Unique Combat Actions
.
All STR can be Athletics.
All Dex can be Acrobatics.
Grapple (1 Action): Make a Str contested by the target's Str or Dex (target's choice). You can release the target at will.
Effect. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
Escape As an action, make a Str or Dex contested by grapple's Str.
Restriction. The target must not be more than one size larger.
Moving them. When you drag or carry them, your speed is halved unless they are two or more sizes smaller than you.
Disarm (1 action): Makes an attack roll contested by the target’s Str or Dex.
Effect. On a success, the target takes no damage but drops the item.
Add/Dis. The attacker has disadvantage if the target is two-handing the item. The target has advantage if it's larger than the attacker, or disadvantage if smaller.
Enticed: Curse that bypassess charm immunity.
Enticed creatures follow the controller's orders.
They can repeat the wisdom save any time they take damage.
It's a major curse.
Falling: A fall from over 20 feet causes damage.
When landing, a creature takes 1d6 bludgeoning per 10 feet it fell, to a max of 20d6.
The creature lands prone, unless it avoids the fall damage.