Prerequisite: Requires the character to be lv5 or higher, Requires a Dexterity score of 13 or higher
You are a professional coward, afraid of challenge while inflicting the fear of your awkwardness on numerous others. However, you have learned from your past experiences and found extreme ways to avoid enemy attacks.
- Ability Improvement: Your dexterity or wisdom score increases by 1, to a maximum of 20. Your charisma decreases by 2, to a minimum of 0.
- Coward's Expertise: You have advantage on Stealth and Perception Checks, disadvantage on Deception and Intimidation Checks.
- Evasive Maneuver: You gain 1 AC permanently.
- Flinch: You can use your reaction to Flinch when being attacked. Flinching gives you a plus 3 to your AC, a minus 2 feet of movement speed, and a minus 1d8 to your attack rolls to a minimum of 1 temporarily. This effect will last 1 turn and be canceled immediately if your character is incapacitated. You can flinch twice per short rest
- Not Today: You can use your bonus action to hide or disengage.
- Extra Cowardness: you learn the cantrip Blade Ward. Upon reaching level 10, you can cast the spell Feign Death on yourself without using a spell slot once per short rest
- Hesitant: You get a minus 1d4 to your initiative whenever your party is outnumbered
- Favorite Weapon: Shields provide you with 1 additional AC when equipped. When succeeding a Shield Bash, the enemy would be knocked prone for 1 extra turn after making a successful saving throw.
- Panic: You are vulnerable to psychic damage. You have disadvantage when making a saving throw against the condition Frightened.
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