Prerequisite: Requires a Dexterity score of 13 or higher
With quick wit and risky improvisations, you have become a lethal combatant. You can only use one Dirty Tactic per turn. You gain the following tactics:
- Feint, when you attack you can make a Deception skill check that is contested by the targets Insight. On success, you gain advantage on your attack. On failure you have disadvantage. The target then gains advantage on its Insight checks on subsequent uses of your Feint for the rest of the Battle.
- Pocket Sand, As a Bonus Action you can throw/splash dirt, sand, acids, poisons, glass shards, throwing knives or other like weapons. Roll a sleight of hand check in competition with the target’s perception. If they fail, you gain advantage on your throw against them, or they have disadvantage on their save. If their succeed to their perception check, you have disadvantage on your throw or they have advantage on their save. If you throw sand, acid or poison, the target has to make a CON Save of the listed acid or poison. The default for sand like throws is 11 and the effect is blinding until the target’s next turn. If you throw a dagger or similar item, eg a glass shard, then roll to hit.
- Parry, when an attack misses you or is blocked by you, you can use a Reaction to make a Dexterity check against the target’s Dexterity or Strength (whichever is higher). On success, you can knock the opponent off balance, the next attack against them has advantage and will knock them prone if it succeeds until the start of their next turn. On failure, the missed attack hits you,
- Disarm, if you grapple a target, you can use an Action to make a Sleight of Hand check against their Strength or Dexterity. On success, you can take or throw away an item they are holding. On failure, they break out of the grapple.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/11/2024 1:36:42 PM
|
0
|
1
|
--
|
Coming Soon
|
Comments