Base Class: Fighter
Ok guys this is the rough draft for a new subclass I am making for fighters in my WIP setting for an upcoming campaign. This subclass is used almost exclusively by the antagonists of the setting and as such, is not suggested for regular use by PC's. That being said some awesome story could come from the good guys having one of these in their party!
Feedback on how I can improve/better balance this class is not only appreciated but also respectfully requested.
Hailing from the land of D'Haulnaer, the Knights of the Inquisition are a welcome addition to the army of the Inquisition. Trained from an early age in the art of war, these knights are very skilled tacticians and often serve as officers in the army raised for the war against magic. While mediocre against average soldiers, these are not their focus, instead Knights of the Inquisition truly shine against their main enemy... mages.
Created as a possible subclass for my WIP campaign setting. The Knights of the Inquisition are not suggested for the average "good guy" adventurer as they are designed to be used for either npc's or a game where specializing in the hunting of magic users isn't quote-unquote evil.
Magic Resistance
Beginning when you chose this archetype at 3rd level, any saving throw you roll that is imposed by magic is rolled at advantage.
Know Your Enemy
Starting at 7th level, you gain proficiency in the Arcana and Religion skills if you don’t already have them. In addition, you have advantage on any Wisdom (Survival) check made to track a known magic user. At 14th level this ability allows you to track them even if their tracks are covered by an effect such as a “Pass Without a Trace” spell.
Improved critical
Starting at 10th level, your weapon attacks score a critical hit on a roll of 19-20 on the d20
Aura of Hatred
Starting at 15 level, 2 times per day as an action you may activate your Aura of Hatred for 1 minute and force all caster and/or magical creatures in a 15ft radius sphere around you to make a wisdom saving throw (DC 8 + proficiency + Constitution modifier) or become frightened of you for the duration. At 20 level you may use this ability 3 times per day.
Antimagic Charm
Starting at 18 level, 3 times per Day you may activate this charm (which is a pendant worn around the neck that turns to dust upon your death) to cast Anti-magic Field. Your charm regains 1 expended use every day at dusk.
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