Racial Traits
Variant Tiefling
+2 Dex / +1 Intelligence
Winged Tiefling
You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.
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 can't discern color in darkness, only shades of gray.
Hellish Resistence
You have resistance to fire damage.
Feats
Sigil of the Dane
THIS FEAT IS INACTIVE
You are surrounded by a sigil that protects you from physical harm. You gain a permenant mage armor that is 15 armor base.
Whenever you critically hit with a spell, you may reroll any number of extra dice rolled and take the higher result.
You gain a bonus to your initiative equal to your intelligence modifier.
Rogue Class Features
Expertise
Stealth
Martial
Sneak Attack
1d6 untyped damage
Fighter Class Features
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 on top of your regular action and a possible 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.
Eldritch Knight
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action.
Faction Attribute Increases
Wall Watch: Dexterity +2 Cap; (This boosts the maximum of an ability score but not the score itself.)
Freemen:Dexterity +2 Cap; (This boosts the maximum of an ability score but not the score itself.)
Mages' Guild:Intelligence +2 Cap; (This boosts the maximum of an ability score but not the score itself.)
Other Traits
Languages:
Common
Infernal
Abyssal
Celestial
Dolten Origins:
+3 to saving throws from Fear effects
Corruption: Must eat eight times the normal amount of food.
Class/Racial Features & Traits