Prerequisite: Strength or Dexterity 13 or higher.
You’ve developed the skills necessary to use the "Diabolo" as a martial weapon. You gain the following benefits:
- While you are wielding a Diabolo, other creatures provoke an opportunity attack from you when they enter your reach.
- You learn to perform tricks to disable your opponents. You know 2 tricks of your choice. Each use of a trick must be declare before the attack roll is made.
You can use only one trick per attack.
Flair: You gain a number of flair points equal to your Wisdom modifier (minimum of 1). You regain all expended flair points after a sort or long rest.
Saving Throws: Your tricks require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
TrickFlair save DC = 8 + your proficiency bonus + your Dexterity modifier.
TrickFlairs:
Forced Sun: When you make a Mele attack against a creature you can expend one flair point to attempt to dizzy your opponent. On a Hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Berserk Suicide: When you make a Mele attack against a creature you can expend one flair point to attempt to grapple your opponent. On a Hit, the creature suffers normal damage and must make a Dexterity saving throw or becomes grapple by you.
Whipcatch Lasso: When you make a range attack agains a creature you can expend one flair point to attempt to topple a movieng target. On a hit, the creature suffers normal damage and must make a strength saving throw or be knocked prone
Comments