Satyr
Darkvision – Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Laughing Mad – Satyrs are immune to the confusion spell and forms of madness that are not fey in origin.
Mountain Horns – These horns grant the Satyr advantage on any saving throw that would cause forced movement. In addition, you gain a climb speed of 20ft .
+2CHA
+1STR
Origin
Badlands Origin – You gain a +10 to your maximum hitpoints and a +2 bonus to all saving throws.
Twice Cursed Sub-Origin – Whenever you receive a penalty to attack rolls, saving throws or AC, you are healed a number of hit points equal to the penalty. This only counts the first time you receive a given penalty in a combat. You gain proficiency with Glassblower's Tools.
Factionless
Factionless – Proficiency in Athletics. Proficiency with Cook's Utensils.
Linnorm Lords
Attribute Cap Increase – +4 to WIS; This boosts the maximum but not the score itself.
Language of the Primal Dragons – You learn to speak, understand, and write Primordial (Linnorm).
Linnormous Blessing – You are blessed with life energy, increasing your hit point maximum by 10.
Extended Linnorm Blessings:
Eldos Daikura, The Mastermind – You gain lightning resistance. In addition, you deal an additional 2 lightning damage per lightning damage source. (This effect is additive and stacks with other blessings.)
Fone, First of the Fells – You gain cold resistance. In addition, you deal an additional 2 cold damage per cold damage source. (This effect is additive and stacks with other blessings.)
Academy Training
Tool proficiency - Calligrapher's supplies, Smith's Tools
Language proficiency - Orclin
Exotic Training - Daborakian Kite Shield, Krazaxian Waraxe
War Cleric
War Domain Bonus Proficiencies – At 1st level, you gain proficiency with martial weapons and heavy armor.
War Priest – From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Turn Undead – As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Destroy Undead(CR1/2) – Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Channel Divinity: Guided Strike – Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Channel Divinity: War God's Blessing – At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Level 4 ASI
Class/Racial Features & Traits