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In-Depth Knowledge

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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.

Sensing Danger

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You add half your proficiency bonus to your Initiative and cannot be surprised while conscious.

Martial Artist

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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.

Lucky Wand

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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).


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