Years of bar fights, monster hunts, and too much whiskey have taught you that the best defense is making everyone else fight the wrong target.
Once per combat, as a Bonus Action, choose one of the following techniques. The effect lasts until the start of your next turn unless otherwise noted.
Wrong Guy! - The next time a creature misses you with a melee attack before the start of your next turn, you may force it to make the same attack roll against another creature of your choice within its reach. The new creature must be a legal target for the attack.
Staggering Taunt - Choose one creature within 30 feet that can see or hear you. Until the start of your next turn: • The creature has Disadvantage on attack rolls against creatures other than you. • If it attacks another creature anyway, that creature gains a +2 bonus to AC against the attack.
Drunken Slip - When a creature would hit you with a melee attack before the start of your next turn, you may immediately move up to 10 feet without provoking Opportunity Attacks. If this movement places another creature between you and the attacker, the attacker must choose either to continue the attack against that creature, if it is a legal target, or allow the attack to miss.
Friendly Fire - The first time a creature misses you with a melee attack before the start of your next turn, choose another creature adjacent to the attacker. The attacker must succeed on a Dexterity saving throw against your Technique Save DC. Technique Save DC = 8 + your Proficiency Bonus + your Dexterity modifier. On a failed save, the attacker collides with the chosen creature. Both creatures are pushed 5 feet away from each other and each takes bludgeoning damage equal to your Martial Arts die. If your Martial Arts die is a d6: 1d6 If your Martial Arts die is a d8: 1d8 If your Martial Arts die is a d10: 1d10 If your Martial Arts die is a d12: 1d12
Previous Versions
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8/25/2026 12:41:59 AM
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Coming Soon
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