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After countless fights you'll do anything to gain a leg up over your opponents. Twice per combat you can do one of the following:

Pocket Sand. As a bonus action attempt to blind a creature within 5 ft, on a DC 8+dexterity+proficiency bonus dexterity save they are blinded until the end of your turn.
Low Blow. Before making a melee or ranged attack choose to make it a low blow, on hit the creature has -2 to hit on their next turn.
Cheap Shot. As apart of an attack, attempt to lower the guard of your enemy with a contested Deception or Performance roll vs their Insight. On success you automatically hit them and deal an extra 1d6 damage or you can give this benefit to an ally. The DM can choose for this not to work on certain creatures such as boss enemies.
Spit. As a part of an attack you spit at a creature taunting them, giving them disadvantage to hit anyone except you until the start of your next turn.
Throw. Throw an item with the thrown property as a bonus action.
Kick Them While They're Down. Add an additional 2d8 damage when hitting a prone creature.

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