Class Features

As a you gain the following class features.
Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st


Armor: Light Armor, Shield
Weapons: Simple Weapons, Scimitar, Shortsword, Whip, Blowgun, Hand Crossbow, Net
Tools: None
Saving Throws: Dexterity, Constitution
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 Garb 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

Table: The Muqatil

Level Proficiency Bonus Features Agility Rune
1st +2 Fighting Style, Specialization 0 1d4
2nd +2 Marked Target 5 1d4
3rd +2 Agility 5 1d4
4th +2 Ability Score Improvement 5 1d4
5th +3 Extra Attack 5 1d4
6th +3 Specialization Feature 5 1d6
7th +3 Roof Runner 10 1d6
8th +3 Ability Score Improvement 10 1d6
9th +4 Fighting Style 10 1d6
10th +4 Specialization Feature 10 1d8
11th +4 Fated Survivalist 10 1d8
12th +4 Ability Score Improvement 15 1d8
13th +5 Strong Will 15 1d8
14th +5 Specialization Feature 15 1d10
15th +5 Improved Criticals 15 1d10
16th +5 Ability Score Improvement 15 1d10
17th +6 Know Your Enemy 20 1d10
18th +6 Specialization Feature 20 2d6
19th +6 Ability Score Improvement 20 2d6
20th +6 Sands King 20 2d6

Fighting Style
At second level 1 and again at level 9 you adopt a particular style of fighting as your specialty. 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.
Two-Weapon Fighting
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.

Marked Target
Starting at level 2 a Muqatil can choose to mark one target per encounter. You get granted combat advantage against the target creature.

Starting at level 3 a Muqatil gains +5 speed, +10 at seven, +15 at eleven, and +20 at seventeen.

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.

Extra Attack
Starting at level 5 a Muqatil can attack twice, instead of once, whenever you take the attack action on your turn.

Roof Runner
Starting at level 7 a Muqatil ignores difficult terrain in an urban or city environment. They also gain advantage on checks made to climb buildings and jump from roof to roof.

Fated Survivalist
Starting at level 11 a Muqatil gains advantage on all medicine, and survival checks when in a desert.

Strong Will
Starting at level 13 once per day a Muqatil can automatically succeed one death saving throw.

Improved Criticals
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)

Sands King
Starting at level 20 a Muqatil can gain the support of other Muqatil. The Muqatil gains advantage on all charisma based checks involving other Muqatil or other desert people.
Also a Muqatil can find a safe house in any desert city or town.


A holy warrior trained in the art of death. They vow to destroy the creatures of the elemental chaos.

Stone Soul
Starting at level 1 a Majahid gains extra Hit Points equal to their constitution modifier every level.

Healing Bonds
Starting at level 6 a Majahid can use a healing action constitution modifier times per day. This action heals for one target hit die worth of hit points to the target.

Extra Attack
Starting at level 10 a Majahid can attack three times, instead of twice, whenever you take the attack action on your turn.

Fleet Footed
Starting at level 14 a Majahid can disengage as a bonus action once per turn.

Holy Warrior
Starting at level 18 a Majahid gains advantage for tracking and knowledge checks on any Elemental type creatures.

Rwn Syd
A Master of magical rune arts passed down though the generations.

Rune Presser
Starting at level 1 a Rwn Syd can attack with runes as long as no weapon, item, or shield is equipped. The rune uses dexterity for it’s attacks and deals 1d4 force damage. This damage is increased to 1d6 at 6, 1d8 at level 10, 1d10 at level 14, and 2d6 at level 18.

Rune Push
Starting at level 6 a Rwn Syd can choose to take a -5 penalty to the damage roll with the Rune Presser. For every -5 damage the target is pushed 5 feet.

Rune Levitation
Starting at level 10 a Rwn Syd gains a fly speed equal to the speed of the Muqatil. If the Rwn Syd does not end their turn on the ground they fall.

Rune Fall
Starting at level 14 a Rwn Syd negates all but 1d6 worth of fall damage.

Rune Void
Starting at level 18 a Rwn Syd can cast a void Rune constitution modifier times per day. 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 can not be attacked. 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).

(prerequisite – Female character) A belly dancer trained in deception and assassination.

Unarmored Defense
Starting at level 1 a Raqisa’ AC is 10 + Dexterity modifier + Constitution modifier when not wearing armor or a shield.

Dance of Deception
Starting at level 1 a Raqisa can use the dance of deception ability. As an attack action the Raqisa can choose one Humanoid target within line of sight. The target must make a charisma save versus 8 + Dexterity modifier + proficiency bonus. If the target’s roll fails the target grants advantage against all incoming attacks until the start of the Raqisa’ next turn. If the target’s roll is successful the target grants combat advantage against the first attack made against it until the start of the Raqisa’ next turn.

Hidden Blades
Starting at level 6 a Raqisa can use a reaction to attack enemies who get to close. If an enemy moves into melee reach of the Raqisa, and the Raqisa is wielding a dagger then you can use your reaction to gets to make a opportunity attack using an equipped dagger.

Surprise Strike
Starting at level 10 a Raqisa when the Raqisa attacks attacks an enemy her size or smaller and the target is not in combat she can use surprise strike. The action makes the target fall unconscious for 10 + dexterity modifier – the targets constitution modifier rounds. If the target takes damage the condition ends.

Starting at level 14 a Raqisa has advantage on all checks to escape a grab or binding.

In trance
Starting at level 18 a Raqisa can allure any humanoid to her dance while they are not in combat. The targets must make a charisma save versus 10 + Dexterity modifier + proficiency bonus. If the targets roll fails the target has disadvantage on all insight and perception checks until the dance ends or Dexterity modifier + proficiency bonus rounds which ever comes first.