Dirty Fighting: Cheap Tricks | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild
Dirty Fighting: Cheap Tricks - 8400 AXP

TIER THREE FEATURE: Dirty Fighting: Cheap Tricks

You learn a powerful technique that only the best of the best street fighters know. You can choose one of these skills now, and another at 5th, 7th, and 10th tiers. You can only use these skills once per long rest.

The (Last Name Here) Family Technique

As an action, you can spend 8 Grit Points to make an extremely forced bluff. This forces any creatures choosing to contest your Intimidation or Deception (your choice) with an Insight check. If none of them succeed, you can proceed to both frighten non-allied creatures and make a Dash action in the opposite direction for double the distance your movement would normally take you.

Go for the Killing Blow..!

As part of an Attack action, you can spend 12 Grit Points to force the enemy into making a Dexterity saving throw. If it fails, and the creature has less than 50 hit points, it dies automatically. If it has more than that, then the creature takes Pd10 damage, P being equal to your proficiency bonus. If it succeeds the Dexterity save, then you only deal a normal amount of damage for an attack.

Caltrop-Bomb Combination

You can use 10 Grit Points and your Action and Bonus Action to put a load of Caltrops into a bag of Gunpowder, or vice versa, and shake it up really well. Your next turn, you can throw the bomb as a Bonus Action, forcing any creature within a 10 ft radius of where it lands to make a Dexterity Saving Throw, taking 6d6 Fire damage and 2d8 Piercing damage on a failed save and half as much on a success. This also causes caltrops to litter the space where it was detonated, causing creatures to walk in the space to make a DC 13 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature gains at least 1 hit point, it also has it’s walking speed reduced by 10 feet.

Farewell, my friends…

As a reaction, you can feign your death when hit by an attack for 8 Grit Points. You can say something dramatic, to inspire your comrades, or say nothing and die bitterless. Regardless, when you do this, any friendly creature gains 15 Temporary HP and a +1 to attack and damage rolls, raging at your death. The buff will last as long as you pretend to stay dead on the ground, immediately disappearing when you make even a hint that you’re alive.

DM's Note: In order to preserve the tension of the situation, you will not announce this action, instead you will whisper this action to me the turn before you intend to use it. Additionally, I may reduce the benefit of this action if some of the other party members start catching on.

I’m actually over here!

As an action, and spending 10 Grit Points, you seemingly teleport around a creature, and suddenly hit it extremely hard in the back. You make a normal attack roll, adding +5 to the attack and damage rolls. A modified roll that goes above 20 is a critical hit. If you roll a critical hit, you can add an extra damage dice. This buff goes for all of your attacks that action, however not for offhand attacks.

Serious Attack

As an action, and spending any remaining Grit Points you have left, you can perform a Serious Attack. You target a creature with a seemingly normal attack, and only after it’s too late can they see the rage in your eyes. You deal xd4 Bludgeoning damage, x being how many Grit Points you spent on the attack. Whether you hit or miss, after you use this, you are completely immobilized: You fall in a state similar to being unconscious, but you can still see, hear, and think. You also gain 4 levels of exhaustion. You are only able to move again after a short rest.

Dirty Fighting Techniques

You gain some Dirty Fighting Techniques when you choose this feature. These are added to the list of Dirty Fighting Techniques you can use provided you have the neccisary grit points.

Pocket Sand!

Use: 2 Grit, 1 Action; You pick up some loose elements from the ground; Dirt, Sand, or something akin to them. You then toss it in the face of an adjacent creature. They must succeed a Dexterity Saving Throw, or else be blinded until their next turn.

Low Blow

Use: 4 Grit, 1 Action; This functions the same as Pocket Sand!, except you can also make an attack action against the creature. Since they’re blind, you have advantage on the attack.

Cuss Out

Use: 3 Grit, 1 Action; You know words that would make your mother sick, and can use these to inflict damage on folks. You can forgo an attack to instead unleash a string of insults your opponent. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 3d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Strong-Arm

Use: 5 Grit, 1 Action; You’ve been working on your throwing game. As an action, Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. You hurl the object in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

Hefty Lifter

Use: 4 Grit, 1 Bonus Action; You’ve been lifting, and are confident in your muscles to pave your path. You can use your Grit to make you able to Push, Pull, and Lift objects one size larger than your normally can, and give yourself advantage on Strength Saving Throws for one minute.

Speed Demon

Use: 5 Grit, 1 Bonus Action; You are a slick person, both in looks and in agility. You can, as a bonus action, use your Grit to double your movement speed and have advantage on Dexterity Saving Throws for one minute.

Hearty Guy

Use: 4 Grit, 1 Bonus Action; You know for a fact you’re the toughest guy you know. You can, as a bonus action, use your Grit to become tough and beefy, which grants you a +2 to your AC and gives you advantage on Constitution Saving Throws for one minute.

Crushing Blow

Use: 4 Grit, 1 Action; You know how to ultimately crush things with either your fists or weapon of choice. You can choose to declare your attack a Crushing Blow before your attack and take a minus 10 to your attack roll. In exchange, you deal a critical hit, and can multiply the amount of dice you’d roll for a critical hit by 2.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

Link/Embed