Expertise
At 1st level, choose two of your skill proficiencies Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies to gain this benefit.
Striking Looks
Your appearance is stunning, naturally or with some artificial means, and your social skills are unmatched. At 1st level You are breathtakingly beautiful or handsome and you gain a +2 flat bonus to all Deception and Persuasion rolls. You also gain the same flat bonus to any Performance roll as long as you are visible to your crowd.
Tireless Precision. You are proficient in Tinkerers tools and investigation. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
Mantra.
When you make a Wisdom saving throw or dexterity, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.
Ships passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need.
Silver Tongue
At 2nd level, You develop your conversational skill to better deceive others. When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one creature you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds: Any attack the targeted creature makes against you is made with disadvantage. Any attack or ability check you make against the targeted creature is made with advantage Both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.
Ryu-Ryu No Mi Model: Deinonychus
Level 1: Zoan Abilities-Deinonychus
Deinonychus Save DC= 8 + Proficiency + Strength ( 9 )
As a bonus action on your turn you can enter your full or hybrid form. It takes a bonus action to change your form again, and you immediately turn back upon contact with sea prism.
Hybrid Form:
Glide. When you fall at least 10 feet above the ground, you can use your reaction to extend your feathers to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
Pounce. If you move at least 20 ft. straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
Claws. Melee Weapon Attack: reach 5 ft., one target. Hit: 1d8 slashing damage.
Deinonychus Form
Medium, Beast
AC: 10 + Dex (13)
HP: 1d8 x level + Con (31)
Speed: 45ft
STR: 8
DEX: 13
CON: 8
INT: 14
WIS: 16
CHA: 16
Skills: Perception +2
Sense: Passive Perception = Yours
Abilities:
Pounce. If you move at least 20 ft. straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
Multiattack. If you use your action to attack with your claws, your bonus action with your claws, then you can use a second to attack with your bite.
Actions:
Claws. Melee Weapon Attack: reach 5 ft., one target. Hit: 1d6 slashing damage.
Bite. Melee Weapon Attack: reach 5 ft., one target. Hit: 1d8 piercing damage.
Self Defense
At 3rd level you gain the ability to defend yourself in combat Unarmored Defense: - When wearing no armor, your armor class is 10+Dex+Wis Martial Arts: - You gain proficiency in unarmed combat - You can roll a d4 in place of the normal damage of your unarmed strike - When you use the Attack action with an unarmed strike on Your Turn, you can make one unarmed strike as a Bonus Action.
Artificer initiate:
Cure wounds. A creature you touch regains a number of hit points equal to 1d8 + your cha ability modifier. This spell has no effect on undead or constructs.
Flame flintlock: incendiary rounds. fire a flame bolt from a flintlock that ignites any flammable object that isnt carried or worn. (In certain situations the DM will decide) - This weapon must be crafed and maintained to be in use.