fighting style-Archery- You gain a +2 bonus to attack rolls you make with ranged weapons.
Combatant Type
quick attack
Quick Attacker
These attacks stack with the extra attack feature.
Blade Walls
At 3rd level you can attack faster. Whenever you take the Attack action on your turn using a weapon that lacks the heavy property, you can make one additional attack with the same weapon using your bonus action. This additional attack doesn't add any modifiers to the damage roll.
When engaged in two weapon fighting, you can make a second attack as part of your bonus action. This second attack doesn't add any modifiers to the damage.
Alert, 2nd Variant -You can't be surprised and your mind is perpetually calculating the next opportunity for combat.
You can't be surprised while you are conscious.
Whenever you roll for initiative, you can treat a d20 roll of 7 or lower as an 8.
You may add your proficiency bonus to your initiative.
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, when you take the Attack action.
Combat Superiority
At 1st level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are chosen from the list of maneuvers available, listed on the end of the class description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice as you gain levels in this class, as shown on the Maneuvers column on the Combatant table.
Superiority Dice. You fuel your maneuvers with superiority dice, which are d8s. A superiority die is expended when you use it. You have a number of superiority die equal to your proficiency bonus. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
war criminal "I assasinated my cammanding officer"
Feature: Bounty
-You've committed treason against your country and you are on the run. Your country is not so willing to let you off the hook, and has placed a sizable bounty on your head. Work with your DM to decide how large your bounty should be in correlation to the gravity of your crime. Regardless, this bounty forces you to stay on guard and your character should hold a level of caution unless a component of their personality tells them otherwise. Likewise, you can ask more self aware questions than a D&D character should normally be able to because a War Criminal often carries a level of paranoia. If you are confident in your abilities or calm and collected in nature, this perhaps holds less true but you would instead likely be a better lier. Your character might have a second life, a persona that they use to stay in hiding. Unlike a Charlatan, however, the second life should be the only one you use typically, as you don't want your past to catch up with you. It should be the name on your character sheet, with your former name being listed as an additional feature or trait. If you want, you and your party can choose to turn you in, collect the bounty, and then break you out if they want to collect the reward for themselves. Depending on how that works out and how they roll in that time, they might accumulate bounties themselves or maybe the people who broke you out remain unknown.
Features & Traits