Mugging Hit
Mugging Hit
As your enemy howls in pain, you swiftly snatch something away from them.
Choose a creature you can see. On a hit with your next melee attack against it before the start of your next turn, you can also make a Sleight of Hand check against the creature.
Force Hesitation
Force Hesitation
After working your way into an opponent’s guard you convince them that every step will lead to a disastrous end, and that to divert their attention away from you for even a moment invites devastation.
Agile Feint
Agile Feint
You juke left and right, throw sand, whip out your cloak, or otherwise try to distract your opponent and make them vulnerable to attack.
Perplexing Flurry
Perplexing Flurry
A rain of short, sharp strikes disorients your enemy.
Painful Pickpocket
Painful Pickpocket
Sometimes a good diversion is presented to you and though a foe might bloody you, your light fingers find opportunity in the exchange.
When a creature hits you with a melee attack, you can use your reaction to make a Sleight of Hand check against it.
Deceptive Stance
Deceptive Stance
With practice and training you learn how to shut off your facial reactions amidst battle, taking on a passive countenance from which nothing can be easily gleaned.
You gain an expertise die on Deception and Sleight of Hand checks made in combat
Anticipate Spell
Anticipate Spell
You make your move while your foe is busy casting a spell.
Reflect Attack
Reflect Attack
You redirect your enemy’s attack back upon itself.
Blinding Strikes
Blinding Strikes
With a vicious strike, you
Strike the Cracks Stance
Strike the Cracks Stance
You focus on targeting your enemy’s weakest spots.
When you make melee weapon attacks, you score critical hits on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
You deal one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.