Origin: Majital
Detect Magic as an at will ability
Proficiency in Arcana
+1 Intelligence
Sub-origin: Ruin Dweller
You gain a +2 bonus to saving throws vs spells
Skill Prof – Investigation
Racial Features
Darkvision 60 ft.
Poison Immunity
Magic Resistance
Class (Rogue):
Sneak Attack: 5d6
Lvl 4: ASI +1 DEX, +1 INT
Lvl 8: Feat:
Resilient Wisdom
Increase wisdom score by 1, to a maximum of 20.
You gain proficiency in wisdom saving throws.
Lvl 10: Feat:
Skilled
Nature
History
Sleight of Hand
Cunning action
You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action
Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves' tools to pick lock and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Spellcasting
Able to cast wizard spells, but can only learn Enchantment and Illusion spells, except for lvl 3, 8, 14, 20. Cantrips can be from any school, but one of them must be mage hand. INT is the spellcasting modifier.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
(Bard):
Bardic Inspiration
1 Charge
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Crowsworn Ambassador: +5 HP
Crowsworn Loyalty:
You gain the blessing of the great dragon crow, the Krähewyrm.
Krähewyrm’s Plumage:
Beguiling Grace
You gain an aura of dark allure. You gain a +2 on intimidation checks against good or chaotic creatures, and +2 on persuasion checks against lawful or evil creatures.
Gift of the Dragon Crow:
Avatar of the Setting Sun
As you move, feathers the color of the deepest abyss sometimes get left in your wake. Your shadow appears as if you have great, feathery wings, even if you have none.
You can use your action to sprout enormous wings of darkest black and gain a fly speed of 30 feet for one minute. On each of your turns as a bonus action while you have this fly speed, you may shoot a serrated quill from your wings at a creature within 120 feet of you. The target must make a DC 15 Dexterity saving throw or take 2d6 necrotic damage, halved on successful save. Using this attack 5 times removes your fly speed, and ends the ability.
Class/Racial Features & Traits