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When you take this feat, you gain a number of bonus reactions (not additional reactions) equal to your (Dexterity modifier + 1). These bonus reactions can be used at any time similar to a reaction and include a multitude of options as listed below. When you use a bonus reaction the effects of any other previously used bonus reactions cease. If you are unable to take reactions at any time you cannot use bonus reactions. This includes being stunned, petrified, slowed, or paralyzed.

  • Block - Using a Simple Melee Weapon you attempt to block a single attack, adding 2 to your AC for that attack before knowing the attack damage total or another attack is rolled.
  • Parry - Using a Martial Melee Weapon with which you are proficient you attempt to parry a single attack, adding 3 to your AC for that attack before knowing the attack damage total or another attack is rolled.
  • Guard - Using a shield with which you are proficient you guard against a single attack, adding 4 to your AC for that attack before knowing the attack damage total or another attack is rolled.
  • Sidestep - You attempt to sidestep a single attack increasing your AC by 2 before knowing the attack damage total or another attack is rolled and moving you 5ft in a direction to your left or right. You must have at least 5 ft of remaining movement left from your turn to take this bonus reaction.
  • Backstep - You attempt to Backstep a single attack increasing your AC by 2 before knowing the attack damage total or another attack is rolled and moving you 5ft backward. You must have at least 5 ft of remaining movement left from your turn to take this bonus reaction. 
  • Not on my Watch - When a creature within melee range or less than 15ft of you attempts to interact with an object, pick something up, or take an object out from their inventory, you may make a contested Initiative check against the target. On a success, you may make an attack, grapple check, or clinch disarm (requires additional bonus reaction) if you are in melee range against the target before they interact with said object. If you opt to attack the target and deal damage, the creature must make a Strength Saving throw equal to one-half the damage or DC 10 whichever is higher. On a failure, they are unable to complete their action. If the creature scores higher in the Initiative check then they interact with the object before you make an attack, grapple check, or clinch disarm.

The AC increase of defensive bonus reactions is halved when prone, rounding down. You are unable to use sidestep or backstep while prone.

 

You must have martial proficiency to take the following actions.

  • Lunge - When you make a melee attack you can take this bonus reaction moving forward 5ft and attacking. You must have at least 5ft of remaining movement left from your turn to take this bonus reaction. If you expend 10ft of movement you may retreat immediately as part of that attack as if you never moved forward at all. You ignore attacks of opportunity or Overwatch for either of these options.
  • Retaliate - You find an opening as your opponent falters. If an attack, grapple, or disarm misses you or fails by at least 5 make a melee attack against the creature from which attack originated at disadvantage. If it fails by 10 or more make the attack without disadvantage.
  • Poise - You steady yourself and receive a bonus to checks or saves resisting forced movement, shoves, grapples, disarms, dexterity saving throws for projectiles, and cone or line AOEs at the cost of your movement. When you are subject to a saving throw or contested check for one of these kinds of effects, you may sacrifice an amount of your remaining movement speed up to 30ft. You gain a +1 to the check or save for every ten feet of movement sacrificed. You cannot do this if you have a shield equipped.
  • Steady aim - You focus on your target and adjust for the distance between you, you can extend your ranged or thrown weapon's range by 1/4 of their standard range for one attack.
  • Overwatch - If a creature moves at least 10 feet in a straight line at you and into melee range, make an attack at disadvantage on that creature.
  • Riposte - You may make a melee attack after successfully stopping an attack with a Sidestep or Parry.
  • Clinch Disarm - When you have a creature grappled you may attempt to disarm them. Make a contested Athletics check against the creature, on a success the enemy is disarmed. If you have no empty hand, the item drops to the ground and they are no longer grappled, If you have a free hand you can choose to take the weapon or maintain the grapple. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
  • At Arms disarm - When an opponent attempts to Parry, Guard, or Block an attack with a weapon you may attempt to disarm them. Make a contested check of Strength (Athletics) or Dexterity (Acrobatics) versus target's Strength (Athletics) or Dexterity (Acrobatics). The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

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