Character Creation: Ability Score Increase

To represent the fact that people of any ancestry and culture can choose their own path, you gain additional perks which bolster the ability scores and traits you have so far, and you can tailor these perks to your liking.

You gain the benefits of an **Ability Score Increase** as described in the Players Handbook. This means you can choose between these two benefits:

* ***+2 to One Ability*** –-- you can choose a single ability score, such as charisma, and increase it by 2 points. Increasing a score by 2 points guarantees an improvement of the modifier, but it is recommended to choose an even-numbered score.
* ***+1 to Two Abilities*** –-- you can assign two ability scores, such as charisma and constitution, by one. It is recommended to do this if you have odd-numbered ability scores, as bringing them up to the next even number will increase the modifier.

You may ALSO choose one feat, from the list below.

Skilled at mimicry and dramatics, you gain the following benefits:
* Increase your Charisma score by 1, to a maximum of 20.
* You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Athlete
You have undergone extensive physical training to gain the following benefits:
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* When you are prone, standing up uses only 5 feet of your movement.
* Climbing doesn’t cost you extra movement.
* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Defensive Duelist
*Prerequisite: Dexterity 13 or higher*When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
* You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
* You have advantage on saving throws made to avoid or resist traps.
* You have resistance to the damage dealt by traps.
* You can search for traps while traveling at a normal pace, instead of only at a slow pace.

Durable
Hardy and resilient, you gain the following benefits:
* Increase your Constitution score by 1, to a maximum of 20.
* When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
* When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
* As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Heavily Armored
*Prerequisite: Proficiency with medium armor*You have trained to master the use of heavy armor, gaining the following benefits:
* Increase your Strength score by 1, to a maximum of 20.
* You gain proficiency with heavy armor.

Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain thefollowing benefits.
* Increase your Intelligence score by 1, to a maximum of 20.
* You always know which way is north.
* You always know the number of hours left before the next sunrise or sunset.
* You can accurately recall anything you have seen or heard within the past month.

Lightly Armored
You have trained to master the use of light armor, gaining the following benefits:
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with light armor.

Linguist
You have studied languages and codes, gaining the following benefits:
* Increase your Intelligence score by 1, to a maximum of 20.
* You learn three languages of your choice.
* You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
* You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
* If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Moderately Armored
*Prerequisite: Proficiency with light armor*You have trained to master the use of medium armor and shields, gaining the following benefit:
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with medium armor and shields.

Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
* You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
* You can force an attack targeted at your mount to target you instead.
* If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Savage Attacker
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Skulker
*Prerequisite: Dexterity 13 or higher*You are expert at slinking through shadows. You gain the following benefits:
* You can try to hide when you are lightly obscured from the creature from which you are hiding.
* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
* Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Tavern Brawler (PH Errata Oct. 2016 - Unarmed Proficiency Redaction)
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
* Increase your Strength or Constitution score by 1, to a maximum of 20.
* You are proficient with improvised weapons.
* Your unarmed strikes use a d4 for damage.
* When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with four simple or martial weapons of your choice.

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