Innistrad Classes
As with any plane, cultures develop along different paths to make them unique in several ways. Innistrad is no different. With the need for survival as well as a desire to fight and protect, adventurers of Innistrad have developed unique professions which are not usually seen elsewhere.
Fighter - Midnight Duelist
Midnight Duelists are a unique force in the Church of Avacyn. They operate in the coastal cities of Nephalia, patrolling for thieves, corpse traders, and even vampires. They are expertly trained and skilled in both the blade, and how to fight vampires. Not only do they apply the law to those who break it, but they re also a fixture in the dueling culture which has risen in Nephalia. When a vampire suddenly has an issue with a citizen, or simply wishing for some bloodsport, they will often challenge that person to a duel. Midnight Duelists will often step in and fight in the place of that challenged citizen, usually someone who does not know how to fight. With the physical abilities of a vampire, the duel is a harrowing event. Poor Midnight Duelists do not live very long while great ones become infamous in the dueling culture with vampires, earning even their grudging respect.
Midnight Duelists of course do not specialize in just vampires, but are trained to fight a number of Innistrad's monstrous denizens. Fighting vampires is merely what gives them their fame. They are just as capable of fighting many of Innistrad's monsters as any other cathar.
| Fighter Level | Feature |
|---|---|
| 3rd | Bonus Proficiency, Dark Quarry |
| 7th | Experienced Eye |
| 10th | Duelist Stance |
| 15th | Duelist's Challenge |
| 18th | Final Blow |
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in your choice of Athletics or Acrobatics, and Arcana.
Dark Quarry
When you choose this archetype at the 3rd level, you choose a type of monster to specialize in dealing with. You may pick from constructs, fiends, monstrosities, shapechangers, or undead.
When you are fighting an opponent of the selected type, if you and the creature have no allies within 5 feet of you, you deal an extra 1d6 damage to the creature.
This extra damage increases to 2d8 at level 7 and to 3d10 at level 15
At the 7th and 15th levels, you can choose a new Dark Quarry in addition to your first choice. Your choice should reflect on the creatures you have faced so far or what you anticipate to meet in the future.
Experienced Eye
Starting at level 7, your experience in dueling the creatures of the night has given you insight into how they fight and use their abilities. Add your proficiency bonus to saving throws involving the creature chosen from your Dark Quarry feature. If you are already proficient in that saving throw, double the proficiency bonus for that saving throw.
Duelist Stance
Starting at level 10, your footwork and stance are in the realm of experts. When you strike first, you are certain to hit. If you defend, monsters of the night find it most difficult to strike you. When you are engaged with a creature and attack for the first time with a melee attack in combat, you may use your reaction to give yourself advantage. When a creature within 5 feet of you attempts to attack you with a melee attack, you may use your reaction to impose disadvantage.
Duelist's Challenge
At level 15, your aura of skill and charisma encourage others to challenge you. You can choose an enemy creature and use an action or reaction to invoke a challenge. The creature must make a Charisma saving throw (DC 10 + Charisma). On a failure, the creature moves to engage you in battle on its next. On a success, the creature will ignore you.
Final Blow
Starting at level 17, your strength in dealing with the creatures of the night has become decisive. When fighting a creature you chose for Dark Quarry with no allies for yourself or the creature within 5 feet, you deal critical damage on an attack roll of 18 or higher.