Tactile Opportunist Feat

You master grappling and leverage to pin and fling your foes. You gain the following benefits:

Prerequisite: 4th level  
  • Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
  • Quick Grabs. When you take the Attack action on your turn, you can make one unarmed strike or attempt to grapple as a bonus action.
  • Gain the Martial Toss special attack (below).
  Martial Toss - Active Ability (Attack)  
  • When you take the Attack action on your turn, you can replace one of your attacks with attempting to hurl a creature your size or smaller. The target must make a Strength saving throw. An object or creature you are grappling automatically fails. If you successfully lift them, you can throw them 20 feet. The range is increased by 10 feet for each size smaller than you the target is.
  • The creature’s movement ends early if it collides with another creature or obstacle. The thrown creature and anything it collides with takes 2d6 + your Strength modifier, and the thrown creature falls prone. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus).
  • A creature can choose to fail their save against this ability. You can throw a willing creature more carefully, dealing no damage to them unless they collide with something during their flight.
  • Once you use this feature to successfully throw a creature or object, you cannot use it again until you complete a short or long rest.
Source: KCLL, page 183 (modified)
Active Martial Feat Save DC:
  • Any time an active martial feat requires a saving throw, the DC is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus.


Cover image: by Yaroslav Golubev

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