Sabotaging Strikes

Arterial Strike (1 Dice, level 3, melee)

You deliver a wound that won’t stop bleeding. When you make a melee sneak attack you can sacrifice 1 sneak attack die to apply this strike, the target takes 1 point of damage at the start of their turn for each wound of this type. Multiple arterial strikes result in cumulative health loss (two successful arterial strikes cause 2 points of damage at the start of their turn)). All effects from these strikes are removed if any type of magic healing is used on them, or a medicine check of dc 15 to bandage is passed.



Distracting Strike (1 Dice, level 3, melee)

You attempt to distract your opponent to give your allies an opening. When you make a melee sneak attack you can sacrifice 1 sneak attack die to apply this strike, the target must pass a Wisdom saving throw or the next attack roll against the target by an attacker other than you has advantage as long as the attack is made before the start of your next turn.



Hamstring (2 Dice, level 5, melee)

You wound your targets legs to hamper their movement. When you hit a bipedal creature with a melee sneak attack you can sacrifice 2 sneak attack dice to apply this strike, they must pass a Constitution saving throw or have their speed reduced by half. It takes two applications to reduce a quadrupeds speed. Other speeds and creatures with more than four legs are not affected. A creatures speed can only be reduced once in this manner. This speed reduction ends after either 24 hours have passed, any form of magic healing is used on them, or a medicine check of dc 15 to bandage is passed.



Throat Punch (2 Dice, level 5, melee, free hand)

You hit your target in the throat attempting to silence them. When you make a melee sneak attack you can sacrifice 2 sneak attack dice to apply this strike, the target must pass a Constitution saving throw or be unable to speak until the start of your next turn.



Leave an Opening (2 Dice, level 5)

You think two moves ahead of your target, when you make a melee sneak attack you can sacrifice 2 sneak attack dice to apply this strike, your first melee weapon attack that hits the target on your next turn triggers a sneak attack.



Intimidating Strike (2 Dice, level 5)

You attempt to frighten the target, when you make a melee sneak attack you can sacrifice 2 sneak attack dice to apply this strike, the target must pass a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.



Leaping Strike (2 Dice, level 5)

You leap onto your target as you strike, attempting to throw them off balance, when you make a melee sneak attack you can sacrifice 2 sneak attack dice to apply this strike, if the target is large or smaller, it must make a Strength saving throw or be knocked prone.



Winging Blow (3 Dice, level 7)

You wound your opponents’ wing, hampering their ability to fly. When you make a sneak attack you can sacrifice 3 sneak attack dice to apply this strike, they must pass a Constitution saving throw or have their speed reduced by half. A creatures speed can only be reduced once in this manner. This speed reduction ends after either 24 hours have passed, any form of magic healing is used on them, or a medicine check of dc 15 to bandage is passed.



Impeding Strike (3 Dice, level 7)

You deal a painful blow that limiting the targets mobility. When you make a sneak attack can apply this strike, the creature has disadvantage on their next strength or dexterity check or saving throw.



Head Strike (3 Dice, level 7, melee, free hand)

You deal a concussive blow to your targets head with your off-hand, when you make a melee sneak attack and have a free hand you can sacrifice 3 sneak attack dice to apply this strike, they have disadvantage on their next intelligence or wisdom check or saving throw.



Orbital Strike (4 Dice, level 9, melee, free hand)

You attempt to splash a small amount of poison into the target’s eyes, temporarily making them extremely photosensitive, when you make a melee sneak attack and have a free hand you can sacrifice 4 sneak attack dice to apply this strike, they must succeed on a dexterity saving throw or have sunlight sensitivity until the start of your next turn.



Vasodilator (4 Dice, level 9, melee, free hand)

You splash a concoction in your targets wounds that makes them susceptible to poisons. When you make a melee sneak attack and have a free hand you can sacrifice 4 sneak attack dice to apply this strike, the target has disadvantage on saving throws against poisons until the start of your next turn.



Pocket Sand (4 Dice, level 9, melee, free hand)

You throw debris at your targets eyes, when you make a melee sneak attack and have a free hand you can sacrifice 4 sneak attack dice to apply this strike, the target must pass a Dexterity saving throw or be blinded until the end of your next turn



Spinal Strike(5 Dice, level 11, melee)

You strike at the targets spine attempting at immobilize them, when you make a melee sneak attack you can sacrifice 5 sneak attack dice to apply this strike, the target must pass a Constitution saving throw or be Paralyzed until the end of your next turn.