Background
Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Race
Bite
You have a fanged maw that you can use to make unarmed strikes. You can choose whether you use Strength or Dexterity for your bite’s attack and damage rolls. When you hit with it, the strike deals 1d6 + your Strength or Dexterity modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Swimmer
You have a swimming speed equal to your walking speed and can hold your breath for up to 15 minutes.
Tough Scales
You are covered in tough scales. Your natural armor provides you with a base AC of 15 (you can still benefit from a shield), meaning regardless of the armor you are wearing, your AC cannot be below that. If you are wearing armor that is not heavy armor, you have a +1 bonus to your AC.
Strong Jaw
The damage of your bite is 1d8 and you are able to use your jaw to grapple creatures, leaving your hands free.
Frenzy Bite
As a bonus action, you can make a special attack with your bite. If the attack hits, you can choose to both deal damage and grapple the creature. If the target creature is already grappled by your jaws, your attack roll has advantage.
You can use this trait an amount of times equal to your proficiency bonus, and regain all expended uses when you finish a Long Rest.
Trailblazer
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You are proficient in Athletics or Survival.
Weapon Mastery
Direct Damage
Your damage rolls for attacks you make with Impact weapons ignore temporary hit points, striking at a target’s normal hit points directly. In addition, if an attack you make with an Impact weapon forces a target to make a Constitution saving throw to maintain its concentration, it has disadvantage on the saving throw
Dizzying Strike
Once per turn, when you hit a creature with an attack using an Impact weapon, that creature’s speed is reduced by 10 feet until the end of its next turn. This effect can stack.
Class
Sentinel's Stand
Primal Toughness. Your hit point maximum increases by 1 + your Constitution modifier, and it increases by 1 time you gain a level in this class.
Warden's Grasp
As a bonus action, you can use the force of your daunting presence to ensnare nearby enemies into combat. Until the start of your next turn, you can't move, and each Large or smaller creature you choose within 5 feet of you can't willingly move away from you unless it first takes the Disengage action.
Fighting Style
Crippling. When you hit a creature with a melee weapon attack, its speed is reduced by 10 feet, to a minimum of 0, until the end of its next turn, and it can’t take the Dash action until the end of its turn.
Warden’s Mark
You can use your bonus action to mark a creature you can see within 30 feet of you. While a marked creature is within 5 feet of you, it has disadvantage on any attack roll that doesn’t target you. The mark lasts for 1 minute, or until you mark another creature, become incapacitated, or die.
Warden's Resolve
Whenever your hit points are below half your maximum, you have resistance to Bludgeoning, Piercing, and Slashing damage.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Subclass
Witchbane Mark
You have advantage on saving throws you make against the spells and effects of any creature you have marked. Additionally the marked creature has Disadvantage on Constitution saving throws made to maintain Constitution.