Feature : NEVER TELL ME THE ODDS.
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.
Feature : DUAL WIELDER
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Trait : TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Trait : 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.
Trait : ACTION SURGE
At 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action and 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.
Trait : HARD AS STEEL
At 3rd level, you reduce all damage you would take from any source by an amount equal to your proficiency bonus. This stacks with other damage reduction sources but is applied before resistances.
Trait : EXTRA ATTACK
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Trait : UNCHAINED DEFENSES
PRESTIGE 1 - While wielding a Quick Chain in your off hand or wielding a Brutish Chain in two hands (dual wielding counts), your AC is increased by 1.
Feature : MAGIC INITIATE
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Trait : LEVEL 6 ASI
Trait : DEFENSIVE SURGE
Starting at 7th level, whenever you take the attack action with Action Surge, you can sacrifice one of the attacks you'd make. If you do, you gain advantage on all saving throws for 1 minute. This effect ends early as soon as you fail a saving throw.
Trait : PUNISHING JUSTICE
PRESTIGE 2 - Your chain weapons gain the brutal weapon property.
When you score a critical hit with this weapon, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Trait : LEVEL 8 ASI
Feature : SKILL EXPERT
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20. (+1 CON)
You gain proficiency in one skill of your choice. (Acrobatics)
Choose one skill in which you have proficiency (Athletics). You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Trait : LEVEL 12 ASI
Feature : HEAVY ARMOR MASTER
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing, magical, and bleeding damage that you take from attacks is reduced by 3.
Class/Racial Features & Traits