Second of three feats designed to work together for a Mastiff Warrior sidekick; Bite to Disrupt follows. See also Mastiff (Warrior Sidekick) Race and Subclass and Bite to Grapple feat.
Bite. Melee Weapon Attack: reach 5 ft., one target. If, and only IF, an attack lands successfully, a DC challenge is triggered: Mastiff's STR(Athletics) skill check versus the target's STR(Athletics) or DEX(Acrobatics) check, target's choice. Mastiff success means the target is seized. NOTE: condition persists until the target saves against the condition, using the same mechanic listed here. Grappled and Seized saves are separate from one another; each must be escaped individually.
Seized condition: drops Material components, holy symbols, or magic items held in hand. Requires a separate escape from grappled condition. Continues until escaped, as per the grappled condition. While seized, imposes disadvantage on all spell casting where the spell involves either a Material component, a Somatic component, or both; has no effect on spells that only have a Verbal component.
This feat is a combination of the "pin" result described in the Grappler feat and the Disarming Attack of the Battle Master fighter that one might get from the Martial Adept feat, adapted to fit with the capabilities of a dog-based character. The biggest change made here is that instead of being an action unto itself, as is normal, it is now the result of an attack, of which the Sidekick will get more per round as it advances.
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