You know that there is no such thing as fighting honorably or well. There is only surviving, and you do anything you must to survive. When you take this feat, pick one of the following options. You may take this feat more than once, picking a different option each time.
Fist Full of Sand: As a bonus action, you may attempt to blind an enemy within 5 feet of you. The enemy must make a Dexterity saving throw against 8+your Sleight of Hand modifier. If successful the enemy is blinded until the end of your next turn.
Headbutt: When an enemy within 5 feet of you makes a melee attack against you and misses you may use your reaction to headbutt them. You deal bludgeoning damage equal to your Strength modifier to the enemy, and they must make a Constitution saving throw against 8+your Athletics modifier or their turn ends immediately. Additionally, the enemy cannot take reactions or bonus actions until the end of your next turn.
Prone Fighting: As a reaction when you are knocked prone by an enemy, you may force them to make either a Dexterity or Strength contest against you. On a failed save, they also fall prone. While both you and your target are prone, you have advantage on any melee attack rolls or spell attack rolls with a range of tough, as well as advantage on grapple checks against the target.
Twist the Knife: You may use your action to attempt to wound an enemy below their hit point maximum. Make a melee attack roll against your enemy with a weapon, dealing normal weapon damage. The enemy must then make a Constitution saving throw against 8+Athletics modifier or become wounded.
At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an Action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Sock Full of Coins: You never fight with just your hands. When you make an unarmed strike, you are actually hiding an improvised weapon in your hand. When you take this feat you become proficient in improvised weapons and they now deal bludgeoning damage equal to 2d4+your Strength modifier.
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