Strength
Iron Grip
You can wield two-handed weapons in one hand without penalty. If wielding a weapon in two hands, add +1 damage die to its damage once per turn.
You gain advantage on grapple checks
You cant be disarmed
You can grapple creatures up to two sizes larger than you. While grappling a creature, it has disadvantage on attack rolls against anyone but you.
God of Destruction
When you jump, land, or fall from at least 10 feet, you can create a shockwave. All creatures within 10 feet must succeed on a Dex save (DC 8 + Proficiency + Str mod) or be knocked prone.
You can destroy objects of stone or less strength, or bend and warp metal with your body
You can use your bonus action to shatter an area of ground around you in a 10 foot radius and turn it into rough terrain
Titan Strength
You have advantage on Strength checks to break, bend, or force open objects—even those deemed unbreakable by normal means.
You gain proficiency in athletics, or double proficiency if you are already proficient
You can throw things twice the distance
Your carrying capacity doubles
Terrifying
You are able to use your strength for intimidation checks
On a successful hit you can use your bonus action to impose fear upon your the target. The target must succed on a DC 8 + Proficiency + Str mod wisdom save or become frightened of you until your next turn
Dexterity
Wall Walker
You can stand and move on vertical surfaces and ceilings as if they were flat ground.
Perfect Evasion(2/day)
When you succeed on a Dexterity saving throw to take half damage, you instead take no damage. When you fail such a save, you take half damage.
Mirage
You become immune to attacks of opportunity, and once per round when a creature misses you, you may move 15 feet as a free reaction.
Malleable
You can pick locks, tie knots, or disarm traps without tools as long as you can touch the object. You are considered proficient in Thieves' Tools, even if you lack them.
Your body is able to contort in unnatural ways, or become almost ethereal to move through areas as narrow as the crack under a door
You gain proficiency in sleight of hand, or double proficiency if you are already proficient
Traceless
Your footsteps and any other actions that would otherwise make minimal sound become silent
Dim light becomes like darkness, and darkness makes you invisible
You gain proficiency in stealth or double proficiency if you are already proficient
Agile
You gain proficiency in acrobatics, or double proficiency if you are already proficient
Your speed increases by 10
You gain advantage on avoiding and escaping grapple checks, and enemies are unable to have advantage against you
Your jump distance doubles
Constitution
Immovable
You cannot be moved against your will and are immune to the prone condition
You can use your reaction to reduce damaged taken by an amount equal to your proficiency
If you drop to 0 hitpoints you can roll a D6. on a 5 or a 6 you instead drop to 1 hitpoint
Ineffable Body
You can hold your breath for 30 minutes, sleep only 2 hours per long rest, and do not suffer exhaustion from forced marches or carrying weight.
You do not need to eat or drink to survive. You age at one-tenth the normal rate. You may reduce one level of exhaustion per short rest.
You are immune to poison damage and the poisoned condition. You automatically succeed saving throws against ingested toxins, alcohol, and disease.
Intelligence
Combat Analyst
As a bonus action, you may mark one creature you can see. For 1 minute, you know:
Its current HP (rounded to nearest 5),
Damage vulnerabilities/resistances (non-magical),
Whether it has Legendary Actions or resistances (if any).
Usable Proficiency bonus per long rest.
Tactician
As a bonus action, you and up to 2 allies can immediately move up to 10 feet without provoking opportunity attacks.
As a free action on your turn you can swap the places of two creatures on the initiative board
Once per short rest as a bonus action you can swap places in combat with an ally of your choice
Wisdom
Danger Sense
You cannot be surprised, and have advantage on Initiative checks.
Additionally, your Passive Perception is increased by +5.
You can sense hostile intent. You are aware of any creature within 30 feet that intends to do harm, even if hidden or invisible.
This does not reveal their exact location, only their presence.
Heightened Awareness
Your vision is as acute as you were looking through a telescope
You become aware of minor vibrations around you, giving you the benefits of blind-sight up to 30 feet
Your hearing becomes acute enough to hear a pin drop in another room
Body Trance
You become immune to the effects of stunned, paralyzed or blinded
Once per short rest you can use your bonus action to recover a number of Vitality Points equal to your proficiency
Charisma
Battle Aura
When combat begins, all allies within 10 feet of you gain temporary hit points equal to your Charisma modifier + Warrior level.
Usable once per short rest.
Additionally anyone within 10 feet of you is immune to fear and charm
Irresistible Challenge
As a bonus action you can force an enemy to focus on you. If they attack anyone besides you, they do so with disadvantage. This ability end at the beginning of your next turn
You gain +2 AC against an opponent you challenge
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