Sasha Bolotnikov
Hit Points
10
In addition, living lavishly can be reinvigorating. You can lavish yourself and any number of other creatures with luxuries whenever you start a long rest at the cost of 100 gold per creature. Each creature lavished in this way is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. A creature’s hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
At 1st level, you have an infuriating ability to distract, goad, or otherwise throw your opponents off their game at just the right moment. This takes the form of a Dastardly Gambit die, a d6. When a creature that can hear or see you or a device you are piloting makes an ability check, attack roll, or saving throw, you can use your reaction to expend a use of Dastardly Gambit, rolling a Dastardly Gambit die and subtracting the number rolled from the creature’s roll.
You can choose to use this feature after the creature makes its roll. You have a number of Dastardly Gambit dice equal to your Charisma modifier (minimum one). You regain any expended Dastardly Gambit dice when you finish a long rest.
You are proficient with light armor. While you are wearing light armor, you replace your Dexterity modifier with your Charisma modifier for AC.
Games of chance are your method of choice for separating fools from their money. You gain proficiency with all gaming sets. In addition, you gain an expertise on Sleight of Hand checks made to cheat.
You won’t be caught off guard and innately know when a deal is going south. When you roll for initiative you gain a bonus equal to your Charisma modifier.
Although short-lived, humans are remarkably fast learners, even adapting to new technologies quickly. You gain proficiency in one additional skill of your choice. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, skill, tool, or weapon during downtime.
You possess a powerful survival instinct. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or a long rest.
Foes of humanity may see them as ants, but humans are equally difficult to eliminate. The ancestors of human beings learned to survive through the harshest conditions, including drought, winter, and famine. Humans, in their stubbornness, can even pull themselves back from the brink of death to fulfill their dreams. You have the following traits:
Feast and Famine. You can tighten your belt during hard times. You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply. Afterward you require twice as much Supply for as many days as you went without.
Radical Perseverance. Through your sheer stubbornness and will to live, you sometimes manage to wriggle out of death’s grasp. You die after 4 failed death saving throws instead of 3.
You had ready access to excellent healthcare. Your hit point maximum increases by one hit point per character level and you gain an expertise die when making saving throws against an illness or disease.
You gain an expertise die on Intimidation checks against other former prisoners, criminals, and others who know how tough those who have served time can be.