Prerequisite: Your Class must be Rogue, Monk or Fighter.
“Thief of Arms” Feat (prerequisite class, Rogue, Monk, Fighter)
You have learnt a style of close quarter melee fighting that focuses on using an enemy's weapons against them.
- If within 5ft of an enemy you are able as a bonus action to attempt to take a weapon carried by an enemy, and as an action use it against them, or simply discard it (forcing them to retrieve it with movement and an action).
- To take the weapon you must succeed on a DC10 slight of hand check. The weapon taken must be being carried, but not in their hands. The “Fast Hands” trait allows you to roll this at advantage.
- Any subsequent attack with the weapon is done whilst adding either your Strength or Dexterity Modifier as appropriate to hit at the basic level unless proficient, when your proficiency bonus can be added. Damage is as dictated by the weapon’s stats, sneak attack can be added if applicable as per RAW.
- A stolen ranged weapon is at disadvantage if fired within melee range as per RAW.
- A crit on a hit allows the attack to occur as part of the bonus action without doubling the damage, or to double the damage of your attack action with it (not both).
- If discarding the weapon as an action, choose a direction to throw it, and roll 1d10 x (your Str Mod) to see how many feet you throw it.
- Weapons thrown over cliffs, off balconies etc risk being permanently lost unless retrievable.
- Should you wish, you may leave a melee weapon with piercing damage stuck in your enemy, in order to draw your own weapons on your following turn. They must use an action or bonus action to remove it, or suffer a further 1d4 damage each turn until they do.
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