Prerequisite: Dexterity 13 or Strength 13
You fight with cunning tricks and underhanded tactics, gaining the following benefits:
- When you hit a creature with an unarmed strike or melee weapon attack, you can attempt to distract them. The target must succeed on a Wisdom (Insight) check against your Dexterity (Sleight of Hand) or Strength (Athletics) check (your choice) or have disadvantage on their next attack roll before the start of your next turn.
- You can make a Shove or Grapple attempt as a bonus action on your turn.
- If you have advantage on an attack roll against a creature and hit, you can deal an extra 1d4 damage of the weapon’s type once per turn.
Comments