Actor(Revised)

You are skilled in manipulating your voice and proud of your incredible showsmanship, gaining the following benefits.

  • You gain advantage on all skill and tool checks to pass yourself off as another person.
  • You may mimic any sound or voice you have heard for at least 1 minute, but a successful insight check against your deception check allows a listener to determine the sound was faked.
  • You gain a number of bardic inspiration dice, which are d6's if you do not possess this feature already, equal to half your proficiency modifier, which you recover at the end of a short rest. You may use a bonus action to grant these as inspiration to an ally within 30 feet, or expend and roll one to increase the result of any charisma-based skill or tool check.

Adrenaline Rush

You gain a number of Adrenaline Points equal to your proficiency modifier. You regain these points at the end of a short rest, and may expend them in the following ways;

  • When you take the Attack action, you may spend one of these points to make an additional attack.
  • When you roll initiative, you may spend one point to add your proficiency modifier to the check.
  • When you take the Dash or Disengage actions, you may spend one point to move half your movement speed.

Alchemist(See Artificer)

You are very knowledgable in the art of the mixing of chemicals- Both helpful and very, very harmful.

  • You gain proficiency in the use of Alchemist's Supplies, Herbalist's Kits, and Poisoner's Kits.
  • At the end of a short or long rest, you prepare to create a number of Alchemical Formulae equal to your proficiency modifier. For the purposes of these formulae, your artificer level is equal to half your total level. The formulae you may choose from are Alchemical Fire, Alchemical Acid, and Healing Draught.

Ambidexterity

You are talented in using both of your hands.

  • When you would normally make an offhand bonus action attack with a Light weapon, you may instead make two.
  • You may make a single offhand bonus action attack with a Light weapon on any turn, even if you did not use the Attack action.
  • When you take the Attack action using a two-handed weapon, you may strike a target within 5 feet with the pommel or haft of the weapon as a bonus action. This deals bludgeoning damage, and otherwise functions as an off-hand bonus action attack.

Animal Affinity

You like animals. You know animals. Animals are your friends. You know how to talk to animals.

  • If you are not proficient in animal handling, you gain proficiency, if you are already proficient, then you double your proficiency modifier when making animal handling checks.
  • When making animal handling checks, you may choose to use charisma or wisdom.
  • You understand the subtle differences in an animal's posture, gestures, growls, and other sounds, and learn to mimic them. In effect, this allows you to understand and be understood by beasts as if you shared a language. Your DM may rule that other beast-like creatures (Such as owlbears) may be understood with this feat as well.

Angry Warrior

It's not that you aren't a kind or happy person, but in a fight, you're a very, very mad person.

  • You gain one use of the barbarian's Rage feature, and you may enter a rage as a bonus action, or as a reaction to taking damage(The damage resistance does not apply to the triggering attack). You rage as a barbarian whose level is equal to your character level.
  • Additionally, a number of times per long rest equal to one less than your proficiency modifier, you may roll an additional die of damage when damaging an enemy within 5 feet. If this die is part of a critical attack, it becomes a d12, which is then rolled twice due to the critical strike, regardless of the weapon or effect used.

Arcadian Heritage

One of your ancestors- Or perhaps someone as close as a parent- was one of the fey. This grants you the following;

  • Immunity to any spell or magical effect which would put you to sleep
  • Darkvision out to 60 feet(If you already possessed darkvision, increase it's range by 60 feet instead)
  • The ability to cast the Druidcraft and Minor Illusion cantrips, and the ability to cast Misty Step a number of times equal to one less than your proficiency modifier. You regain the ability to cast this spell at the end of a long rest. Charisma is your spellcasting modifier for these spells.

Athlete(Revised)

You are a true athlete, gaining the following benefits.

  • You gain climbing and swimming speeds equal to your movement speed.
  • You gain expertise in athletics.
  • Rising from prone costs you only 5 feet of movement and you may crawl at no penalty to your speed.
  • You may add twice your proficiency modifier to the distance you may long jump with a running start, and half as much to the height of a running high jump. You require only 5 feet of movement to perform a running jump.

Awakened Mind(See Mystic)

Your mind is awakened to psionic forces.

  • You gain a number of psi points equal to your proficiency modifier or half your level, whichever is higher.
  • You gain access to one Psionic Discipline of your choice, and one Psionic Talent of your choice. Intelligence is your Discipline ability score, and your psionic limit is one plus half your proficiency modifier.
  • You gain telepathy out to a range equal to 10 feet times your intelligence modifier or proficiency modifier, whichever is higher. Creatures are not required to share a language with you to understand, but they must understand at least one language, or possess telepathy of their own.

Blood Magic

You may convert life force into pure magical energies. You may choose a spell slot to create, whose level is less than your proficiency modifier. In doing so, you roll and expend a number of your own hit dice as irreducable necrotic damage. The number of hit dice rolled is equal to one more than the spell's level. You may create any number of spell slots as a bonus action, but you suffer damage for each slot created. The spell slots created are removed at the end of a long rest.


Brawler(Replaces Grappler and Tavern Brawler)

When the chips are down, you don't need a sword, because your own body and surroundings are all the weapons you need.

  • You gain proficiency in your natural weapons, unarmed attacks, and improvised weapons. When attacking with one of these weapons, you may choose to use your Brawler Die for the damage of the attack. Your brawler die is the same as your proficiency die, however if your strength modifier is less than your proficiency modifier, you instead act as though your proficiency modifier were equal to your strength modifier when determining your proficiency die. If this would be smaller than 1d4, you may use this die instead.
  • When grappling a creature, you may use your action to pin the creature, causing them to become Restrained until freed of the grapple. At the beginning of each of a pinned creature's turns, they suffer bludgeoning damage equal to your brawler die plus your strength modifier. You are unable to move while pinning a creature.
  • You may use your bonus action to grapple a creature if you took the Attack action on your turn.

Burning Wrath

Sometimes, when you get angry, you get so hot that it almost feels like you burst into flames... Oh wait...

  • You gain one use of the barbarian's Rage feature, which you regain at the end of a long rest. You rage as a barbarian whose level is equal to your total level.
  • When you rage, your body catches fire. All creatures who begin or end their turn within 5 feet of you while you rage and creatures within 5 feet who attack you with a melee attack all suffer fire damage equal to one less than your proficiency modifier. You are also resistant to fire damage while raging.

Charger(Revised)

When you use your action to Dash, you may make a single weapon attack as part of the action, after the movement. This attack deals an additional point of damage per 10 feet moved during the dash, and if the creature is damaged by the attack, they are pushed in a straight line away from you equal to half the distance moved in the dash. If the creature hits a wall or similar surface, they suffer 1d6 bludgeoning damage from hitting the wall, then an additional 1d6 bludgeoning damage for every 10 feet they were prevented from moving. This damage is considered falling damage, not damage dealt by you.

Clairvoyant

At the end of a long rest, you may roll a number of d20's equal to one half your proficiency modifier(Round down), then record the result. These numbers may be used as though you possessed the Portent feature. In addition, you gain the ability to share your perceptions with another creature within 30 feet. These perceptions are transmitted magically directly into the chosen creature's mind.

Cruelty(Replaces Savage Attacker)

You are a very cruel person.

  • You gain a number of cruelty points equal to your proficiency modifier. You regain one point when you land a critical attack against a creature.
  • When rolling damage, you may spend one point to reroll the damage, taking the higher result, or to add an additional die of damage equal to your proficiency die.
  • When you deal a critical hit against a creature or reduce a creature to 0 hit points, you may spend one point to regain hit points equal to their level/CR.

Defensive Duelist(Revised)

While wielding a finesse weapon, you gain the ability to prioritize absolute defense, and may do the following;

  • You gain the ability to Parry a weapon attack as a reaction, adding your proficiency modifier to your AC for the attack.
  • When you take the Attack action, you may choose to not take any number of your attacks. When you do so, for each attack you would have made, you gain a special reaction which may only be used to perform the above-mentioned Parry reaction.
  • As a bonus action, you may take the Duelist's Dodge action, which gives disadvantage to a number of attacks equal to half your proficiency modifier, rounding up.

Demonic Heritage

Unfortunately, your family tree seems to have a few roots in the abyss. On the upside, it seems like it makes you quite a bit stronger;

  • You gain resistance to fire and poison damage.
  • You gain darkvision out to a number of feet equal to twenty times your proficiency modifier(If you already possessed darkvision, increase it's range by this amount instead), which may see through magical darkness.
  • While in darkness, instead of moving normally, your movement is done through teleportation. You may teleport to any location within your movement speed which you may see, even if you would not be able to normally walk, swim, fly, or climb there, and you do not provoke attacks of opportunity.

Demonic Visage

Whether due to powerful internal demons or an external demonic heritage, you can warp your body into a terrifying evil force.

  • You may assume your visage as an action, and may maintain it for 1 hour or until you drop it, requiring no action. You may use this once per long rest, and it grants the following benefits.
  • You may terrify people as an action. This forces all creatures of your choice within 60 feet to make a wisdom saving throw against a DC of 8 plus your intimidation bonus. On a failure, they are frightened of you for one minute, but may repeat their saving throw at the end of each of their turns in which they are unable to see you, ending the effect on a success.
  • If you deal bludgeoning, piercing, or slashing damage in excess of your target's wisdom score with a single attack, they are automatically subjected to the above effect(This may only effect a creature once per round).
  • All creatures Frightened of you consider you as being under the effects of Sanctuary, however failing their saving throw(Against the above DC) does not allow them to choose a new target.

Dim Mak

You are a master of manipulating internal life energies.

  • You gain a number of points of ki equal to half your level, which you get back at the end of a long rest. If you already possess the Ki feature, these points are expended after the points gained from that feature.
  • As an action, or as part of an unarmed attack, successful shove attempt, successful grapple attempt, or at the beginning of a turn in which you are grappled by or have grappled a creature, you may expend one or more, upto your proficiency modifier, ki points to cast one of the following spells.
  • When casting these spells, wisdom is your spellcasting modifier, you require only somatic components, and they are not considered spells for the purposes of other magical effects and spells.

Cure Wounds(1 Ki Point), Inflict Wounds(1 Ki Point), Blindness/Deafness(2 Ki Points), Lesser Restoration(2 Ki Points)

These castings of cure wounds and inflict wounds restore hit points or deal damage equal to your proficiency die plus your wisdom modifier, respectively, and gain an additional die per additional ki point spent.

Divine Channel

You gain one use of Channel Divinity, which you regain at the end of a short rest. In addition, you may expend one use of Channel Divinity when you roll damage for an attack or spell. In doing so, you may deal additional force, necrotic, or radiant damage(Your choice) equal to your level to one creature effected by the attack or spell.

Divine Favour

A divine entity has blessed you. You gain access to the Channel Divinity available to 2nd level clerics for each of the domains connected to the divine entity. You also gain a number of Channel Divinity uses equal to half your proficiency modifier, which you get back at the end of a long rest. If the channel divinity uses cleric level in the effect, instead use your total level.

Divine Inspiration

Your magical studies have been influenced by divine principles.

  • You choose one divine domain available to clerics. You gain a 1st level spell slot which you recover at the end of a long rest. At 5th level, this becomes a 2nd level spell slot, a 3rd level slot at 9th level, a 4th level slot at 13th level, and a 5th level slot at 17th level. This slot may only be used to cast the Domain Spells of your chosen divine domain.
  • You may choose your casting modifier for this spell. These are considered cleric spells, however, even if you are not a cleric.

Eldritch Warrior(See Blood Hunter)

You are trained in using a dark magic.

  • You gain access to one Primal Rite of your choice, one use of the Blood Maledict feature, and access to one Blood Curse of your choice.
  • Your crimson rite die is 1d4.
  • Wisdom is your crimson rite ability score.

Elemental Adept(Revised)

You may choose one damage type of acid, cold, fire, lightning, or thunder damage. When rolling this type of damage, you ignore resistance, treat immunity as resistance, and may reroll 1's on the damage dice, taking the second number rolled, even if it is another 1. In addition, you gain resistance to the chosen type of damage.


Flexible Magic

You gain sorcery points equal to your proficiency modifier, which you get back at the end of a long rest, and learn 2 metamagic options of your choice, which you may use with any spell.

Fighting Spirit

You learn to channel your inner energies into your attacks.

  • You gain a number of points of ki equal to one fourth of your level, rounding up, which you get back at the end of a short rest.
  • When you make an unarmed or weapon attack, you may spend a ki point to imbue the weapon, ammunition, or your unarmed attack with your spirit. This makes the attack magical for the purposes of bypassing resistance and immunity, and deals an additional die of force damage as part of the damage. The die is the size of your proficiency die.

Fire Keeper

Your soul has been linked to a burning flame, granting the following properties;

  • You gain the Create Bonfire cantrip, and you may choose what your casting ability score is. When casting Create Bonfire in this way, the bonfire conjured is the magical, flickering flame bonded to your soul. The fire, unlike a normal casting, will remain indefinitely while you remain within 120 feet, unless you cause the fire to vanish on your turn(No action required), and does not require concentration. You may cast this multiple times in the same space, making the bonfire occupy an additional adjacent 5 foot cube of space with each casting. You are immune to the damage of your own soul fire.
  • When creatures of your choice end a rest within 30 feet of your fire(Including yourself), they restore additional hit points equal to your level, their maximum hit points are increased by the same amount until the end of their next rest, and chosen creatures regain additional hit dice equal to half your proficiency modifier. If the rest is a long rest, creatures also recover from one additional point of exhaustion, if they were in a position to recover from exhaustion on their own.
  • At the end of a short or long rest, you forge excess pieces of your fire and vitality into elixrs that kindle your- or others'- inner fire. You may make a number of elixrs equal to your proficiency modifier, and all conjured elixrs lose their potency after 24 hours. These elixrs are healing potions which restore hit points equal to one of the drinker's hit dice plus your proficiency modifier, and may be drunk as an action. You may choose to combine elixrs, rather than make the full amount. In doing this, for every elixr you choose not to make, one elixr you do make restores additional hit points equal to the drinker's hit die plus your proficiency modifier.

Forged Pact

Maybe the price was your soul, maybe not, but you paid the price and got the power of a patron.

  • You may choose one invocation to gain, which you meet the prerequisites for, and for which you consider your character level your warlock level.
  • You learn one warlock spell, which may be of any level you may cast, and you may change which spell you have learned when you gain a level.
  • You gain one spell slot, which counts as a warlock spell slot, and which you get back at the end of a long rest. The spell slot's level is one lower than your proficiency modifier.

Great Weapon Master(Revised)

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes.

  • On your turn, when you score a critical hit or reduce a creature to 0 hit points with a melee weapon, you may make an additional attack as part of the attack action. This may activate once per round.
  • While you are wielding a weapon with two hands, you roll and add your proficiency die as additional damage to it's attacks.

Hardy(Replaces Durable)

You've trained. Developed an immunity to iocane powder. Walked 5000 miles. The point is, you're hardy.

  • You possess advantage on saving throws where failure would mean gaining exhaustion, contracting a disease, taking poison damage, or gaining the Poisoned condition, and you gain resistance to poison damage.
  • As a bonus action, you may expend and roll one of your hit dice, then recover hit points equal to the amount rolled plus your constitution modifier. When rolling these hit dice, or hit dice rolled during a short rest, each die heals a minimum amount of hit points equal to half, rounding up, your proficiency modifier.

Hot Lead(See Gunslinger)

You haven't just trained with your gun, you've trained in shooting it so fast the bullets catch fire... Wait, what?

  • You become proficient in firearms, if you were not already.
  • You gain a number of Grit points equal to one half of your proficiency modifier, rounding up, which you regain at the end of a short or long rest.
  • When making a ranged attack with a firearm, you may spend one grit point to light the bullet on fire. This raises it's misfire rate by one. If the bullet hits, it deals an additional die of fire damage matching your proficiency modifier.

Infernal Training

You were trained by a devil in the art of martial combat.

  • You gain a single superiority die, the size of which is the same as your proficiency die, and which you regain at the end of a short rest.
  • You gain access to the Feinting Attack and Menacing Attack maneuvers.
  • You gain one invocation from the warlock's invocation list. For the purposes of gaining or using the invocation, your warlock level is your character level.

Infiltrator

You are incredibly skilled in contortion, deception, and especially infiltration.

  • Your dexterity score increases by 1, to a maximum of 20.
  • You gain a climbing speed equal to your walking speed, and can crawl across the ground as though you were climbing.
  • For the purposes of squeezing and moving through other creature's spaces, you are one size smaller, and you lose no movement while squeezing.
  • If you are adjacent to two or more walls, you may climb them and brace yourself against them with no roll, even if they would otherwise require a check(Or simply be impossible due to nonmagical effects) to climb.

Iron Fist

You've been training and hitting the gym to make your fists as good as any weapon.

  • Damage dealt by your natural weapons and unarmed attacks is doubled against objects and structures, ignores resistance to bludgeoning, piercing, and slashing damage, and ignores the Damage Threshold of objects.
  • You may consider your unarmed attacks as possessing the Light and Versatile properties.
  • You possess the Martial Arts die one die step smaller than an equal-leveled monk. Your only monk weapons are your unarmed attacks.

Magic Initiate(Revised)

You've dipped your toes into the world of magic.

  • You may choose one class which possesses the Spellcasting class feature. You learn a number of spells which are on this class's spell list equal to your modifier for the class' spellcasting ability score, henceforth referred to as your spellcasting modifier, upto half of which may be cantrips. The level of these spells may only be as high as half your proficiency modifier, and when you level up, you may change one spell for another on the class' spell list.
  • You gain Mana Points equal to your spellcasting attack bonus or your level, whichever is lower.
  • You may spend a number of mana points equal to half your proficiency modifier or less to cast a spell you know. The number of mana points spent on the spellcasting is equal to the level you are casting the spell at.

Martial Adept(Revised)

You've trained your mind and body as a warrior.

  • You gain a number of superiority dice equal to half your proficiency modifier, rounding up, which are d8's, which you recover at the end of a short rest.
  • You learn 2 maneuvers from the Battlemaster maneuver list.
  • You may expend one of your superiority dice on any attack you make to roll it as additional damage, if you did not already possess the ability to do so.

Medic(Replaces Healer)

You're a trained healer.

  • When you stabilize a creature without a healer's kit, you automatically succeed the medicine check.
  • If a creature has been reduced to 0 hit points by lack of breathing, you may spend an action to give them air, healing them for a number of hit points equal to their number of hit dice.
  • When using a healer's kit to stabilize a creature, you heal the creature for a number of hit points equal to their constitution modifier, and you do not expend a charge.
  • As an action, you may expend one use of a healer's kit to heal a creature. This healing is a number of hit points equal to your proficiency die plus the highest result the creature can recover from a single hit die. The creature may then expend hit dice for additional healing, as though they had taken a short rest.
  • You may use your healer's kit to cure poisons and diseases; By expending one charge, you neutralize a poison within a creature, or automatically neutralize a nonmagical disease. If the creature is inflicted with a magical disease, they automatically succeed their next saving throw against the disease's effects, and suffer no ill effects from the disease until after the time of their next saving throw.

Natural Shifter

Maybe there was a shifter in your family, maybe you were blessed by the wilds. Either way, shapeshifting comes very easily to you.

  • You possess the Shapechanger subtype.
  • You gain a number of Shifts equal to one less than your proficiency modifier, which you regain at the end of a long rest.
  • You may spend two shifts to use the druid's Wildshape feature. The beast you choose must possess a CR less than or equal to 2 less than your proficiency modifier, and you may remain in this form for a number of hours equal to your level. If a creature possesses a Fly speed, you consider it's CR to be two higher for the purposes of wildshaping in this way. You may choose to become a Swarm of Beasts rather than a singular beast, and this swarm may not be dispersed through any means.
  • You may expend shifts to cast the following spells, with the following modifications;
    • Alter Self(1 Shift), Enhance Ability(1 Shift), Enlarge/Reduce(1 Shift), Guardian of Nature(3 Shifts).
    • You may cast these spells only on yourself, requiring no verbal, material, or somatic components, and you may do this while wildshaping.
    • This casting of Alter Self's Natural Weapons option grants you a bonus to your attack and damage rolls equal to half your proficiency modifier, and your unarmed attacks now possess a damage die matching your proficiency die, rather than 1d6.
    • This casting of Enhance Ability's Bear's Endurance option grants temporary hit points equal to your level, rather than 2d6, and it's Bull's Strength option multiplies your carrying capacity by your proficiency modifier, rather than 2.
    • This casting of Enlarge/Reduce's Enlarge option increases your melee damage by your proficiency die, rather than 1d4.
    • This casting of Guardian of Nature's Primal Beast option provides additional force damage equal to your proficiency die, rather than 1d6, and increases your movement speed by 5 times one less than your proficiency modifier, rather than 10 feet, while it's Great Tree option grants temporary hit points equal to your level, rather than 10, and creates a radius of difficult terrain equal to 5 times your proficiency modifier, rather than 15 feet.

Necromancer's Touch

Your connection to death allows you to channel the energies of life an death through your body.

  • You gain a number of Necromancy Points equal to your proficiency modifier.
  • You may spend 1 of these points to cast a special version of Inflict Wounds, which heals you for an amount equal to half the amount of damage dealt.
  • You may spend 3 points to cast Vampiric Touch on yourself.
  • You gain the Chill Touch cantrip, which possesses a range of Touch for you, requires a melee spell attack, rather than ranged, and grants you temporary hit points equal to the damage dealt, upto your constitution score.
  • Constitution is your spellcasting ability scores for these spells.

Quick Wit

You act fast and think faster.

  • You may add your intelligence modifier to your initiative score.
  • When you make a dexterity saving throw, you may instead make an intelligence saving throw. You may use this ability a number of times per long rest equal to your intelligence modifier.
  • When you take the Dodge action, you predict your opponent's attacks, and increase your armor class by your intelligence modifier until the beginning of your next turn.

Ritual Caster(Revised)

As part of this feat, you gain a special ritual book, and you choose charisma, wisdom, or intelligence. This statistic becomes your spellcasting ability score for the purposes of this feat.

Your ritual spellbook contains a number of spells equal to your spellcasting ability modifier. All of these spells must contain the ritual tag. The level of these spells may not be higher than half your level(Round down). The spells may be of any class, but they must be ritual spells. If you find spell scrolls, spell books, ritual books, or other, similar items, you may copy any ritual spells within the item. Doing so takes 2 hours and 50 gold's worth of special inks per level of spell copied.

Sharpshooter(Revised)

You have mastered ranged weapons and can make shots that others find impossible.

  • When attacking with a ranged weapon, you treat the second range increment as though it were the first increment.
  • You may take the Take Aim action with your weapon. After taking this special action, all of your ranged weapon attacks made before the end of your next turn ignore half and three-quarters cover, and you roll your proficiency die as additional damage on each attack.

Skald

You are a master of the epic; Both in writing and making.

  • You gain a number of bardic inspiration dice equal to one more than half your proficiency modifier, round down. These are d6's if you do not possess this feature already.
  • You may grant one of these dice as inspiration to a creature within 30 feet as a bonus action, or as part of an Attack action. You may do this once per attack action, and the first attack you make as part of this action deals an additional die of damage, matching the bardic inspiration die.
  • When you are writing, painting, or otherwise crafting something for the purposes of telling a story, you may roll a number of bardic inspiration dice equal to upto half(Round up) your proficiency modifier, adding the result to the check. Only one die is expended when you do this.

Skirmisher's Stealth

You're a shifty, stealthy stalker and skirmisher.

  • Your movement speed increases by 10 feet.
  • If you begin your turn hidden, you may automatically hide at the end of your turn, if you are in a position to do so. This hiding attempt does not require an action.
  • When you take the Hide action on your turn, you may designate one creature to stay hidden from. This creature acts as though you possess full cover to them.
  • You gain one sneak attack die, the size of which matches your proficiency die.

Specialized Magic

Select one school of magic. When you cast a spell of this school, it is treated as being casted at one level higher, upto the highest level you may cast.

Specialty Hunter

You're either specially trained, or your fierce hatred of a type of creature manifests magically.

  • Select one type of creature. When you attack that type of creature, you deal additional damage against the creature equal to your proficiency die.
  • A number of times per short rest equal to your wisdom or intelligence modifier(Whichever is higher), you may use your action to sense the type of creature, gaining knowledge of the number and location of all such creatures within 60 feet.
  • When making checks to recall information about or track your target, you may use either intelligence or wisdom, regardless of the nature of the check.

Tactician(Replaces Keen Mind)

Your mind is like a bear trap; It is sharp, and nothing escapes it.

  • You may remember flawlessly anything which happened to you in the past month.
  • You always know which direction north is, the way the wind is blowing, the weather which will come in the coming week, the time, the number of hours before or after sunrise and sunset, and the time of year.
  • You may choose to use any initiative equal to or less than the initiative you rolled, and you may choose this initiative at the beginning of every round.
  • You may take the special Plot action. This action allows you to choose a number of allies equal to your intelligence modifier. If the creatures are willing, all of the creatures and yourself lose their reactions, and all of the effected creatures may all act simultaneously on your initiative during the next round. Initiative resumes normally at the beginning of the next round of combat.

Thuggish Fighter

You're a bit of a thug, a bit of a rapscallion. And you'll beat up whoever says it.

  • You gain one sneak attack die, which you get once per turn, and is the size of your proficiency die. In addition to the normal circumstances where this die may be added to an attack as damage, you gain sneak attack against targets you have grappled.
  • When you attempt to grapple a creature, you gain advantage on the check if the creature was unaware of your presence, and if you gain advantage in this way, your opponent may only use athletics to defend against your grapple attempt.
  • When you attack a creature in melee, you may halve the damage you deal to grapple them as part of the attack. This otherwise functions as a normal grapple.

Too Tough to Die

You're so tough, even death can't touch you... As much.

  • You gain a number of Toughness Points equal to your proficiency modifier, and you may spend any number of these points at a time, without requiring the use of an action.
  • By spending 1 point while stable(Even while unconscious), you may immediately recover hit points equal to your constitution modifier.
  • By spending one while unstable, you immediately succeed one death saving throw, or negate one failed death saving throw(Including one caused by damage).
  • You recover these points at the end of a long rest.

Touch of Vitality

You're so tough, you can give some of your toughness to others.

  • You gain a Lay on Hands pool equal to your constitution modifier times your proficiency modifier, or increase your Lay on Hands pool by the same amount.
  • You may use your Lay on Hands to grant a creature temporary hit points, which fade after a short rest, or increase their maximum hit points by half the number of points expended, which fades after a long rest. This otherwise functions as a normal application of Lay on Hands.

Weapon Master(Revised)

You are a master of all weapons.

  • You gain proficiency in all simple, martial, and improvised weapons.
  • You may draw or stow any number of weapons during your turn. Drawing and stowing weapons no longer counts as an interaction on your turns for you.
  • You consider all weapons as posssessing the Light property for the purposes of dual wielding.
  • When you roll damage for a weapon you are proficient in wielding, you increase the damage dice of the weapon. If the weapon possesses a damage die of 1d6 or smaller(Including not rolling dice for damage at all), you may instead treat it as possessing a 1d8 damage die. Otherwise, you may increase the damage die by one step.
  • When a creature is within 5 feet and would impose disadvantage on an attack roll due to a property of the weapon you are wielding or the type of weapon it is, you may attack this creature without disadvantage on the attack.