-3 from Fire Damage
Portal Born
Reduce the damage taken from fire by 3. This is specifically applied after resistance.
+2 Charisma attribute cap
Language
Common (Grass) - Start
Elven (Imperium/Nomad) - Start
Dwarven (Valley) - Cathedral of Sin (Library)
Draconic (Claw) - Academy
Faction Loyalty Benefits
Klak VINPC - 1 Wizard Cantrip, cast at Character Level. Uses Highest Mental Stat
1 - Capped at 5 - +5 HP
3 - 1 Bard cantrip, casted at character level
5 - 1 Bard 1st level spell, cast once a day, refresh on Long Rest
7 - 1 Bard 1st level spell, cast once a day, refresh on Long Rest
10 - d6 Bardic Inspiration die to expend any time, regain at dawn
+2 Dexterity attribute cap
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Observant
Quick to notice details of your environment.
Increase Intelligence or Wisdom by 1 (Chose +1 Wis)
If you can see a creature's mouth while it's speaking a language you understand, you can interpret what it's saying by reading its lips
+5 bonus to you passive Wisdom (Perception) and passive Intelligence (Investigation) scores
Sentinel - Attunement
Girdle of Sentinels - Magic Item
Able to take advantage of every drop in any enemy's guard.
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Resilient (Wisdom)
Choose one ability score, You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
Defense - Fighter
Fighting Style
While you are wearing armor, you gain a +1 bonus to AC
Second Wind - Fighter
Bonus Action
Heal for 1d10 + your fighter level
Must finish a short or long rest before using this again
Action Surge - Fighter
Gain one additional action on top of your regular action and possible bonus action
Must finish a short or long rest before using this again
Battle Master - Fighter
Saving Throws
Some of your maneuvers require your target to make a saving throw to the maneuver's effects
8 + your proficiency bonus + your Str/Dex modifier (your choice)
Superiority Dice
5 d10s, Regain all expended dice when you finish a short or long rest
Parry
Reaction. DexMod + SDroll when another creature damages you with a melee attack
Trip Attack
Action. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. 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 knock the target prone.
Precision Attack
Action. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Riposte
Reaction. 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.
Disarming Attack
When you hit a creature with a weapon attack, expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object. The object lands at its feet.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Pushing Attacking
When you hit a creature with a weapon attack, 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.
Fighter 4 ASI
Extra Attack - Fighter
You can attack twice, instead of once, whenever you take the Attack action on your turn
Fighter 6 ASI
Fighter 7 - Battle Master stuff
Know Your Enemy
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels (if any), Fighter class levels (if any)
Fighter 8 - Feat/ASI
Fighter 9 - Indomitable
Reroll a saving throw that you fail. If you do, you must use the new roll, and you can't use this feature again until you finish a long rest.
Fighter 10
d10 Superiority Dice
2 new maneuvers
Fighter 11
Extra Attack 2
Can attack 3 times when you take the Attack action on your turn
Fighter 12 ASI
Feat taken - Resilient (Wisdom)
Class/Racial Features & Traits