Some Call it Luck
prerequisites: level 1 Specialist
They may call you lucky, but you are just better at things than other people. When making a skill check with a skill you are not at least proficient in, you may add half your base proficiency bonus to the check.
I call it skill
prerequisites: level 1 Specialist, Some Call it Luck
When making a skill check with a skill you are at least proficient at, your proficiency bonus is increased by your specialist level.
Cypher
You understand how to encrypt messages and speak in code.
prerequisites: level 1 Specialist
Cyphers and codes you write or say have a DC of 8+ your specialist level to decipher unless you spend one hour teaching how it is made.
Tongues
You have an innate ability to understand and swap between languages.
prerequisites: level 1 Specialist, 13 INT
Common, and your racial language do not count towards your language cap. You gain twice the amount of progress when learning a new language.
Enigma
You are adept at developing patterns and hiding meaning behind every word.
prerequisites: Level 3 Specialist, Cypher, Tongues
Cyphers and codes you write have a DC of 8+ double your specialist level to decipher. cyphers no longer take up a language spot.
Teacher's Pet
{Increases the bonuses you get when training with a mentor}
Bookworm
{Increases the bonuses you get when training with a written aid}
Skill Monkey
Adept
{Choose one skill you are at least proficient with. You gain quadruple the amount of progress when training that skill, but half the amount of progress when training all other skills.}
Prodigy
Choose one skill. You gain a bonus to rolls using that skill equal to your character level.
Tradesperson
Specialization
You have taken the time to find your niche in life, the small space in which you thrive in this world.
prerequisites: Level 1 specialist
You gain a level in a specialty class of your choice that you meet the prerequisites for.
You may take this feature multiple times.
Cunning Action
prerequisite: level 1 Specialist
Your quick thinking and agility allow you to move and act quickly. Once per round you may half the action point cost of any half action, or a Dash, Disengage, Sneak, or Hide action. Alternatively you may use this feature to take an additional reaction this round.
Expertise
prerequisites: Prestige feature, Level 3 Specialist
you are just better at things than others. Your base proficiency bonus is double that of other characters your level.
Sneak attack
Beginning at 2nd level, you know how to take full advantage of a distracted foe, and how to even the odds against an enemy's strengths.
When you make a main hand weapon attack against a flanked foe that is not focusing on you, you may add your proficiency bonus with the weapon to your crit range. Successful attacks allow your weapon damage to ignore Protection and Grit points.
Any time you critically strike on an attack with your main hand, your damage modifiers also ignore Protection and Grit points and you regain the use of either a reaction or half action you have previously used this turn.
Deceptive Strikes
Beginning at 3rd level, you can choose to forego dealing sneak attack damage to reroll an attack roll instead. In addition You may benefit from sneak attack on offhand attacks if they target the same target as your main hand.
Uncanny Dodge
Starting at 5th level, while wearing light or medium armor when you use a denial point, you may decrease the attack by 2 levels (from hit to miss, from crit to glancing)
Expert of Experts
At 6th level, you gain double the amount of progress you would normally gain when training to become an expert in something from this class. In addition when you are training to become proficient with something, once you reach at least 100 hours you are considered half proficient and may use half your proficiency on rolls for that thing (skill, item, tool, weapon)
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. <- this will need wording change when spell/ability saving throw wording is changed.
Reliable Talent
By 11th level, you have become naturally gifted at nearly everything you do. when you use any skills that you are not proficient with, you may add half your proficiency bonus to the roll. In addition you have refined your chosen skills until they approach perfection. You may choose a skill, or tool that you have expertise with and increase it to mastery.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.