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When you make a weapon attack on your turn, you can use a bonus action to gain advantage on the attack. You can do this a number of times equal to your Strength or Dexterity modifier (at least one, whichever is higher). You regain your uses when you finish a long rest.

You can take this feature a second time to regain your uses when you finish a short rest.

Beta

You can use a bonus action on your turn so a creature of your choice other than you within 30 feet of you can use a bonus action on their next turn to make one weapon attack, take the Dash action, or take the Disengage action. You can do this a number of times equal to your Dexterity modifier (at least one). You regain your uses when you finish a long rest.

You can take this feature a second time to regain your uses when you finish a short rest.

A creature can benefit from this feature only once at a time.

Distance Caster

Prerequisite: The ability to cast at least one spell.

When you cast a spell on your turn, you can use a bonus action to increase its casting range by 15 feet. This does not work for spells with a range of touch or self, unless its casting range is changed.

Expert

Choose one ability score for which you have a skill proficiency. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.

You gain double proficiency in one skill, tool, or musical instrument of your choice for which you are proficient and uses the chosen ability.

Magic Adept

Prerequisite: Magic Initiate feat.

You gain the following benefits based on the class you chose:

You gain 4 spell points. When you cast the 1st-level spell you gained from Magic Initiate, you spend 1 spell point. You regain all expended spell points when you finish a long rest.

You learn two spells of your choice from your chosen class' spell list. These spells must be 1st or 2nd level, and you use spell points to cast them.

When you cast a spell at 2nd-level using spell points, it costs 2 spell points.

Power Caster

Prerequisite: The ability to cast at least one cantrip.

When you hit a creature with a cantrip that deals damage on your turn, you can use a bonus action to add your spellcasting modifier to the damage. You can do this a number of times equal to Constitution modifier (at least one). You regain your uses after finishing a long rest.

You can take this feature a second time to regain your uses when you finish a short rest.

Quick Duelist

Prerequisite: Dexterity 13 or higher.

When you make a weapon attack on your turn with a finesse weapon, you can use a bonus action to make one more weapon attack with a finesse weapon. You can do this a number of times equal to your Dexterity modifier (at least one). You regain your uses when you finish a short or long rest.

You can take this feature a second time to have unlimited uses.

Retaliative

While you are unarmoured and not wearing a shield, you gain a +1 bonus to AC.

Additionally, when you are attacked, you can use your reaction to make one melee weapon attack. When you do, your AC is reduced by 1 until the start of your next turn. You make the attack before the triggering attack, and the penalty to AC counts towards the incoming attack.

Skilled

Choose two skills of your choice. You add half your proficiency bonus (rounded down) to ability checks you make with those skills. This bonus stacks with proficiency, but not with effects that provide double proficiency.

You can choose this feature a second time, and choose different skills, or add to the skills you already chose. A skill cannot benefit from this feature more than two times.

Student

Choose one ability score. You gain the following benefits: