You may use the precise strike a number of times equal to your proficiency bonus; you regain your uses after a short or long rest.

Beginning at 2nd level, you know how to strike subtly and exploit a foe's weaknesses. You gain the following benefits when wearing only light armour and not wielding a shield:

This bonus increases when you reach certain Hashke levels, as shown in the Hashke table.

Starting at 2nd level, your speed increases by 10 feet while you are wearing light or no armour or wielding a shield.

At 6th level your maximum bonus goes to +8. At 18th level your maximum AC bonus rises to +10.

Your years at anticipating how your enemies attacks keep you alert to all types of danger. If you are wearing leather or studded leather armour you may add your Wisdom bonus to your AC to a maximum of +6 bonus from Dexterity and Wisdom.

At 1st level you have learnt the mental discipline to resist magical enhancements. Whenever a creature attempts to cast a magical spell on you always count as unwilling.

You start with the followiwng equipment, in addition to the equipment granted by your background:

Armour: Leather armour, studded leather armour (hashke will not use medium or heavy armour or shields). Weapons: Simple weapons, martial weapons. Saving Throws: Dexterity, Intelligence Skills: Arcana and choose three from Acrobatics, Atheletics, Deception, Insight, Intimidation, Invesitagtion, Perception, Perusasion, Stealth.

Hit Dice: 1d10 per Hashke level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hashke level after 1st

The Hashke abhor magic and all it's ilk and as such will never use it. They will never use a shield or armour that is not made of leather or hide as they believe this is cowardice. Their sense of honour means that they would always seek to have a fair fight with the enemy.

A Hashke is trained with one purpose, to hunt down and destroy any evil arcane practitioner. They believe that all abilities should be earnt through practice and skill alone. Any attempts to increase one's power without training is considered to be abhorent.

Deflect Magic

Starting at 3rd level, you can use your reaction to deflect a magical attack when you are hit by a ranged spell attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Hashke level.

If you reduce the damage to 0, you can deflect the spell using your weapon if you wish. If you catch a spell attack in this way you can make a ranged attack with the spell you have just caught, as part of the same reaction. You make the attack with proficiency and the spell counts as a Hashke weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Hashke Archetypes

At 3rd level you choose an archetype that determines how you attempt to hunt and destroy magical enemies. Choose between one of the following:

Mage Slayer

Inquisitor

Ability score Improvement

When you reach 4th level and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your 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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

At 6th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Non-Detection Cloak

By 10th level, your reaction to magical detection becomes eerily prescient from spells such as locate creature or locate object and other magical detection spells. Where a spell allows it, you have advantage on detecting magical intrusion upon you. Otherwise a successful Wisdom save against the spellcasters spell DC allows you to know that you are being spied upon, but not to resist it.

Sense of Self

At 13th level, you have advantage on saving throws against being frightened, charmed or confused.

Unparalleled Training

Your focus on training your reflexes and skills show through. Your Dexterity and Wisdom scores increase by 2 to a maximum of 22.

Hashke Archetypes

Mage Slayer

A mage slayer focuses on developing their phsyical skills to expertly hunt and destroy spellcasters.

Favoured Enemy

At 3rd Level you gain a +2 bonus to damage against spellcasters. Additionally, you have advantage on Wisdom (Survival) checks to track spellcasters, as well as on Intelligence checks to recall Information about them.

Aura Detection

At 7th level, your training of spellcasters and magical entities allows you to see magical auras up to 60 feet for one minute. You are not able to determine the type of magical aura only the number of magical auras. You must finish a short or long rest to use this ability again.

Viscious Strike

At 15th level you can use your action to ready a precise strike against a spellcaster where the trigger is if they cast a spell within 5 feet of you. If a spellcaster casts a spell on their turn then you may use the precise strike feature against them.

Quick Strike

You are ever ready for combat, if you are the first character to make an attack at the start of combat you may make one additional attack during your turn.

Inquisitor

Inquisitors utilise their knowledge of magic and hatred of spellcasters to limit the capabilities of spellcasters.

Weapon Bond

You choose a particular weapon as a focus of your hatred for spell casters that does not have the two-handed or versatile property. Upon making your selection you must spend one day per character level channelling your hatred of spellcasters and creatures with spellcasting abilities. Thereafter if you strike a creature that is able to cast spells you do an additional 1d6 points of damage. If the weapon is lost or destroyed you must complete the ritual again to form a new bond.

Magic Breaker

At 7th level, your intense study of enchanted objects allows you to deactivate magical objects and traps. If you spend a minute to investigating a magical trap you can attempt to deactivate with proficiency. Furthermore, you may spend up to a short rest to attempt to unenchant a magical object. Sentient objects will have contested Intelligence checks in order to separate a consciousness from an object.

Interrupt Magic

At 15th level you can choose to ready an attack against a spellcaster if you are within 5 feet of the spellcaster and they begin to cast as spell. You may choose to make a reaction attack against that spellcaster. On a successful hit, the spellcaster must make a constitution saving throw in order to cast a spell.

Greater Bonded Weapon

Your hatred for spellcasters furthers the damage of your weapon. Your bonded weapon damage increases to a d8 when used against spellcasters and a d4 when used against non-spellcasters.