World Wanderers: Stat Benefits +2 Constitution cap, +3 HP
Kenku: Stat Benefits +2 Dex, +1 Wis
Krazax: Stat Benefits +1 Con, Lowlander: +5 HP
Kenku: Expert Forgery You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce
forgeries or duplicates of existing objects.
Kenku: Mimicry You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they
are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Martial Adept 1d6 superiority die, regained from short or long rests. Saving throw DC equals 8 + your proficiency bonus +
Str/Dex mod. Maneuvers: Pushing Attack. When you hit a creature with a weapon attack, you can expend one
superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if
the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to
15 feet away from you. Riposte. When a creature misses you with a melee attack, you can use your reaction
and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the
superiority die to the attack's damage roll.
Sneak Attack Once per turn, you can deal an extra nd6(Scales with level) 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.
Thieves' Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to
hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands
such messages. It takes four times longer to convey such a message than it does to speak the same idea
plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages,
such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action 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
.
Skirmisher You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This
movement doesn't provoke opportunity attacks.
Survivalist You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is
doubled for any ability check you make that uses either of those proficiencies.
Class/Racial Features & Traits
Comments