Exoskeleton:
While unarmored, your Armor Class is equal to 11 + your Dexterity modifier. You may use a shield and still gain this benefit.
Slight Flight:
You can hover a small amount using your proportionally small wings in short bursts. As an action, you may flap your wings in a fast manner, making a buzzing noise. Your wings keep you suspended up to 20 feet in the air and you cannot fly higher than 20 feet from the ground using this flying speed. This speed is equal to your current walking speed.
Quadralimbed:
You have four arms instead of two; these additional limbs can hold objects and wield weapons as normal. While wielding a two-handed weapon, you cannot benefit from a shield or wield a second two-handed weapon.
Stinger:
You have a stinger on the end of your abdomen, a natural weapon which you can use to make an unarmed strike once. If you hit with it, you deal 2d6 poison damage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your stinger, you can't use it again until you complete a short or long rest.
Skill Expert:
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Fey Touched:
In your time living amongst the fey and adapting to their ways in order to survive, you have an acute knowledge on the Feywilds. You know most of the creatures that live there, the different fey's social structures, the plants, the wildlife, the dangers within it. You know how the creatures within the Feywilds work and what they are capable of, and have a general knowledge of what their tricks are, how to avoid them, how to see through their spells. You survived this world by knowing how to best them.
Bardic Inspiration:
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades:
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest:
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Features & Traits