Longsword: Sap - If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Javelin: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Dagger: Nick - When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Shortbow: Vex - If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Greataxe: Cleave - If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Handaxe: Vex - If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Initiative Proficiency: When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap: Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
Luck Points: You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
Advantage: When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage: When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
Instrument Training: You gain proficiency with three Musical Instruments of your choice.
Encouraging Song: As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.
As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
You can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
(Once per Long Rest. Character Level 3) Choose one option each time you transform. Once each of your turns you can deal extra damage equal to your Proficiency Bonus (Radiant or Necrotic) to one target when you deal damage to it with an attack or a spell.
Heavenly Wings: you have a Fly Speed equal to your Speed.
Inner Radiance: you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. At the end of each of your turns, each creature within 10 feet of you takes Radiant damage (equal to PB)
Necrotic Shroud: Non-allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 + Cha + PB) or have the Frightened condition until the end of your next turn.
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition.
Halfling Nimbleness. You can move through the space of any creature that is a size larger than you, but you can't stop in the same space.
Luck. When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
Naturally Stealthy. You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.
Darkvision:
You have Darkvision with a range of 60 feet
Infernal Legacy:
Lvl 1: You have Resistance to Fire damage. You also know the Fire Bolt cantrip.
When you reach character levels 3 and 5, you learn a higher-level spell (Hellish Rebuke level 3, Darkness level 5). You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.
Otherworldly Presence:
You know the Thaumaturgy cantrip.
Cloud's Jaunt (Cloud Giant): As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see. You can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest
Large Form: Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. You can't use it again until you finish a Long Rest.
Powerful Build: You have Advantage on any ability check you make to end the Grappled condition. You count as one size larger when determining your carrying capacity.
Celestial Resistance: You have Resistance to Necrotic damage and Radiant damage.
Darkvision: You have Darkvision with a range of 60 feet.
Healing Hands: As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation (level 3): See card