Dwarf ASI
Changing +2 Con to +2 Int
Dwarven Resilience
Advantage on saves against Poison/Resistance to Poison Damage
Dwarven Combat Training
Changing out all four weapons for artisan's tools: Brewer's Supplies, Mason's Tools, Cook's Utensils, Carpenter's Tools
Dwarven Tool Proficiency
Changing tool to: Navigator's Tools
Stonecunning
Double proficiency bonus on History checks involving stonework
Mountain Dwarven ASI
Action Surge(1 charge)
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additiona action on top of your regular action and a possible bonus action.
Mountain Dwarven Armor Training
Changing light and medium armor to: Cartographer's Tools and Cobbler's Tools
Clan Crafter
Smith's Tools, Draconic Language
Fighter Fighting Style
Unarmed Combatant: You're unarmed strikes deal 1d6 bludgeoning damage, or 1d8 bludgeoning damage when not holding a weapon or shield
Second Wind
As a bonus action heal 1d10+fighter level HP, once per long rest
Psionic Power
At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.
Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Skill Expert
+1 Constitution, Arcana, Expertise Athletics
Features & Traits