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Prerequisite: Requires you wear a cape.
 

You've developed the skill to use your cape for a number of defensive and offensive purposes.

As a Bonus Action:

1. If you are proficient with the weapon you are using, you can raise your cape in front of you to conceal your movement and strike in an unexpected manner, and will deal an extra 3d6 damage to your attack. If you are a rogue and your target is within attacking range, you automatically can Sneak Attack and will deal Sneak Attack damage. If you already meet the conditions of a Sneak Attack without use of this feat, if you choose to use this feat you can deal an extra 3d6 damage on top of your Sneak Attack damage.

2. You can wave your cape in front of your opponent to try and confuse it. It has to attempt a constitution saving throw and roll higher than a 15. If it fails on a constitution saving throw, the opponent is confused. While confused, it cannot perform an action, bonus action, or reaction for 2 turns. If it succeeds, it has advantage on it's attack roll on you on it's next turn.

As a Reaction:

1. If you can see an attack coming towards you, you can use your cape as a shield. If you succeed in a Dexterity roll against their Strength roll, you block the attack and take no damage.

2. If you can see an attack coming towards you using a weapon with Piercing damage, you can try to disarm the attacker with your cape. You must succeed on a Strength roll against their Dexterity roll. If you succeed, the attacker is disarmed and their weapon will be flung 10 feet away from them. They can pick it up again, but you can also pick up the weapon.

Please note that you must have a cape to use this feat.

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