Improved Critical
Allows weapon attacks to score a Critical Hit on a roll of 19 or 20.
At 15th level, this expands to 18-20.
+3 to Performance checks
+20' to movement
Once per day, when you make an attack roll, an ability check, or a saving throw.
+1 to AC
Once per day can cast Entangle
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
1d4 Piercing
DC 13 Str
A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.