Actions

Aim: When you take the attack action on your turn and make a ranged weapon attack, you can attempt to aim it precisely. Make a DC 15 Wisdom (Insight) check. IF your target is behind cover or is obscured, you have disadvantage on this check. On a success, you make the attack with advantage. On a failure, you make the attack but automatically miss. You can only aim one attack per turn.

Feint: When you take the attack action on your turn, you can make a false strike to catch a creature off-guard with one of your attacks. You can’t make a feint with an attack if you would have disadvantage on the attack. Make a Charisma (Deception) check contested by the Wisdom (Insight) check of your attack’s target. If you succeed, your attack against it is made with advantage. If you fail, your attack against it is made with disadvantage. Any creature that has seen you attempt a feint has advantage on Wisdom (Insight) checks against your feints for 24 hours.

Goad: When you take the Attack action on your turn, you can forgo one of your attacks to goad a hostile creature into attacking you. Choose one creature that can hear you and is within 60ft of you. Make a Charisma (Persuasion) check contested by its Wisdom (Insight) check. If you succeed, the target has disadvantage on attack rolls against creatures other than you until the end of your next turn. Once you attempt to goad a creature, it has advantage on WIsdom (Insight) checks against your goads for 24 hours.

Lunge: When you take the Attack action on your turn, you can make a DC 15 Dexterity (Acrobatics) check to increase your reach with one attack by 5ft. If you fail the check, you make the attack, but automatically miss. You can only attempt a lunge once per turn in this manner.

Menace: When you take the Attack action on your turn, you can forgo one of your attacks to frighten a creature. Choose a creature within 10ft of you and make a Charisma (Intimidation) check contested by its Wisdom (Insight) check. If you succeed, the target is frightened of you until the end of your next turn. Once you attempt to menace a creature, it has advantage on Wisdom (Insight) checks against your menaces for 24 hours. Barbarians have advantage on menace contests while raging.

Wrestling: You can use a bonus action to make a grapple contest against a creature you are grappling. If you win the contest, you can choose to shove the grappled creature prone or make it restrained until the beginning of your next turn. If you are grappling a creature on your turn, you can use your action to choke it. Make a grapple contest with the creature. If you win the contest, the creature can no longer breathe for the duration of the grapple, and at the beginning of your turn while the grapple is maintained, the amount of time the creature can hold its breath decreases by 1 minute.

Actions

The Sands of Delmaria Tom_Murray Tom_Murray