Dungeon diver- feat
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
Katana-
Damage: 1d8 Piercing or Slashing Damage
Weight: 3lbs
Versatile: Can be wielded in one hand(1d8) or two(1d10)
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Bleeding Edge: A creature that is not Undead or otherwise unable to Bleed begins Bleeding when they take damage from this weapon. Each Successful hit increases the Bleed damage by 1 or 3 on a crit. A creature takes any Bleed damage they are suffering at the end of each of their turns. A creature suffering Bleed that gets healed can forgo 1 point of healing, removing 1 point of Bleed per point of healing forgone.
Brutal Wound: When you score a critical hit against a creature with this weapon you roll one additional damage die for a total of 3 as opposed to the regular 2.
Defense-trait
While you are wearing armor, you gain a +1 bonus to AC.
Second wind-traits
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.
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 as shades of gray.
Deathless Nature. You don't need to breathe.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
You regain hit points equal to the piercing damage dealt by the bite.
You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Fighting Spirit
[–]
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Features & Traits