Ability Scores
Ability Score Details
Specialist Array: 10 Str, 17 Dex, 10 Con, 12 Int, 12 Wis, 11 Cha
Human: +1 Dexterity, +1 Strength
The Rift: +1 Dexterity
Divini: -1 Charisma, -1 Strength
Weapon Master Feat: +1 Dexterity
Level 6 ASI: +2 Dexterity
Linnorm Lords: +4 Dexterity maximum score cap
Iitanas Imperium:: +2 Dexterity and +2 Intelligence maximum score cap
Racial Traits
Human: Extra skill proficiency
Human: Extra language
Human: Bonus feat
Other
Imperial Dance: 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.
Fadesteel Ring (Elven): This ring provides +3 maximum hit points.
Aladine's Glory: Users of this fighting style deal +1 additional damage with melee weapons for each creature that has been killed in the same combat encounter. This must be a legitimate enemy that is threatening to the character (level check).
Feats
Weapon Master
Weapon Master Details
- +1 bonus to Dexterity
- Gain proficiency with the Dagger, Longbow, Sickle, and Whip
- Gain proficiency with the Throwing Knife
- Add proficiency bonus to AC against attacks made with longbows
Prodigy
Prodigy Details
- Gain proficiency in Acrobatics and with Glassblower's Tools, and fluency in Draconic (Scale)
- Gain expertise in Stealth
Class Features
Fighting Style (Fighter 1)
Fighting Style Details
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind (Fighter 1)
Second Wind Details
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+5 .
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge (Fighter 2)
Action Surge Details
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Flashing Blades (Fighter 3)
Flashing Blades Details
At 3rd level, you are able to more acutely strike with lighter weapons to cause more damage. Light or twined melee weapons that deal slashing or piercing damage are considered Flashing Blade weapons. Attacks with a Flashing Blade weapon deal 1 additional damage of the weapon’s type.
Improved Dual Weapon Fighting (Fighter 3)
Improved Dual Weapon Fighting Details
At 3rd level, the fighting style that you gained at first level is changed to Two-Weapon Fighting.
Additionally, once per turn, you deal an extra 1d10 slashing damage to one creature you hit with an attack if that creature was also hit with a weapon wielded in your other hand on that same turn. Both attacks must use a Flashing Blade weapon.
Extra Attack (Fighter 5)
Extra Attack Details
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Flying Blades (Fighter 7)
Flying Blades Details
Starting at 7th level, you can draw Flashing Blade weapons as part of the attack to use them, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with Flashing Blade weapons that have the thrown property.
Deadly Pirouette (Fighter 7)
Deadly Pirouette Details
Starting at 7th level, Once on your turn when you score a critical hit with a Flashing Blade weapon, you can make another ranged weapon attack with Flashing Blade weapon that has the thrown property.
Expertise (Rogue 1)
Expertise Details
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Sneak Attack (Rogue 1)
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Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. 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.
The amount of the extra damage increases as you gain levels in this class.
Thieves' Cant (Rogue 1)
Thieves' Cant Details
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 (Rogue 2)
Cunning Action Details
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.
Class/Racial Features & Traits