Master At Arms, Variant (5e feat)
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Master of Arms
Prerequisites: Dexterity of 13 or higher, Spiderfolk Race
You have become proficient with your unarmed combat, and learned to strike with unwavering speed.
You gain a Ki Point, which regenerates on a short rest. If you already have access to ki, you instead gain 1 more ki point.
You can draw and holster daggers, without spending an item interaction, a number of times equal to your dexterity modifier. This includes using any of your arms.
You learn the following martial art features:
You can use 1 ki and a bonus action to enter an aggressive stance on your turn. During this stance, you gain a number of Unique reactions equal to 1+ your dexterity modifier (minimum of 2, maximum of 6) which can only be used to make opportunity attacks, once per target per turn, without expending your normal reaction. This stance can last for 1 minute, however to maintain it you need to expend you bonus action on each turn to do so, and the stance ends when you have made the maximum number of opportunity attacks.
When you take the attack action on your turn, you can exchange 1 attack, Your Bonus Action, and 1 ki point to change the attack into a Marking Strike. If the attack hits, it does no damage and marks the target for 1 round of combat, until the start of your next turn. If the target ends it's turn within 5 feet of you, you can expend your reaction to do one of the following:
Make a melee weapon strike against the target with advantage.
Knock the target prone if they fail a DC (8+prof+Dexterity) saving throw (Strength or Dexterity, which is decided by the target), which they do at disadvantage