(Ration or Exploit Dice) Upon consumption, the creature gains resistance to either bludgeoning, piercing, or slashing damage (its choice).
At 10th level, consuming this Ration grants it resistance to bludgeoning, piercing, and slashing damage.
(Ration or Exploit Dice) Upon consumption, the creature's speed increases by 10 feet.
At 10th level, in place of increasing the creature's speed, the creature can take the Dash action as a bonus action.
(Ration or Exploit Dice) This Ration must be consumed as part of a short rest. Upon consumption, the creature gains advantage on its rolls for all Hit Dice it chooses to expend during that short rest.
At 10th level, consuming this Ration allows the creature to treat any Hit Dice it expends during that short rest as the maximum possible result instead of rolling.
(Ration or Exploit Dice) Upon consumption, the creature ends one of the following conditions currently affecting it: blindness, deafness, poison, or it can reduce its current exhaustion level by 1.
At 10th level, this Ration can also cure the charmed, frightened, paralyzed, and stunned conditions.
(Ration or 1 Exploit Dice) Upon consumption, the creature regains hit points equal to 1d10 + your Constitution modifier (minimum of +1).
At 10th level, this Ration restores an additional 1d10 hit points, and any hit points it regains that exceed its hit point maximum become temporary hit points.
(Ration or 1 Exploit Dice) Upon consumption, the creature chooses either Strength, Dexterity,
or Constitution. For the duration, the creature can add your
Constitution modifier (minimum of +1) to any ability check or
saving throws it makes with the chosen ability score.
At 10th level, the duration of the effect increases to 1 hour.
(Exploit Dice) In place of an attack, you can expend an Exploit Die to force one target you touch to make a Strength saving throw.
On a failed save, it is knocked back in a line number of feet equal to 5 times your Strength modifier.
A target that is more than one size larger than you has advantage on its saving throw.
(Exploit Dice) As an action, you can touch a creature that has at least 1 hit point
and expend Exploit Dice (up to your proficiency bonus), roll those
dice, and that creature regains a number of hit points equal to the
total roll + its Constitution modifier.
(Exploit Dice) As a bonus action, you can expend one Exploit Die to switch places with a conscious and willing creature within 5 feet of you.
This movement does not provoke opportunity attacks.
Either you or the creature you switched places with gains temporary hit points equal to one roll of your Exploit Die.
(Exploit Dice) When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check.
You can do so after you roll, but before you know the result.
(Exploit Dice) When a creature you can see hits you with an attack, you can use a reaction to expend Exploit Dice (up to your proficiency bonus), roll those dice, and reduce the damage of that attack by an amount
equal to the total you rolled + your Strength modifier.
You must be wielding a shield to use this Exploit.