Ironhide
Your hit point maximum increases by 6 for every level you have.
- +6 Hit Points per level
Compendium
At every Ability Score Improvement (levels 4, 8, 12, 16 and 19; Fighters also 6 and 14, Rogues also 10) you get 2 points: +2 to one ability, +1 to two, or a feat for both points. Half-feats also give +1 to an ability you pick.
Your hit point maximum increases by 6 for every level you have.
Discipline steels body and mind alike: +1 to Wisdom, Intelligence or Charisma (your choice) and +5% resistance to all damage.
You trade precision for bone-breaking power: +8% damage, but your swings land 5% slower.
You punish the smallest gap in armor from any range: +12% damage, but -2 to hit.
Your shield is as much a weapon as it is a wall: +1 AC and 5% damage reduction.
Your grasp of arcane theory sharpens every spell you weave: +1 spell save DC and 5% cooldown reduction.
Your prayers are answered a little faster and a little stronger: +1 spell save DC and 5% cooldown reduction.
You move like the wind itself, never where the enemy expects: +10% move speed and 3% dodge.
Fortune leans your way more often than it should: +3% critical chance and +10% magic find.
Nothing catches you off guard: +1 to hit and +2% dodge.
You punish anything that dares get close: +8% thorns damage and +1 AC.
Every blow you land, you land with everything you have: +10% critical damage.
Broad training makes you dangerous in more ways than one: +1 to hit and +1 spell save DC.
You know how to close distance and make it hurt: +3% damage reduction and +5% thorns.
A dabbling in the arcane leaves a permanent spark: +2 fire damage per hit and +10 maximum resource.
You've learned exactly where the killing blow lands: score a critical hit on a roll of 19 or 20.
Your body recovers from wounds others don't survive: +15 max HP and +1 HP/s regeneration.
Your parries turn aside blows an instant before they land: +2 AC.