Muqatil (5e Class)
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- 1 Warriors of the Prophet
- 2 Creating a Muqatil
- 3 Class Features
- 4 Specializations
- 4.1 Majahid
- 4.2 Rwn Syd
- 4.3 Raqisa
- 5 Multiclassing
Warriors of the Prophet
Ghazwah, which literally means "campaigns", is typically used by biographers to refer to all the Prophet’s journeys from Medina, whether to make peace treaties and preach Islam to the tribes, to go on ʽumrah, to pursue enemies who attacked Medina, or to engage in the nine battles.
Ghazi (غازي) is an Arabic term originally referring to an individual who participates in Ghazw (غزو), meaning military expeditions or raiding. After the emergence of Islam, it took on new connotations of religious warfare.
The related word Muqatil (مقاتل,) is a singularity form meaning a fighter or military expedition member, often one led by the Islamic prophet Muhammad.
Creating a Muqatil
What kind of personality does your muqatil have in relation to their specifications? As a religious warrior, is your character religious and fastidious to their faith? A muqatil is often a very holistically thought out character, with their own reasons for doing what they do outside of combat. If not faith, does family drive your character, or community?
- Quick Build
You can make a muqatil quickly by following these suggestions. First, Dexterity should be your highest score, followed by Constitution. Second, choose either the Performer or Mercenary Veteran backgrounds, depending on what Specialization you want.
As a Muqatil you gain the following class features.
- Hit Points
Armor: Light Armor, Shield
Weapons: Simple Weapons, Scimitar, Shortsword, Whip, Blowgun, Hand Crossbow, Net
Saving Throws: Wisdom, Strength
Skills: Choose four from Acrobatics, Animal Handling, Investigation, Medicine, Perception, Religion, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Elegant Dress or (b) Leather Armor
- (a) Scimitar or (b) Whip
- (a) Hand Crossbow with 20 bolts or (b) Short Bow with 20 arrows
- (a) three daggers or (b) Shield
|1st||+2||Fighting Style, Specialization||0||1d4|
|4th||+2||Ability Score Improvement||5||1d4|
|8th||+3||Ability Score Improvement||10||1d6|
|12th||+4||Ability Score Improvement||15||1d8|
|16th||+5||Ability Score Improvement||15||1d10|
|17th||+6||Know Your Enemy||20||1d10|
|19th||+6||Ability Score Improvement||20||2d6|
Starting at level 1 you adopt a particular style of fighting as your specialty and signature, and another at 9th level. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Starting at level 1 a Muqatil can choose one of three Specializations. Choose one from Majahid, Rwn Syd, and Raqisa subclasses. You gain additional features from your specialization at 6th, 10th, 14th and 17th levels.
Starting at 2nd level, the mark of the divine in your eyes dictates which enemies you must narrow upon, focusing and sharpening your energies in battle. By expending an action, the muqatil hones his spiritual connection to designate and mark a creature he can see as the most egregious offender. Doing so makes his attacks against the target faster, more furious, and more powerful. This mark is not visible to anyone but the muqatil. When the muqatil makes attacks against this marked creature, the attack rolls with advantage. This mark remains on the creature until it is incapacitated, unconscious, or moves over 120 feet away from the muqatil who marked it. You may dispel this mark with a bonus action. You may use this feature once before needing to complete a short or long rest to regain use.
Starting at 2nd level, your footwork increases in frequency and makes you a faster warrior. You gain additional movement speed as listed under the agility column on the muqatil table. This increases further at 7th, 12th and 17th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at level 5, you can attack twice, instead of once, whenever you take the attack action on your turn.
Starting at level 7, you are a specialist at battle anywhere, even crowded cities, and your fluid movement reflects it. You ignore difficult terrain in an urban or city environment. You also gain advantage on Strength (Athletics) or Dexterity (Acrobatics) checks made to climb buildings and jump from roof to roof across buildings.
Starting at level 11, you are well protected by your knowledge in the dunes and your efficacy to survive and heal there. When in desert terrain, you ignore all difficult terrain. You also gain advantage in all Wisdom (Medicine) and Wisdom (Survival) checks in the desert.
Starting at 13th level, the spiritual side of the muqatil helps to save them from death. When you make a death saving throw and fail, you may instead choose to succeed it. You may use this feature once, regaining use after completing a long rest
Beginning at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Know Your Enemy
Starting at 17th level, if you spend at least 1 minute
observing or interacting with another creature outside
combat, you can learn certain information about its
capabilities compared to your own. The DM tells you if
the creature is your equal, superior, or inferior in regard
to two of the following characteristics of your choice:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels (if any)
Starting at level 20 a muqatil can gain the support of other muqatil. You gain advantage on all Charisma checks involving other muqatil or other desert creatures. You also can find a safe house in any desert city or town.
The following are the options you may take from 1st level as a muqatil Specialization.
A sturdy, holy warrior trained in the art of death. They vow to destroy the creatures of the elemental chaos.
Starting at level 6, those who stand by you on your grueling quest of death deserve to be compensated. You may expend an action to touch a friendly creature within range. They regain hit points equal to one of their hit dices. You may use this feature equal times your Constitution modifier, regaining use after completing a long rest.
Starting at level 10 you can attack three times, instead of twice, whenever you take the attack action on your turn.
Starting at level 14 you can disengage and dash as a bonus action once per turn.
Starting at level 18, you can find those damned creatures of elemental chaos with ease. You have advantage in all checks to track or to find and recall information on any Elemental type creatures.
A master of magical rune arts passed down through the generations.
Starting at level 1 you can attack with runes as long as you are not holding anything. You may make a ranged spell attack on a creature you can see within 60 feet to cast a rune at them. The rune uses your Dexterity modifier and deals 1d4 force damage. This damage is increased to 2d6 at 6th level, 2d8 at level 10, 2d10 at level 14, and 2d12 at level 18.
Starting at level 6, the rune's force is so powerful it can push enemies away. When you successfully hit with Rune Presser, you may have the creature pushed 1d4X5 feet in the direction of your attack. the creature must also succeed a Dexterity saving throw with DC equal the attack roll for your rune attack or end up prone where you pushed them.
Starting at level 10 you gain a wobbly flight capability thanks to your use of runes. You gain a fly speed equal to your walking movement speed. If you are successfully attacked, you must succeed a Dexterity saving throw with DC equal to that of the damage you took to remain airborne or plummet back to the ground and be knocked prone. Falling damage applies as usual.
Starting at level 14, you can slow your falls significantly so you don't get hurt so bad. When you fall, you may expend a reaction to reduce all the fall damage you take to 1d6 regardless of height.
Starting at level 18 you can take advantage of a spacial barrier. By expending an action, you vanish from your current plane of existence and appear in the Ethereal Plane. You can still attack and damage enemies from this space but no attacks from the material plane will harm you. At the start of your next turn you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You may use this feature equal times your Constitution modifier, regaining use after completing a long rest.
A belly dancer trained in deception and assassination.
Dance of Deception
Starting at level 1 a Raqisa can enthrall those who watch them dance. By expending an action, you can start dancing and choose one Humanoid target within line of sight. The target must make a Charisma saving throw of DC 8 + your Dexterity modifier + your proficiency bonus. Upon failure, the target has disadvantage in all attack rolls until the start of the your next turn. Upon success, the target is unaffected by your enticing gestures and is immune to your dance for the next 24 hours. You may use this feature equal times your Dexterity modifier, regaining use after finishing a long rest.
Starting at level 6 you can use a reaction to attack enemies who get to close. If a creature moves into melee reach of you and you are wielding a dagger, then you can use your reaction to make two opportunity attacks against the creature using your dagger. You have advantage in checks to conceal daggers on your person, granting them the hidden property.
Starting at level 10 surprise gives your dancer an edge in battle. When you attack a creature with a weapon that has the hidden property, the creature becomes incapacitated for X amount of turns, where X is equal to your Constitution modifier. If the target takes any damage after, the condition ends.
Starting at level 14 a raqisa has advantage in all checks to escape a grapple or binding.
Starting at level 18 your dancing skills improve markedly to assist in deception outside of battle. The DC for your Dance of Deception becomes 12 + your Dexterity modifier + your proficiency bonus. Additionally, creatures who fail the saving throw also now have disadvantage in all Insight and Perception checks for the next hour.
Prerequisites. To qualify for multiclassing into the Muqatil class, you must meet these prerequisites:13 Dexterity
Proficiencies. When you multiclass into the Muqatil class, you gain the following proficiencies: Light Armor, Scimitar, and Hand Crossbow