Racial
Variant Human:
Racial ASI's: +1 Str +1 Con
Extra Language: Halfling
Skill: Medicine
V Human Feat: Chef
Guild Artisan
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Brewer's Supplies
Languages: Undercommon
Equipment: A set of artisan's tools (Cook's Utensils), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp
Guild Membership:
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
Fighter
Thrown Weapon Fighting:
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Second Wind:
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 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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.
Samurai
Bonus Proficiency: Performance
Fighting Spirit:
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.
Feats
Chef:
+1 Con
You gain proficiency with cook's utensils if you don't already have it.
As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
Lvl 4: Skill Expert:
+1 Con, Perception Prof, Persuasion Expertise
Lvl 6: Res Wis
Rolled HP
Lvl 2: 8
lvl 3: 5
Lvl 4: 1
Lvl 5: Average
Lvl 6: 2
Future Feats for KR to remember
Lvl 8: Sharpshooter
Lvl 12: Dual Wielder
Lvl 14: Poisoner
Lvl 16: Piercer: +1 Str
Lvl 19: Athlete: +1 Str
Class/Racial Features & Traits