [B]Iron Defense[/B] Prerequisite: [B]Constitution 18[/B] Level (SP Cost): [B]8 (11)[/B] Execution Time: [B]1 Action[/B] Range:[B] Self (10-foot-radius sphere)[/B] Duration: [B]Concentration, up to 1 hour[/B][/TD] [/TR] [TR] [TD]Description: You forms and weapon strokes disrupt the weave of magic in the world. A 10-foot-radius sphere around you is divorced from the magical energy that suffeses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missle and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. Forexample, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be supressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic effects don’t nullify each other.[/TD] [/TR] [/TABLE] [B][U][SIZE=6]9th Level Martial Exploits[/SIZE][/U][/B] [TABLE] [TR] [TH]Death Touch[/TH] [/TR] [TR] [TD]Tradition: [B]Way of the Fist[/B] Prerequisite: [B]Dexterity 20[/B] Level (SP Cost): [B]9 (13)[/B] Execution Time: [B]1 Action[/B] Range:[B] Touch (see below)[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: You move up to your speed or 60 feet, which ever is greater, and strike a creature's vital points. If the target has 150 hit points or fewer, it dies instantly. If the target has greater than 150 hit points. it can make a Constitution saving throw or take one level of exhaustion. An exhausted target must make an additional Constitution saving throw at the end of each of its turns. On a failure, it takes an additional level of exhaustion. On a successful save, it recovers one level of exhaustion and it no longer has to make saving throws.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Wrath of the Blade God[/TH] [/TR] [TR] [TD]Tradition: [B]Blade Master[/B] Prerequisite: [B]Dexterity 20, Strength 20, Flash Step[/B] Level (SP Cost): [B]9 (13)[/B] Execution Time: [B]1 Action[/B] Range:[B] 1,000 feet[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: You flash step to a point you can see within range, and then to three more locations, each within range of the other. At each location you gather all of your might and strike the ground with your weapon. Each creature in a 40-foot-radius sphere centered on each point you strike must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 force damage and 10d6 slashing damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one burst is affected only once. The exploit dose double damage to objects and structures in the area.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TH]Platinum Needle Acupuncture[/TH] [/TR] [TR] [TD]Tradition: [B]Iron Defense[/B] Prerequisite: [B]Wisdom 20, Platinum Needles[/B] Level (SP Cost): [B]9 (13)[/B] Execution Time: [B]1 Action[/B] Range: [B]Touch[/B] Duration: [B]Instantaneous[/B][/TD] [/TR] [TR] [TD]Description: You expertly administer platinum needles to one creature adjacent to you. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This exploit has no effect on undead or constructs.[/TD] [/TR] [/TABLE] [/QUOTE]
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