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> ##### Art by [Sean McNally](https://www.artstation.com/sean_mcnally "Sean McNally")
# The Goon ## Stare Contest Veteran At 3rd level, you gain proficiency in the Intimidation skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. You also have advantage on saving throw against being Frightened. ## Cheap Shot Techniques Starting at 3rd level, your unarmed strikes are considered light finesse weapons for the purpose of Two-Weapon Fighting and Sneak Attack rules, dealing 1 + your (Strength or Dexterity) modifier bludgeoning damage on a hit. When dealing Sneak Attack damage with your unarmed strike, you can choose one of the following effects : * **Knock Out:** your Sneak Attack deals an additional 1d6 damage. The creature falls unconscious until the start of your next turn if its remaining hit points are lower than the damage dealt by your Sneak Attack. If the effect ends, the sleeper takes damage, or someone uses an action to wake the sleeper, it is awoken. * **Blinding Strike:** The creature must succeed a Constitution saving throw or suffers the Blinded condition until the start of your next turn. * **Windpipe Crusher:** The creature must succeed a Constitution saving throw. On a failure, it can't talk or cast spells requiring verbal components until the start of your next turn. The save DC equals 8 + your proficiency bonus + your (Strength or Dexterity) modifier \columnbreak ## No Holds Barred Starting at 9th level, you can treat improvised weapons as finesse weapons you are proficient with and you can use a Cheap Shot Technique when you deals Sneak Attack damage with an improvised weapon. ## Menacing Stare At 13th level, after dealing Sneak Attack damage, you can attempt to frighten someone as a bonus action. Choose one creature you can see within 30 feet of you. If the creature can see, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. ## Ganging up When you reach 17th level, as an bonus action, choose a creature you can see within 30 feet. You gain advantage on your next attack against it and any allies not incapacitated within 5 feet of you or the creature can use its reaction to make an attack against it. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.