Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Parry. As a Reaction once per her turn, Ireena adds 2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
Helpful. Ireena is adept at giving well-timed assistance, she can take the Help action as a bonus action.
Cunning Action. Ireena's agility or quick thinking allows it to act speedily. On its turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.