Every time your attack one enemy, you can spend one Mighty Deed Point (you have the number of proficiency bonuses as deed points) to deal one special damage using your creativity. Adding [roll]1d6[/roll] to your attack and damage.
Before any Attack Rolls, you may declare an Mighty Deed. This Feat is a dramatic combat maneuver within the scope of the current combat.
For example, the fighter might attempt to disarm a foe with his next attack, or trip him, or throw him back to clear a passageway to a nearby corridor. The Deed does not increase damage, but it can have other effects in combat: knocking back enemies, knocking them down or trapping them, temporarily blinding them, and so on.
The Deed Die determines the success of the deed. This is the same die used for attack and damage modifier each turn. If the Die is 3 or more and the attack hits (the attack total exceeds the target's AC), the Deed succeeds. If the Die is 2 or less or the attack misses, the Deed fails as well.
There is no limit to the types of Deeds that a warrior can perform. Any situation-appropriate specialized attack should be encouraged.
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