Whenever you make an Intelligence (History of Magic) or Wisdom (Insight, Magical Creatures, Perception) ability check that lets you add your proficiency bonus, you can treat a d20 roll of 5 or lower as a 6.
You add half your proficiency bonus to your Initiative and cannot be surprised while conscious.
Your unarmed strike uses a d6 for damage. When you hit a creature with an unarmed strike on your turn, you can try to grapple the target as a bonus action. You have advantage on attack rolls against creatures you are grappling. While a creature is grappled by you, you can use your action and make another grapple check to try one of the following maneuvers:
Pin: If you succeed, you and the creature are both restrained until the grapple ends.
Takedown: If you succeed, you make an unarmed strike and the creature is knocked prone.
Disarm: If you succeed, the creature is forced to drop one item of your choice that it's holding. You can choose to take the item, ending the grapple.
Whenever you make an attack roll, an ability check, or a saving throw, you can add a d4 roll to the result (Once per long rest).