Feats
Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attack creature.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. (Verum ruling: if you commit to the attack action, you may use the bonus action Shove before the attack action.)
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Resilient: Wisdom
Choose one ability score (Wisdom). You gain the following benefits: (1) Increase the chosen ability by 1, to your maximum; (2) You gain proficiency in saving throws using the chosen ability.
Unbreakable Fighter
Hard as Steel
At 3rd level, you reduce all damage you would take from any source by an amount equal to your proficiency bonus. This stacks with other damage reduction sources but is applied before resistances.
Defense Fighting Style
While you are wearing armor you get a +1 bonus to AC.
Action Surge
On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Second Wind
On your turn, you can use a bonus action to regain hit points equal to 1d10 + fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Extra Attack
Attack three times per turn. Nice
Defensive Surge
Whenever you take the attack action with Action Surge, you can sacrifice one of the attacks you'd make. If you do, you gain advantage on all saving throws for 1 minute. This effect ends early as soon as you fail a saving throw.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.
Improved Indomitable
At 10th level, whenever you use your Indomitable class feature and succeed on the save, you gain a bonus to your next weapon damage roll equal to your character level against the source that caused you to make the saving throw.
Forge Cleric
Spellcasting
As a conduit for divine power, you can cast Cleric Spells. At 1st level, you know three Cantrips of your choice from the Cleric spell list. You prepare a list of Cleric Spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of Cleric Spells equal to your Wisdom modifier + your Cleric level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Cleric Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. Wisdom is your Spellcasting Ability for your Cleric Spells.
Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
Dwarf
Ability Score Increase
Darkvision
Accustomed to life underground, 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.
Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.
Tool Proficiency
You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Origin
Badlands
Gain a +10 to your maximum hitpoints. Gain a +2 bonus to all saving throws.
Woeful Warrior
Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one)
Hkari Faction
Blazing Glory Fighting Style
In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.
Attribute Cap Increase
+2 Wisdom; this boosts the maximum of an ability score, but not the score itself.
Divine Smite
Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 damage. If you do not have access to the Divine Smite class feature, you can use it once per day as if with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.
Myrmidon Echelon
You can use a bonus action to grow dozens of tiny maws on your armor, consuming the blood of those you slay. For 1 minute whenever you kill an enemy you heal for 1 hit point. You must complete a long rest before you can use this ability again.
Phase Bonus
Until the end of the Phase 3, all Hkari deal an additional +2 damage to Astral & Fiend Outsiders, and have advantage on Knowledge checks made against them.
Hkari Plate
Hkari Plate provides a +3 to any hit point gained form any source of healing. Additionally, a Hkari can never be resurrected.
Fadesteel Gorget
Whenever you would be subject to a critical hit, you reduce the damage taken by 5.
Class/Racial Features & Traits