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MISFORTUNE TALENT TREE
 
MISFORTUNE TALENT TREE
*'''Disruptive'''. You use your cunning at causing trouble to disrupt your enemies. As a Bonus action, pick one subject that you can see and who can see you within 30 feet. You suppress all bonuses from Equipment, Insight, Luck and Moral that the target many normally benefit from until the start of your next turn.
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*'''Disruptive'''. You use your cunning at causing trouble to disrupt your enemies. As a Bonus action, it has Disadvantage on its next attack roll, skill or ability check or saving throw, but only the first one (whichever one it takes first is at disadvantage).
*'''Trick'''. Prerequisite: Intelligence 13+, Scoundrel level 5+. You can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a '''DC''' of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature gains the '''''Stunned''''' condition until the end of its next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
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*'''Trick'''. Prerequisite: Scoundrel level 5+. You can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a '''DC''' of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature gains the '''''Stunned''''' condition until the end of its next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
 
*'''Walk the Line'''. Prerequisite: Scoundrel level 3+. As a bonus action, you say something that catches an enemy off guard. Make an opposed Charisma (Deception) check vs. Dexterity (Initiative) or Wisdom (Insight) of one opponent within 30 feet of you who you can see and hear and understand you. If you succeed it is at Disadvantage on all attack checks until the start of your next turn.
 
*'''Walk the Line'''. Prerequisite: Scoundrel level 3+. As a bonus action, you say something that catches an enemy off guard. Make an opposed Charisma (Deception) check vs. Dexterity (Initiative) or Wisdom (Insight) of one opponent within 30 feet of you who you can see and hear and understand you. If you succeed it is at Disadvantage on all attack checks until the start of your next turn.
  

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