Combat Tricks
When you choose this Feat, you learn Tricks that you can use alongside your Companion that are fueled by special dice called Trick Dices.
Tricks. You learn three Tricks of your choice, which are detailed under “Tricks” below. Many Tricks enhance an attack in some way. You can use only one Trick per turn.
Trick Dices. You have four Trick Dices, which are d8s. A Trick Die is expended when you use it. You regain all of your expended trick dice when you finish a short or long rest.
Saving Throws. Some of your Tricks require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Trick save DC = 8 + your proficiency bonus + your Wisdom Modifier
Tricks
The Tricks are presented in alphabetical order.
"Bring him down!"
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct your companion to strike. When you do so, expend one trick die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is at most one size taller of your companion, it must make a Strength saving throw. On a failed save, he knocks the target prone.
"Catch!"
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct your companion to strike. When you do so, expend one trick die. That creature can immediately use its reaction to move up to half it's moovement speed and make one attack, adding the superiority die to the attack’s damage roll.
"Come here boy!"
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver your companion into a position closer to you. You add the superiority die to the attack’s damage roll, and call your companion. He can use its reaction to move up to half its speed without provoking opportunity attacks to get to a position that is closer to you.
"Deffensive Formation!"
If you and your companion are at 5 feet of each other, you can spend your bonus action and one trick die to enter in deffensive formation. While in this mode, when you or your companion becomes target of an attack you can spend a reaction to add the the number rolled on your trick die to yours or your companion's AC. If the attack hits, roll a d20. If the number rolled is 6 or lower you can choose if you or your companion takes the damage of the attack. If you are no longer 5 feet from your companion the formation breaks and you loose the trick die. The effect of the formation ends at the beggining of your next turn.
"Drop this!"
You can expend one trick die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. Expend one Trick Dice and make a grapple check against the target. You add the trick die to the result. After that, your companion can spend it's reaction to attack the same target if it's on reach. If the attack hits, the target drops the object you choose. The object lands at its feet.
"Easy boy!"
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct your companion to strike. If the attack hits, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you and your companion until the end of your next turn.
"Go for the Wound!"
When you hit a creature with a weapon attack, if your companion is at 5 feet from the target you can expend one superiority die to ask him to increase the wound. The target must make a Constitution saving throw. On a failed save, it takes a bleeding damage equal to your proeficiency level + your Strenght or Dexterity modifier for a number of rounds equal to the result of the Trick Dice.
"Good boy!"
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of your companion. He gains temporary hit points equal to the superiority die roll + your Charisma modifier.
"Guard!"
Choose a creature or object other than you that is at 5 feet from your companion and spend a bonus action and a trick die to ask him to guard it. When a foe enters the range of your companion he can spend his reaction to make an attack against it. You add the superiority die to the attack’s damage roll. If the attack hits the target must make a Wisdom saving throw. On a failed save, the foe has disadvantage on all attack rolls against the target that the companion is guarding. If it's an object, the foe is unable to reach it. The effect last until the end of your next turn or until the companion mooves away from the target it's guarding.
"Lash out!"
When a creature misses you with a melee attack, if you are within 5 feet from your companion you can expend one superiority die to command him to lash against the creature. Your companion expends its reaction to perform an opportunity attack agains the target. If it hits, you add the superiority die to the attack’s damage roll.
"Make a fuzz!"
When you attack a creature with a weapon attack, you can expend one trick die to ask your companion to distract the creature giving you an opening. You gain advantage on the attack roll. If the attack hits, add the superiority die to the attack’s damage roll.
"Offensive formation!"
If you and your companion are at 5 feet of each other, you can spend your bonus action and one trick die to enter in offensive formation. While in this mode, when you or your companion hits a target with an melee attack add the the number rolled on your trick die to the damage roll and roll a d20. If the number rolled is 6 or lower you can make another attack against the same target. If you are no longer 5 feet from your companion the formation breaks and you loose the trick die. The effect of the formation ends at the beggining of your next turn.
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