The art of takedown has been passed down from generation to generation. It is said, that whoever can master this technique, can change the fate of any encounter.
You can try to perform a takedown as an action, but it will instantly fail if the following statements are false:
- You have advantage on the attack role
- The target is in a condition such as: stunned, prone, paralyzed or surprised (DM's discretion)
- The targets hit points equals to or less than 10 * your rouge level
You try to perform a takedown, by rolling for attack. The targeted creature then must do a dexterity saving throw, to determine whether the takedown was successful or not.
On a fail, the target will lose any of the conditions mentioned earlier, and the attack misses.
On the other hand if you succeed, you can choose to either:
- Knock out the target leaving them unconscious until they are either damaged or more than 30 minutes passes.
- Land a critical hit on the target.
Note: When performing a deathblow you lose any bonus you could have gotten to the attack role.
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