Sleight of Hand
Advantage on all Int/Wis/Cha saving throws against magick.
Darkvision with a radius of 120ft.
Advantage on Dex (stealth) checks to hide from twats.
Ænglisc, Southwest Brittonic, Thieves’ Cant, Ebonics, Port Jackson Pidgin
Due to low impulse control & MAOA-2R genetic polymorphism, enter a rage as a bonus action. While raging, gain the following benefits if not wearing heavy armor:
- Advantage on Strength checks and Strength saving throws.
- Gain a bonus to damage rolls, as shown in the Rage Damage column of the Barbarian table.
- Resistance to bludgeoning, piercing, and slashing damage.
Rage lasts for 1 minute. Can’t cast spells or concentrate while raging.
Add 1 melee attack as a bonus action each turn. Suffer one level of exhaustion when you chill tf out.
Absolute nutter. Can’t be charmed or frightened while raging.
Slippery little sausage. Any creature you melee attack can’t make opportunity attacks for the rest of the turn.
With the blithering confidence of a coked up hippy aristocrat, grant bonus to initiative rolls equal to Charisma modifier. Sneak attack without advantage on attack rolls.
As an action, make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. If it fails, it is charmed, and you’re both best mates for 1 minute.
An abundance of articular cartilage + years hanging around drama club kids have rubbed off. Use a bonus action to gain advantage on a Dexterity (Acrobatics) or Strength (Athletics) check during the same turn.
Years of noodling results in refined skills. Ability checks add proficiency bonus; treat a d20 roll of 9 or lower as a 10.
Impervious to grifters, corny platitudes & other bollocks, through a fortified & ice cold Mind Crystal. (Proficiency in Wisdom saving throws)