Ability Scores
Strength: 10
Dexterity: 15 + 2 (wood elf) + 2 (temp from gambler born)
Constitution: 14
Intelligence: 11
Wisdom: 15 + 1 (wood elf) + 1 (dolten)
Charisma: 11
Dolten: Gambler Born
+1 Wisdom and +2 determined by a 2d6 roll (choose one) after each long rest:
1- Strength, 2- Dexterity, 3- Constitution, 4- Intelligence, 5- Wisdom, 6- Charisma.
Skill Prof – Insight
You gain +2 to initiative checks.
You gain a +3 bonus to saving throws vs. Fear effects.
Corruption Effect: Whenever you would roll a 2 on an attack roll, saving throw, or skill check, it counts as though you rolled a 1.
Iitanas Imperium
Aladine's Glory: Users of this fighting style deal +1 additional damage with melee weapons for each creature that has been killed in the current combat encounter. This must be a legitimate enemy that is threatening to the character (level check).
Attribute Cap Increase: +2 Dexterity and +2 Intelligence; This boosts the maximum of an ability score but not the score itself.
Imperial Dance: The Imperial style of swordplay was developed specifically to handle fighting groups of angry peasants. This fighting style is general suited to dealing with large groups of enemies. While wielding at least one 1 handed weapon in one hand, and no shield, you receive a +1 bonus to AC and a +1 bonus to weapon damage for each additional enemy that is within 5 feet of you beyond the first, to a maximum of +3.
Magic Item Crafting Bonus: Due to the elven forges locked away within the Fingers of Gath, the effectiveness of the forges for the Iitanas Imperium decreases the time it takes to craft by 50%, this time is rounded up. Only members of the Iitanas Imperium can benefit from this upgrade, and it does not affect consumable crafting.
Monk
Wood Elf
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.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot: Your base walking speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Emperor’s Gift. You gain a +2 to your initiative rolls.
MV Tracker
Class/Racial Features & Traits