Badlands Resilience| Due to harsh environment of the Badlands, your character has +10 to hitpoints and +2 bonus to all saving throws.
Twice Cursed| Whenever you receive a penalty to attack rolls, saving throws or AC. You are healed an amount of hitpoints equal to the penalty. This only counts the first time you receive this in a combat.
Powerful Build| You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born| You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.
Attempted Murder| +1 to all attack rolls.
Rouge Expertise| Persuasion and Athletics
Loyalty| 5/5. +5 HP
Ambassador| +5hp, represents the Bards College
Boon of the Ancient Predator - Defiant Roar| Once per week, whenever you would witness an ally fall, you may as a reaction, let forth a powerful roar, granting yourself 20 temporary hitpoints per ally that is unconcious, dying or dead.
The Apprentice| This title grants 2 spell slots of the lowest level they can cast. In addition, whenever you would fail a concentration check, you can choose not to fail. You may only do this once per week. This title counts as a prerequisite for the title, The Arcanist.
Sharpshooter| Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Tavern Brawler| Increase your Strength or Constitution score by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strikes use a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. A grapple check is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check.
Lucky| You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Resilient (Wisdom)| Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
Bardic Spellcasting (Loyalty)| One Bard Cantrip (Prestidigitation), One first level Spell (Feather fall), One First level spell (Disguise Self)
Fighting Style : Archery| You gain a +2 bonus to attack rolls made with ranged weapons
Second Wind| On your turn you can use your bonus action to regain hitpoints equal to 1d10+ your fighter level. Once used you must finish a short or long rest before using this again.
Action Surge| Once per short/long rest, on your turn take an additional action.
Extra Attack| When you take the attack action you may make two attacks.
Sneak Attack| Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Cunning Action| Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.
Lost An Eye: Loses Perception and can no longer benefit from Perception Proficiency
Ability Score Cap Training: Strength Cap +2 (22 Total)
(4 Str and 4 Int from Magic Items)
Class/Racial Features & Traits