Fighter
Base Class: Fighter

A Magistrate is a person given permission to carry out the laws across the lands. They aren't allowed to make the laws but are permitted to intervene when aware of unlawful actions taking place. Typically a Magistrate is given their power by a person of authority above them from a certain city or ruling faction who are the ones who determine the laws of their lands. They do not generally hand out the Magistrate title to anyone and the person who is considered a Magistrate is one who has shown great diligence in following the law, protecting it, and enforcing it. When given the title of Magistrate you have something made or given to you that informs outsiders of your authority such as a emblem that is visibly worn though typically what is given can vary depending on the region of which the Magistrate comes from. Murder is always a crime and is not frowned upon for a Magistrate to intervene but outside of the region in which the Magistrate is given authority one must approach the ruling power of a foreign region or someone else who has authority to carry out laws and request permission to operate there. This typically requires trust already between the Magistrate and who they ask and their request can be denied. However acknowledgement of the Magistrate's object of authority does permit the Magistrate to be a judicial officer or a lawyer should a party request it or if you should offer your services.

Most are not permitted to take the law into their own hands. A Magistrate however is expected and goes in with weapon in hand to carry out the law. Outright killing law breakers before they could be brought before a court is frowned upon by the Magistrate. But the thugs that the main criminal(s) hire are in the way of the big fish that must be brought to justice. With the knowledge that a Magistrate is near comes both inspiration and dread by people around them. For some traveling companions you could make them feel at ease by your ever law bidding presence but for other, more sneaky hands type, your presence could have an adverse effect on them. Still a Magistrate generally does not care to turn in an ally for minor infringements of the law and although they would not break the law themselves, one would turn a blind eye to it when it will eventually lead to taking down a large criminal organization or evildoer. Although some companions would consider their encouragements to not break the law a constant nuisance they generally work through it, especially considering the fact that a Magistrate is a gifted fighter and tank.

Restriction

In order to take this subclass. The character cannot have a Evil alignment except for Lawful Evil. The character should at this point in their background be a law-bidding citizen. The character cannot have the criminal, charlatan, pirate, smuggler or spy background and other criminal inclined backgrounds.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in the History skill. Should you already have this proficiency you choose a proficiency you don't have from the list for the Fighter class.

Generally law breaking, I.E. murder and theft, is universally breaking of the law. However there might be more complicated instances that you might observe and in those moments the history skill is what is rolled to determine your knowledge of the law of the land.

The Magistrate Sign

At 3rd level. You are given a emblem, special design weapon, or other object to show to society that you are a Magistrate and represent the law. Recommended to be visibly shown while in public, especially during times when you consider yourself working, it gives you the authority to carry out the law in the city and surrounding outskirts. If the object is lost or stolen you may request a replacement from the people or person who gave you your original or someone else who has granted you permission to operate in their region.

((For RP purposes. For the DM. A local head of the guard, ruling character of the city or country, or city consul for example could be the characters who would give the Magistrate his or her authority. The character should have it be known that the authority granted is not a permission to break the law themselves nor are they permitted to carry out their granted duties in distant communities without first being granted permission by someone else who can grant the Magistrate title in that region. Lastly the Magistrate Sign could encourage discounts to cuffs, rope, shackles, etc that the Magistrate would purchase to bind criminals after capture.))

Imposing Presence

Your presence in imposing to those around you. Sometimes this is inspiring and sometimes this brings fears to those who intend to break the law or have a guilty conscious about a previous infringement.

Starting at 3rd level you may as a bonus action choose to mark yourself which gives the ability to reroll the first missed attack each round for two rounds. Meaning should you make a attack roll at any point and miss you may roll it again. This includes actions, bonus actions, reactions and if the roll was with advantage or disadvantage it must be rolled that way again. After the two rounds are complete you are no longer considered marked.

Alternatively you may as a bonus action choose an enemy within sixty feet of you. They are marked for one minute and considered to be in the first stage of Imposing Presence. If that enemy falls in combat by damage you dealt on your turn it causes two enemies within 60 feet of the fallen marked enemy to be marked with Imposing Presence and considered to be in the second stage of Imposing Presence. They make a intelligence saving throw (DC equal to 8 + your proficiency bonus + your strength or dexterity modifier) or be frightened of you. They must continue to make the rolls at the beginning of their turn until they succeed. Your first successfully rolled physical attack against an enemy that hits who failed the intelligence roll is considered a critical. Hitting an enemy with Imposing Presence critical makes that enemy no longer be frightened of you or marked by Imposing Presence.

You may use Imposing Presence a number of times a day equal to your proficiency bonus. If the Imposing Presence mark is already upon anyone in this combat then Imposing Presence cannot be used until no one has it in this combat.

Long Arm of the Law

Your diligence towards upholding the law and bringing criminals to justice has reached a new level of devotion for yourself. Your experiences has seasoned you towards knowing when crime is near. Especially crimes committed by the truly evil.

Beginning at 7th level you may cast Locate Creature twice per day. The amounts per day is increased to three at 10th and four at 15th level. A person effected by your Locate Creature is marked by the first stage of Imposing Presence and it lasts as long as the Locate Creature spell is on them. Should you enter combat with a group that does not have the target of the Locate Creature spell upon them then that target is no longer marked by Imposing Presence.

As long as you have concentration on your Locate Creature spell and the target of an attack is the target of the Locate Creature spell you roll an additional 1d8 for damage. The damage dice is increase to 2d8 at 14th level.

Overwhelming Presence

Knowledge of your call to law and order and the pursuit to achieving such across the lands has reached the ears of many.

Beginning at 10th level instead of choosing yourself or a enemy for Imposing Presence you now choose both should an enemy be in range when used.

 

Pursuit of Justice

Beginning at 15th level you may declare an attack against a target within your movement range and then move towards that target without invoking any attack of opportunities against you during that movement then you must attack that target. Or you may declare a ranged attack against a target that can be reached with your movement, make that ranged attack roll, and then move towards that target without invoking any attack of opportunities against you during that movement.


You cannot use Pursuit of Justice on your next turn after using it.

Judgement

Starting at 18th level if an enemy is marked by Imposing Presence you may declare one attack against them a round a Disarming Attack. You don't add a superiority die to the attack's damage roll instead after the successful attack and damage roll the target must make a strength saving throw (DC equal to 8 + your proficiency bonus + your strength or dexterity modifier). On a failed save, it drops the object you choose. Enemies who are hit via Imposing Presence frightened critical mechanic has disadvantage on the strength saving throw. The object lands at its feet.

Judgement can only be used once per round.


Additionally when Judgement is successful the nearest enemy who isn't marked by the first stage of Imposing Presence becomes marked for one minute.

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