Combat Options
During their turn, any character, with the DM's approval, can attempt any one of the following stunts as a bonus action or reaction, as indicated by the ability. To qualify for an action that activates on an attack, you must have made a melee weapon, melee spell, ranged weapon or ranged spell attack. Spells that have an effect on a failed save cannot be used with combat options that require an attack to be used.
Avoid
You give ground to avoid an opponent's attack
As a reaction when an opponent misses you with an attack, you can disengage up to half your speed away.
Blind
You take a moment to render your opponent unable to see
As a bonus action against an opponent you just hit, you can force them to make a Dexterity saving throw against a DC of 8 + your attack bonus. On a failure, the target is blinded until the end of its next turn.
Cower
You make yourself look unworthy of being harmed
As a reaction, if you have not attacked an opponent who is about to attack you, you can force the opponent to make a Wisdom saving throw against a DC of 8 + your Persuasion (Cha) skill. On a failure, the opponent chooses another target in range to attack, if able.
Deafen
You deliver a blow that leaves the enemy's ears ringing
As a bonus action against an opponent you just hit, you can force them to make a Constitution saving throw against a DC of 8 + your attack bonus. On a failure, the target is deafened until the end of its next turn.
Fluster
You make a snide remark designed to unbalance your opponent
As a reaction you choose an opponent that can hear you within 30 feet. The opponent must make a Wisdom saving throw against a DC of 8 + your Intimidate (Cha) skill. On a failure, the target's next attack has disadvantage.
Frighten
You strike fear into your foe, diminishing their resolve
As a reaction when you have more than half your hit points and an opponent targeting you has less than half their hit point total, you can force them to make a Wisdom saving throw with a DC of 8 + your Intimidate (Cha) skill. On a failure, the target is frightened of you until the end of its next turn.
Goad
You bully your opponent into attacking you
As a reaction you choose an opponent that can hear you within 30 feet. The opponent must make a Wisdom saving throw against a DC of 8 + your Intimidate (Cha) skill. On a failure, the target must target you for its next attack.
Grapple
You grab your opponent
As a bonus action against an opponent no more than one size category larger than you that you just hit, you can force the target to make a Strength saving throw against a DC of 8 + your Athletics (Str) skill. On a failure, the target is grappled.
Pin
You nail your opponent in place, preventing them from moving
As a bonus action against an opponent you just hit, you can force the target to make a Strength saving throw against a DC of 8 + your Athletics (Str) skill. On a failure, the target is restrained until the end of its next turn.
Push
You shove an opponent
As a bonus action against an opponent you just hit, you can force the target to make a Strength saving throw against a DC of 8 + your Athletics (Str) skill. On a failure, you can move the target up to 5 feet x your Strength modifier.
Trip
You knock your opponent to the ground
As a bonus action against an opponent no more than one size category larger than you that you just hit, you can force the target to make a Dexterity saving throw against a DC of 8 + your Athletics (Str) skill. On a failure, the target is knocked prone.
Stun
You knock your opponent senseless
As a bonus action against an opponent that you score a critical hit against, you can force the target to make a Constitution saving throw against a DC of 8 + your attack bonus. On a failure, the target is incapacitated until the end of its next turn.