Even the seemingly simple mortal beings of the world can be a powerful threat that must be countered.
You learn additional spells when you reach certain levels in this class, as shown on the Militant Obstructor Spells table. Each of these spells counts as a obstructor spell for you, but it doesn't count against the number of obstructor spells you know
Militant Obstructor Spells
Obstructor Level | Spells1st | Charm Person, Shield 3rd | Hold Person, Ray of Enfeeblement5th | 7th | 9th | Dominate PersonStarting at 1st level, when a creature targets you with a weapon attack, you can use your reaction to impose disadvantage on the roll.
You have advantage on checks to avoid or escape the grappled condition.
At 3rd level, you learn additional features that use your obstructor die.
Militant Lore. When you make an Intelligence or Wisdom check to recall or discover details about TBD, you can expend one Obstructor die, roll it, and add the result to the roll.
Militant Disarm. When you hit a creature with an attack roll, you can expend one Obstructor die, roll it, to force them to roll a Strength saving throw. You subtract the result of the Obstructor die from the saving throw. On a failed save, the creature drops one item of your choice that it is holding. The item lands at its feet.
Militant Distraction. When you hit a creature with an attack roll, you can expend one Obstructor die, roll it, and force them to roll a Wisdom saving throw. You subtract the result of the Obstructor die from the saving throw. On a failed save, the creature is briefly distracted and cannot make more than one weapon attack during its next turn, regardless of the creature's abilities or magic items.
Starting at 18th level, when you use your Parry feature, you can impose a -10 penalty on the attack roll instead of disadvantage.
Lower level?
Limit to non-magical?
-5 instead
Starting at 3rd level, you learn several tricks to aid you in combat, particularly against armed opponents.
Tricks. You learn two tricks of your choice, which are listed under "Counter Tricks" below. Many tricks enhance an attack in some way. You learn a additional trick of your choice at 10th and 18th level. Each time you learn a new trick, you can also replace one trick you know with a different one.
Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick's effects. The saving throw DC is your obstructer spell save DC.
Limited uses (but not require bonus action)?
Counterattack. When a creature misses you with a weapon attack, you can use your reaction to make one attack against them with melee weapon you are holding.
Dampen. When you hit a creature with an attack roll, you can use a bonus action to force them to roll a Dexterity saving throw. On a failed save, you place a dampening curse on a nonmagical weapon they are holding. Until the start of your next turn, attacks with that weapon deal only half damage.
Disarm. When you hit a creature with an attack roll, you can use a bonus action to force them to roll a Strength saving throw. On a failed save, the creature drops one item of your choice that it is holding. The item lands at its feet.
Distract. When you hit a creature with an attack roll, you can use a bonus action to force them to roll a Wisdom saving throw. On a failed save, the creature is briefly distracted and cannot make more than one weapon attack during its next turn, regardless of the creature's abilities or magic items.
Unbalance. When you hit a creature with an attack roll, you can use a bonus action to force them to roll a Dexterity saving throw. On a failed save, you attach a heavy weight on a weapon they are holding, negatively affecting its balance and weldability. Until the start of your next turn, attacks with that weapon have disadvantage.
At 1st level, your research and rituals have given you a greater understanding of those who TBD. When you make an Intelligence or Wisdom check to recall or discover details about TBD, you may add a d4 to the roll.
The die you use for this feature changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.