Get Your Get Back (Reaction Ability)
Prerequisite: 1st level
When a creature attempts to hit you with an attack, you can use your reaction to retaliate with a dirty and petty fighting style. This ability has three steps:
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Pocket Sand: You throw sand, dirt, or any small particles you have at hand into the attacker's eyes. The attacker must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the attacker is blinded until the end of its next turn.
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Knockdown: While the attacker is distracted, you attempt to trip them and knock them to the ground. The attacker must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the attacker is knocked prone.
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Kick Them While They're Down: If the attacker is prone, you deliver a swift kick to their vulnerable body. Make a melee weapon attack with advantage against the attacker. On a hit, the attack deals bludgeoning damage equal to 1d4 + your Strength modifier.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Cheap Shot (Attack)
Prerequisite: 3rd level
When you make a melee weapon attack against a creature, you can choose to aim for a sensitive or vulnerable spot, like the eyes or the groin. On a hit, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or become stunned until the end of its next turn. After using this ability, you can't use it again until you finish a short or long rest.
Feign Injury (Bonus Action)
Prerequisite: 7th level
You pretend to be more injured than you actually are, luring your enemy into a false sense of security. As a bonus action, you can make a Charisma (Deception) check contested by the Wisdom (Insight) check of a creature within 30 feet of you that can see and hear you. If you succeed, you gain advantage on your next attack against the creature, and it has disadvantage on its next attack against you. This effect lasts until the end of your next turn or until the creature hits you with an attack.
Tripwire (Reaction)
Prerequisite: 11th level
When a creature moves within 5 feet of you, you can use your reaction to quickly place a tripwire, rope, or similar item in their path. The creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or fall prone.
Dirty Trick (Bonus Action)
Prerequisite: 15th level
You can use your cunning and resourcefulness to perform a dirty trick on an enemy. As a bonus action, choose one creature within 5 feet of you. That creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or suffer one of the following effects of your choice:
- Their weapon is coated in a slippery substance, causing them to have disadvantage on attack rolls until the end of their next turn.
- They step on a small, sharp object, reducing their movement speed by 10 feet until the end of their next turn.
- You pull a piece of their clothing or armor tight, giving them disadvantage on Dexterity (Acrobatics) and Strength (Athletics) checks until the end of their next turn.
False Retreat (Reaction)
Prerequisite: 18th level
When you are hit by a melee attack, you can use your reaction to pretend to flee in fear, only to strike back when the attacker's guard is down. You can move up to half your movement speed without provoking opportunity attacks. If you end your movement within melee range of the attacker, you can make one melee weapon attack against them with advantage.
Previous Versions
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4/14/2023 5:55:38 PM
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Coming Soon
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