*RACIAL
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Majital Features
To some magic is a calling, but to a Majitalian, it is apart of everyday life. Majitalians begin play with Detect Magic as an at will ability. This functions as the spell in all other respects.
You also have proficiency in the Arcana skill.
+1 Intelligence
Arcane Student
Your training in the arcane translates into other professions more easily than most. You receive skill proficiency in two other skills of your choice. (Acrobatics, Sleight of Hand)
Every student has that one spell that stands out to them. You were no different. Choose a single wizard cantrip (Mage Hand), you cast that at character level.
Variant Human Racial
Languages. You can speak, read, and write Common and one extra language of your choice.
Ability Score Increase. Two different ability scores of your choice increase by 1. (Dexterity, Wisdom)
Skills. You gain proficiency in one skill of your choice. (Stealth)
Feat. You gain one feat of your choice. (Defensive Duelist)
FACTION
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Level 1 Factionless Proficiencies
Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. (Disguise Kit, Perception)
Freemen
Tool Proficiencies - Cartographers Tools, Navigator's Tools, Waterborne Vehicles
The White Terror
A Freemen that takes this mark, gains a fearsome aura. However they are treated as if they are a fiend for the purposes of paladin smites and other effects.
Aura of Fear. At the start of your first turn in a combat, you can choose to activate this aura. Creatures within 20 feet of the bearer of the mark must make a DC 16 Wisdom saving throw or be frightened for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the player's Frightful Presence for the next 24 hours. You must finish a long rest before you can use this ability again.
A Woman's Scorn
Increase all Thunder and Lightning damage dealt by 1d6. If an effect deals both thunder and lightning damage, increase both damage types by 1d6. This effect can only occur once per source and once per turn.
CLERIC (LUCK DOMAIN)
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Divine Luck
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If you possess the Lucky Halfing Trait, you may instead use this power to reroll twice upon rolling a 1 and take either result. You may only benefit from this ability a number of times equal to your Wisdom modifier. You regain these uses when you finish a long rest.
Channel Divinity: Lucky Save
Starting at 2nd level, you can use your Channel Divinity to infuse an ally with luck against an effect. As a reaction you can cause an ally that has just rolled a saving throw, but of which the results have not been revealed to gain a +5 to that roll.
MONK
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Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
• You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table
• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Ki
Deflect Missile
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Fist
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
WAY OF SHADOW (Monk Subclass)
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Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass Without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.
ROGUE
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Sneak Attack +1d6
Once per turn, you can deal an 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.
Expertise
At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Deception, Persuasion)
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.
FEATS
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Feat: Defensive Duelist
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
TITLES
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Veteran (Equipped)
This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.
RESEARCH
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30/30 - Individual 1 - Waiting for Scheduling (Began: 07/2020)
20/20 - Individual 2 - Waiting for Scheduling/Update? (Began: 10/2020)
ACADEMIES
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Amateur Training: Cook's Utensils
Amateur Training: Weaver's Tools (regret)
Exotic Training: Katar
Subclass Retraining (Trickery Domain Cleric to Luck Domain Cleric)
Exotic Training: Cestus
Exotic Training: Tonfa
Class/Racial Features & Traits