1st Level Feats

Angelic Charm
People are naturally attracted to your unearthly appeal.
 * Increase your Charisma score by 1, to a maximum of 20.
 * Whenever you make a Charisma check against another creature, you can enhance your charm as a reaction. When you do, the minimum number you can roll on the check is a 10 (not including modifiers). After using this feature, you cannot use it again until you complete a long rest.

Divine Magic
You learn the magic of the celestial realms. You learn the Detect Evil and Good spell and can cast it at will, without expending a spell slot. You also learn Protection from Evil and Good and Lesser Restoration, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Competitive Spirit
You have a natural desire to compete. You gain the following benefits:
 * Increase your Strength or Dexterity score by 1, to a maximum of 20.
 * Whenever you make a Strength, Dexterity, or Constitution ability check that is contested by another creature's ability check, such as when grappling, you can use your reaction to impose disadvantage on the other creature's roll. Once you use this feature you cannot use it again until you finish a short rest.
 * Whenever you succeed a Strength (Athletics) ability check on your turn, you gain 10 feet of movement until the end of the turn.

Giant Strength
You can call upon your giant bloodline, summoning immense strength. You gain the following benefits:
 * Increase your Strength or Constitution score by 1, to a maximum of 20.
 * As a reaction, you can increase your Strength score to 25. This effect lasts until the start of your next turn. After using this feature, you cannot use it again until you complete a short rest.

Dream Walker
Your connection with the Quori allows you to enter the dreams of others. As an action, you can enter the dreams of an unconscious creature you can see within 60 feet of you. While in their dream, you experience the world that the creature's mind has created and your physical body remains unconscious on the Material Plane. Whenever you interact with the dreamer, you can attempt to make yourself appear as a natural part of the dream. When you do, the dreamer makes a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, you may appear in any form within the dream and the dreamer will believe you to be a natural part of the dream, both during the dream and upon waking. On a success, you appear as your natural self within the dream and the dreamer recognizes you as an intruder. If the dreamer recognizes you, they can attempt to expel you as an action. When they do, you must make a Wisdom ability check contested by the dreamer's Wisdom ability check, if you fail you are expelled from the dream and awaken in the Material Plane.

Resident Expert
You gain the ability to call upon the Quori spirit the resides within you to help you accomplish tasks. You gain the following benefits:
 * Increase your Wisdom, Intelligence, or Charisma score by 1, to a maximum of 20.
 * You may choose any one skill, your quori spirit gains expertise with that skill. Whenever your quori makes a skill check, they use your proficiency bonus and do not add any ability modifier to the roll (d20 + prof bonus x 2).
 * Whenever you make a skill check using the chosen skill, you can use your reaction to make the quori roll the same check. When you do, you can use either result (yours or the quori's) to determine your results. Once you use this feature you must finish a short rest before you can use it again.

Adaptable Form
You gain the ability to bond small items to your body, making them an extension of yourself. You gain the following benefits:
 * You may absorb up to three items, including weapons, tools, or jewelry, integrating them into your body. Doing so requires you to be in constant contact with the object for 10 minutes, and you can remove the object from your body at any time as an action. In order to absorb an object, it can be no larger than 3 feet on a side and weigh no more than 10 pounds.
 * Items that have been integrated in this way appear to be permanent fixtures on your body, and it is not immediately obvious to observing creatures how the object could be removed. In addition, while an object is absorbed into your body, you cannot drop it or be disarmed of it unwillingly.
 * Whenever you make an attack roll or ability check using an item you have absorbed, you may use your reaction to gain advantage on the roll. Once you use this feature you must finish a short rest before you can use it again.

Reparable
Your body is adaptable and can be repaired by anyone with the right tools and knowledge. You gain the following benefits:
 * Increase your Constitution score by 1, to a maximum of 20.
 * Over the course of a short rest, a creature can make an Intelligence ability check using either Smith's Tools or Tinkerer's Tools to repair minor damage to your mechanical body. Whenever they do so you gain the following benefits: you regain hit points equal to half the number rolled, any exhaustion you have is reduced by 1 level, and you gain the benefits of the spell Lesser Restoration. This check can be made by you or any other willing creature and does not prevent the creature from gaining the benefits of their rest.