Did you look at the document linked in the recruitment thread?https://www.dropbox.com/s/xem29ppf48ya49r/theraftervjan72015.pdf?dl=0
As a Normal Human, you get:
Ability Score Increase. +1 Strength, Intelligence, Wisdom, Dexterity and Charisma, +2 Constitution.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Feat Normal humans get a free feat.
Languages. You can speak, read, and write Common and one extra language of your choice.
Hardy. Normal Humans gain +2 on saves against disease, poison and radiation.
Add on a bonus feat, so 2 feats to start with.
Archtypes - Champion or battle master. Champion gives improved criticals at 3rdhttp://media.wizards.com/2014/downloads/dnd/PlayerDnDBasicRules_v0.2_PrintFriendly.pdf
Battle master gives 3 maneuvers (selected from a list) and 4 superiority dice.
there are 16 maneuvers, here are a few I snagged offline, cause I hate typing:
Commander’s Strike – spend a superiority die to let an ally take an attack out of turn. This can be used without engaging the target in melee, and can be used to allow the party Rogue to gain additional Sneak Attack chances. Note that Sneak Attack is limited to once per turn, not once per round. It isn’t the Rogue’s turn any more when this is used.
Disarming Attack – spend a superiority die to force your target to make a Strength save or drop an object he’s holding. Shield? Weapon? Spellcasting focus? A double-scoop ice cream cone? On the ground you go. Particularly useful if you already know that one of your allies will get a turn between the disarm attempt and the target. No need to let the evil wizard pick his staff back up, right?
Menacing Attack – spend a superiority die to force your target to make a Wisdom save or get frightened. This serves to keep enemies away from us personally and forces disadvantage to attacks and ability checks, improving our allies’ survivability.
Pushing Attack – spend a superiority die to force your target to make a Strength save or get pushed fifteen feet away. Good to brush an opponent off an ally or nudge somebody into a spell effect or other hazard.
Trip Attack – spend a superiority die to force your target to make a Strength save or be knocked prone. Depending on the target, this is better than a normal shove-to-trip attempt in melee. You also do your normal attack’s damage plus a little extra.
Technically this is a new character, so you start at 2nd, but since you've been playing Elvis and Anya, I'll throw you a bone and let you be 3rd.
Wesley is not a small fellow