Base Class: Fighter
A member of the inquisiter magi a enforcer of magic law due to wizards running rampant and causing chaos the inquisiter magi seeks to regulate and control use of magic not all wizards are Hunted those who are registered and agree to practice safely under the magi code are allowed to continue and practice the study of magic
Arcane charge
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called charge dice.
Charges. You learn three charges of your choice, which are detailed under “charges” below. Many charges enhance an attack in some way. You can use only one charge per turn when you use a charge dice roll the charge dice against the charge DC wether you pass the DC or fail the charge is spent you may roll as many charge dice as you want and choose the highest number all charge dice rolled are expended you roll the charge dice before you know the result of any charge you cannot gain more then your max charge dice
charge DC when rolling against a charge DC roll your charge dice if the result of the die is higher then the DC the charge is cast successfully you can choose any one of your charge die to represent this roll but you can only choose one
You learn two additional charges of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Charge Dice. You have five charge dice, which are d8s. A charge die is expended when you use it. You regain all of your expended arcane charge dice when you finish a short or long rest.
You gain another charge die at 7th level and one more at 15th level. And one more at 18
Saving Throws. Some of your abilities require your target to make a saving throw to resist the charges effects. The saving throw DC is calculated as follows:
Charge save DC = 8 + your proficiency bonus + your intelligence modifier
Inquisiters knowledge
At 3rd level Your studies in the arcane especially how to foil them has given you insights on magic you can cast detect magic without concentration a number of times per day equal to your proficiency additionally you can use your arcana to detect the origin point of the magic and what specific spell was cast
Arcane charges
The charges are presented in alphabetical order.
Arcane defection
When you are targeted with a spell you may use your reaction to spend a spell charge if that spell where to hit you force the spell Caster to choose a new target as if they where casting a spell from you charge DC 2 this only affects spells with a roll to hit
Arcane defender
On your turn, you can use a bonus action and expend one or more charge die to grant a friendly creature who can see or hear you temp HP equal to the total of your charge die roll
Arcane rush
When you move, you can expend one charge dice You movement speed increases by 10 and you do not take Attack of opertunity additionally you gain ac equal to the roll of your charge dice this lasts until the start of your next turn chrage DC4
Detain
When you hit with a melee attack, you can use your bonus action and expend one charge die to put a creature under the affect of hold person DC4 if you pass the charge DC if you do this any attacks using that action are foregone you can still use attacks granted from other sources such as action surge or a multi class feature
Disarming heat
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Inquisiters familiar
DC 8 you may summon a wolf or a warhorse as a companion the creature is friendly to you but not under your control if you treat it poorly it will turn against you the creatures will do there best to defend you they dissappear after 1 hour or if they take damage from you or a party member the creature is fea fiend or celestial your choice this represents your alignment fea for neutral fiend for evil and celestial for good familers and fallow all the rules for find familer the wolf is allowed to make attacks
Inquisiters wish
You may Cast any spell from the wizards spell list level 4 or lower charge DC 11
Inquisitions cantrip
Your ability to tap into raw magic has given you the ability to cast a more portant cantrip then most makes however this comes at a cost charge DC 3 you may Cast any wizard cantrip as a bonus action this
Insight
You can expend one charge die and use a bonus action on your turn gain advantage on all attacks this turn DC 4
Mage bolt
When you make a weapon attack roll, you can expend one charge die to add 10ft to your reach DC 3.
Mana drain
When you hit with a weapon attack, you can expend one charges die and subtract the total roll, from the constution save to maintain a spell you can only expend one charge die instead of multiple
Nullifying pressure
As a reaction you can spend one arcane charge DC 6 and cast counter spell at 3rd level
Push
When you hit with a weapon attack, you can expend one charge die add the dice you choose to the total to the damage roll and the target must make a str saving throw (DC {{savedc:int}}). On failure, it is prone and pushed 20ft away from you
Shield of the magi
When a enemy rolls to make an attack on you or a creature within 10ft and hits you may spend a arcane charge to force that creature to roll another d20 and take the lowest result charge DC 4
Unleash
When you take the Attack action on your turn, you can spend one or more of your charge dice on your next two attacks this turn you can use a bonus action to enhance the damage by the amount you roll on your charge dice this damage is force damage
Arcane sheald
Your advanced knowledge in how spells work allows you to ward yourself from them if you are subjected to a saving throw and you oass you may absourb a portion of the spell you gain a arcane charge additionally if you where if you pass a saving throw that would allow you to take half damage instead you take none instead
Arcane charges
At 10th level, your charge dice turn into d10s. At 18th level, they turn into d12s.
OverCharge
Starting at 15th level, When you roll initiative you may spend your hit dice to regain arcane charges for each hit dice spend gain one arcane charge this can be done a number of times equal to your proficiency halfed rounded down
Improved Charge dice
At 18th level, your charge dice turn into d12s.
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