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Mighty Thrust

  • casting time Attack
  • range Touch

  • components Strenght of 11
  • duration 1 Round

(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.

Fighter Quatermaster

First Aid

  • casting time Action
  • range Touch

  • components
  • duration Instantanious

(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.

Fighter Quatermaster

Reposition

  • casting time Bonus Action
  • range Touch

  • components
  • duration

(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.

Figher Quatermaster

Rustic Intuition

  • casting time
  • range

  • components Wisdom of 11
  • duration

(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.

Shield Impact

  • casting time Reaction
  • range

  • components Strength of 11
  • duration 1 Round

(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.

Fighter Quatermaster

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