Flourishes
Flourishes can be used when you attack with a melee weapon.
Distracting Flourish
When you hit a creature with a melee attack while it is performing a task that requires continuous effort but that it could end at will, such as grappling another creature or concentrating on a spell, you may force it to make an Intelligence saving throw . On a failure, it ceases performing the task. If a creature is engaged in multiple such tasks (such as grappling multiple creatures), you may only turn its attention away from one task, but you may choose which one.
Domino Flourish
When you hit a creature with a melee attack, you may set yourself up for a later success. Once in the next minute, you can make a weapon attack with advantage against the creature.
Echoing Flourish
When you hit a creature with a melee attack, you may force it to make a Constitution saving throw . On a failure, the target takes ongoing damage equal to your Intelligence modifier. A creature may use an action to end the ongoing damage.
False Target Flourish
When you miss with a melee attack, you may reveal that you actually had a different target in mind the whole time. Make a new attack roll against a different target within range. You may turn your attack into a thrown attack as part of this flourish, treating it as an improvised weapon if it does not have the thrown property. For the purposes of applying bonuses or penalties to the attack (such as bardic inspiration), the new attack roll is considered to be the same attack as the old attack roll. For the purposes of determining if you can repeat this trick, you are considered to have only used it against the second target.
Saboteur Flourish
When you have advantage on a melee attack and both dice results are high enough to hit, you can attempt to cut a bowstring, slice an armor strap, or otherwise damage a piece of equipment your target is wearing or carrying. If the target succeeds on a Dexterity saving throw , you cause a temporary malfunction that gives the object the broken condition until the end of your target’s next turn. On a failed save, the object is broken until it can be repaired.