Garthanos
Arcadian Knight
1/(.65x.65) proportion between something that requires 1 attack vs one that requres 2Not sure what you mean here?
1/(.65x.65) proportion between something that requires 1 attack vs one that requres 2Not sure what you mean here?
Skirmisher Tactics
Fighting superior odds in the wilderness often involves hit and run tactics and good mobility. Starting at 13th level, whenever a creature misses you with an attack you can spend your reaction to move your speed. The creature that missed you cannot make an opportunity attack against you as a result of that move. Furthermore, when you use the MOVE! shout, your target can now move their full speed.
1/(.65x.65) proportion between something that requires 1 attack vs one that requres 2
I do not know the balance points but a 10 foot extra speed might be a nice boostSo I've been thinking about it and I really don't like Militia Leader on the Borderlands Marshall.
So how about this feature instead:
How's that? Should I throw in some sort of speed boost too?
I do not know the balance points but a 10 foot extra speed might be a nice boost
Accelerate the rate of gain a little?The average roll of a D6 is 3.5 and 3.5 x 1.5 equals 5.25, which would lead me to a D10 as the best option and I feel people would complain about it.
Accelerate the rate of gain a little?
Silverblade Captain
The Silverblades, named after their silvered weapons, were a famous squad of special assault troopers in charge of disrupting enemy spellcasters during wartime by learning special techniques to counter spellcasters, and even basic spellcraft to opose them. After the end of the war, they put to use the skills they had developped by becoming witch hunters or leaders in various inquisitions around the land, hunting down those who would abuse magic for their evil end. Maybe you were once trained to be part of the Silverblade, or were trained by a retired member, or simply heard of their legends and read all about them. Whatever the case, you now specialize in disrupting spellcasters and protecting your allies for dangerous spells.
Know Thy Enemy
You've educated yourself on the basics of magic and even learn basic rituals to aid in your investigations. When you take this tradition at 3rd level you gain proficiency in the Arcana skill. You can now cast Comprehand Languages, Detect Magic and Identify, but only as rituals.
Spell Breaker
Your mere presence disrupts spellcasters, as you know exactly how to make them vulnerable. Starting at 3rd level, any creature within 5 feet of you, or creatures your Insight Dice are applied to, have disadvantage on all Concentration checks.
Improved Ritualist
You continue to add more tricks to your arsenal, learning more ways to track foes and counter their influence. Starting at 9th level you can cast Augury, Gentle Repose and Silence, but only as rituals.
Inquisitor Ward
You've expended your knowledge to includes the secret of protective glyphs. Starting at 13th level, you can, as an action, trace a protective glyph somewhere on your armor or clothing. When you do so, select a damage type from this list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder. For the next 8 hours after you traced the glyph, you have resistance to magical damage of the selected type. As a reaction, you can tap into the remaining energy of the glyph to grant you, and every creature of your choice within 10 feet, immunity to the selected damage type until the start of your next turn, after which the glyph is no longer active. You cannot trace a new glyph until you finish a long rest.
Silverblade Rebuke
Your exposure to magical energy have made you adept at turning them away from you and from your allies. You do so by concentrating raw magical energy within your weapon and swinging in to disrupt the incoming energies. Starting at 13th level, if you would make a saving throw against magic, you can spend your reaction to make an Intelligence (Arcana) check instead and take the best result between the two rolls as your Saving Throw. Any creature that makes a saving throw against the same effect can also choose to use the result of your Intelligence (Arcana) check instead of their own saving throw.
I love the structure and basic ideas of the class, first of all. I do have various concerns, however.
[USER=6704184]@doctorbadwolf , @TwoSix , I see your thumbs up! Thanks! Any observations to share?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.