About Folk Feats

The Lowlife

Many believe that fighting goes hand-in-hand with civility, honor, and decorum. A lowlife knows better. Fighting is about survival, and nothing is off the table; dirty tricks, cheap shots, backstabs, and all manner of other strategies others may view as dishonorable, are just more ways to stay alive and kill someone trying to kill you.

3rd-Level - Blinding Dust

Starting at 3rd level, as a Bonus Action, or as a reaction to the next melee attack targeting you when you take the Dodge Cunning Action, you throw a handful of particulates (such as sand, iron shavings, or sawdust) in the face of a creature within 5ft of you. That creature must succeed a Constitution saving throw (DC 8 + your Proficiency bonus + your Dexterity modifier) or be Blinded until the end of your next turn. You may use this ability a number of times equal to your proficiency modifier, regaining all uses on a short or long rest.

3rd-Level - Gambler

Additionally at 3rd level, you know how to play the odds better than most, both in and out of combat. You gain proficiency with two gaming sets of your choice.

6th-level - Cheater

At 6th level, you gain expertise with a gaming set of your choice with which you are proficient. Additionally, when you or a creature within your natural reach makes a check using a gaming set with which you are proficient, you may influence their check, adding or subtracting by any amount equal to as much as your Sleight of Hand modifier.

When you do so, you make a Sleight of Hand check, subtracting the amount that you influenced the outcome by (for example, if your Sleight of Hand modifier is normally 5, and you choose to add or subtract 2 to the outcome, you make the check with a modifier of 3 instead.) If this check is lower than the Passive Perception of any creatures who might be participating or spectating in this game, those creatures notice that you are cheating.

9th-level - Skulk

You shrink yourself down in combat, causing enemies to look past you or underestimate you in favor of more obvious threats. At the end of your turn, you may choose to Skulk if you are not within 15 feet of any other creature, no hostile creatures can see you, or you are within 10 feet of two or more allied creatures. When targeted by an attack while skulking, you may make a Stealth check to contest the attack roll. If your Stealth check is higher than the attack roll, the attacking creature must choose a new target or lose the attack. A creature you have damaged on your previous turn is immune to this effect.

You lose these benefits when you deal damage to a hostile creature, until you activate this ability again.

13th-level - Blindside

Starting at 13th level, you put yourself in a risky position, overextending to potentially give yourself an easy shot at a single target. When you Skulk, you may also choose to initiate your Bold Move, becoming Vulnerable until the start of your next turn. When you do so, you spend the round sneaking and focusing on one creature that you can see. On your next turn, you have advantage on attack rolls against that creature, your attacks are automatically critical hits, and you add an extra 2d6 to your Sneak Attack damage dice (before calculating critical hit damage).

If you take damage during this round, roll a save for concentration as you would a spell which requires concentration. If you fail this save, you lose the aforementioned benefits, but remain Vulnerable until the start of your next turn.

17th-level - Blatant Opportunist

You’ve perfected the art of exploiting distractions. Starting at 17th level, while flanking, you have advantage on all attacks against the flanked creature, rather than gaining only a +2 bonus. Additionally, creatures you have damaged on your previous turn are no longer immune to the effects of Skulk.


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