Inquisitor v1.3
By Sage Young (Ser Nurp)
Version: 1.3
Version: 1.3
Cloaked in shadows the inquisitors of faith serve to purge the wickedness from the land, whether by sword or by faith the heretic will kneel. Working from the edges of church doctrine, the inquisitors handle the tasks that others of their faith cannot, the deeds that would send even the most holy of followers to say prayer in hopes to cleanse themselves of sin. These virtues do not sway the inquisitor, working for a greater purpose they unswervingly heed the call of their order working to purge the scum and villainy from their lands.
Spies and Renegades
Inquisitors work to delve deep into the cults of the land uncovering their secrets and purging them of their sin. Sanctioned by the church they are allowed to perform actions that would cause a paladin to fall or a cleric to lose faith. Woe to any who are among the clergy when an inquisitor is called to purge the faithful.Zealots of the Divine
Inquisitors are true believers of faith, fervent followers of their deity they understand that their task is difficult, but it is needed for the world is not pure, and they were sent here to cleanse it of sin.Creating an Inquisitor
When creating an inquisitor, think about your faith, the divine that you worship and the enemies of the church. What lead you to this life of service, and how did you join the order of inquisitors? Were you taken as a young child to be raised as a ruthless servant of the faith, or perhaps you were taken in by a monastery and through their teachings your faith grew so fervent that the divine noticed, and you were raised up to the order? Did you seek out your faith, or did it find you? These are all questions that should come to mind when making an inquisitor. Work with your DM to determine how big an impact your faith will play in your character's adventure. Your church might drive you to adventure, or perhaps they merely ask for small favors throughout the course of play. What kind of relationship do you have with your faith? Is it friendly? Are you exiled for a deed you performed in your past, but were called back to handle the church's dirty work?Quick Build
You can make an inquisitor by quickly following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the acolyte background.Multiclass
- Ability Score Multiclass Requirements: Strength or Dexterity 13 and Charisma 13
- Multiclass Proficiencies Gained: Light armor, medium armor, shields, simple weapons, one skill from the class's skill list
The Inquisitor Table
Class Features
As an inquisitor, you gain the following class features.Hit Points
- Hit Dice: 1d8 per inquisitor level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per inquisitor level after 1st
Proficiencies
- Armor: Light armor, medium armor, and shields
- Weapons: Simple weapons, hand crossbows, longbows, short bows, rapiers, and scimitars
- Tools: Disguise Kit
- Saving Throws: Dexterity, Wisdom
- Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Religion, Stealth, Survival, and Tactics.
Equipment
You begin the game with a coin pouch containing 100 gp; you can spend this coin, along with your starting wealth from other traits and features, to purchase your starting equipment from the options found within the equipment guide. Alternatively, if you are starting in a non-Living World game, and your DM allows, you can choose to instead start with the following equipment, in addition to the equipment granted by your other traits and features:- (a) chain shirt or (b) leather armor
- (a) a rapier or (b) a scimitar
- (a) a shortbow and quiver of 20 arrows or (b) a hand crossbow and quiver of 20 bolts
- (a) a dungeoneer's pack, (b) an explorer's pack, or (c) a priest's pack
- A dagger, shield, and a holy symbol.
Devotion
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Your devotion to your deity has provided you with a great many gifts, through your acts of faith you are given powers others could only dream of, capable of producing miracles, laying down blessings of you deity, and more, however, your powers are tied to your devotion to your deity, for to forsake your faith is to forsake your power. So long as you are in good standing with your deity, you may continue to take levels in this class, but should you ever fall from grace, leveling into this class is locked unless you receive Atonement. Certain deities may not accept atonement, so choose wisely when accepting the gifts of these mysterious beings.
If you have lost favor with your deity, subject to GM discretion, you lose access to the Judgement, Sense Heretic, Spellcasting, Zeal, Bane, Seek Mind, and Stalwart features, along with all features of your Sanctioned Orders subclass. An apostate does not suffer from this feature, except in extreme cases.
You cannot retrain out of this class once attained, without consequences. Leaving this class without approval by your deity is considered breaking of your faith in a negative light. However, good deities generally do not mind the lack of devotion, so long as you maintain the faith, such cases are often approved. Additionally, should you be corrupted and your faith altered, your new deity may becomes your new provider of power, and your devotion transfers to them; however, your old faith may still harbor a grudge against you.
Judgement
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The strength of your faith grants you the ability to pronounce judgement upon your foes as a Bonus Action, once activated, a judgement remains in effect for one minute, at which points its effects immediately end. You can use this feature twice, gaining an additional use at 6th level, 9th level, 12th level, 15th level, and 18th level for a total of 7 uses. You regain all expended uses after completing a Long Rest.
Upon activating this ability you are blessed with divine might powering your fervor and enhancing your soul. Choose one of the judgements listed below, you receive a bonus or special ability based on the judgement made. You can change this judgement to another type as a Bonus Action on your turn by spending a point of Fervor.
Any additional damage a judgement provides is Radiant for a good aligned inquisitor, or Necrotic for an evil aligned inquisitor, while a neutral aligned inquisitor chooses whether the damage is Radiant or Necrotic when they first take levels in this class, once this choice is made it cannot be changed.
Upon activating this ability you are blessed with divine might powering your fervor and enhancing your soul. Choose one of the judgements listed below, you receive a bonus or special ability based on the judgement made. You can change this judgement to another type as a Bonus Action on your turn by spending a point of Fervor.
Any additional damage a judgement provides is Radiant for a good aligned inquisitor, or Necrotic for an evil aligned inquisitor, while a neutral aligned inquisitor chooses whether the damage is Radiant or Necrotic when they first take levels in this class, once this choice is made it cannot be changed.
- Destruction: The inquisitor is filled with divine wrath; you deal an additional 1d6 points of damage on all weapon damage rolls.
- Healing: The inquisitor is surrounded by a divine light, healing the inquisitor for 1d12 + Charisma modifier points of damage the first time this is chosen with this activation of judgement. On subsequent turns this heals the inquisitor for a number of hit points equal to 1d4 + Charisma modifier at the start of their turn for as long as they are conscious, and the judgement lasts.
- Justice: The inquisitor is fueled with an intense desire to seek justice, every attack roll that the Inquisitor makes during this time receives a +1d4 Insight bonus to attack.
- Piercing: The inquisitor focuses on their foe's spellcasting, so that they can better pierce its hold on this world. Whenever an inquisitor would make an ability check to dispel magic, or otherwise pierce through magic, they gain a +1d4 Insight bonus on that roll.
- Protection: The inquisitor is surrounded by a protective aura, granting them a +1d4 Insight bonus to their AC for as long as the judgement remains active. This bonus is re-rolled every round at the start of an inquisitor's turn.
- Purity: The inquisitor is protected by the vile beliefs of their foes, granting them an Insight bonus equal to their Charisma modifier on all saving throws for as long as this judgement remains active.
- Pursuit: The inquisitor is instilled with righteous determinatioin, granting them an Insight bonus equal to 10 x their Proficiency bonus in movement speed to their base Walking speed, and half this number to all other forms of movement for as long as this judgement remains active.
- Resiliency: This judgement protects the inquisitor from harm, granting them resistance against one damage type of their choice chosen when this judgement is first activated. It can be changed to another damage type at the start of the inquisitor's turn.
- Smiting: This judgement bathes the inquisitor's weapon in divine light that burns away the defenses of their foes. The inquisitor's attacks cause a foe struck by them to make a Charisma saving throw DC equal to the inquisitor's spellcasting DC, failure indicates that creature loses one resistance of the inquisitor's choice.
Sense Heretic
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The presence of heretical views registers on your senses like a noxious odor. As long as you are conscious and not Incapacitated, you can as a Bonus Action detect heretics to your faith that are within 60 feet of you that you can see.
A heretic is considered one of the following:
You can activate the focused sense heretic feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
- Any creature or object with a negative Influence score towards your faith.
- An outsider or non-humanoid creature relevant to your faith with an alignment that opposes your faith (ie Demons would oppose a Lawful and/or Good deity, while undead would be considered Heretics towards Napalis).
- Any humanoid creature that has had a forced alignment change that opposes your faith that does not also have a positive Influence score towards your faith.
- Any creature, object, or entity whose being has been decreed heretical by the church with which you follow (must be decreed by 2nd highest rank in church or higher.)
You can activate the focused sense heretic feature a number of times equal to your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Zeal
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At 1st level, your zealotry emboldens you to act with righteous zeal. You gain a single Zeal feature listed below. You gain an additional Zeal feature at 3rd level, and again every 2 Inquisitor levels thereafter. Most zeals require you to expend Stamina to function. The saving throw of any zeal that you produce is equal to your Inquisitor Spell Save DC, and Zeals require an action to use unless specified otherwise.
Abyssal Anchor
You can spend 1 point of Stamina to unleash a burst of unholy energy as a Bonus Action. Choose a point within 120 feet, you produce a 10-foot burst of necrotic energy that causes all creatures within its area to make a Constitution saving throw against your Inquisitor Spell Save DC or suffer 2d8 + your Charisma modifier points of Necrotic damage, and the Anchored condition for 1 minute, save for half and negating the Anchored condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this Zeal increases by 1d8 whenever your Proficiency bonus would increase above +2.Abyssal Light
You can spend 1 point of Stamina to unleash an arc of unholy lightning as a Bonus Action. Produce a 5-foot wide, 30-foot long line of necrotic energy that causes all creatures within its area to make a Dexterity saving throw against your Inquisitor Spell Save DC or suffer 1d10 + your Charisma modifier points of Necrotic damage, and the Aflamed (1d10 Necrotic) condition for 1 minute, save for half and negating the Aflamed condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this Zeal increases by 1d10 whenever your Proficiency bonus would increase above +2.Abyssal Radiance
You can spend 1 point of Stamina to unleash a burst of unholy energy as a Bonus Action. Make a ranged spell attack using your inquisitor spell attack bonus against the Touch AC of a target within 60/180 ft., on a hit, your target suffers 2d8 + your Charisma modifier points of Necrotic damage. With an additional 1d8 points of Necrotic damage whenever your Proficiency bonus would increase above +2. Additionally, should your target be hit, they must make a Constitution saving throw against your Inquisitor Spell Save DC, or suffer from the Blind condition for 1 round.Demand Obedience
You can spend 1 point of Stamina to bring forth the will and mind of a creature under a Charm effect to remind them of their path in life. For the next minute that creature receives Advantage on all saves and checks made to Charm or Possession. If the target is already under a Charm effect, it receives a new save to end this effect.Devastating Strike
When you hit a target with a melee martial attack, you can expend 2 points of Stamina to cause the attack to deal an additional 5 + your Inquisitor level in Necrotic or Radiant damage, or the damage type tied to your Judgement feature.Disciplined
The Inquisitor gains one feat from the Divine, Guile, or Teamwork Feat category as a bonus feat. You can select this zeal multiple times. Its effects do not stack. Each time, select a new Divine or Guile Feat to be tied to this zeal.Divine Ward
- Prerequisite: Inquisitor 5
Empowered Faith
- Prerequisite: Inquisitor 5
Empowered Healer
You can spend 4 points of Stamina whenever you would cast a spell that restores Hit Points to a creature, that spell heals the target for an additional 50 percent of the base healing granted by the spell. Alternatively, you can spend 3 points of Stamina to instead heal for the maximum amount allowed for that spell.Energy Barrier
You can spend 1 point of Stamina as an Action to form a shield of protection around yourself or a creature that you touch within 5 feet of you. Your target gains DR 5 against a single non-Physical damage type of your choice for 1 minute.Glorious Presence
You can spend 2 points of Stamina to lay a protective aura around a creature touched. For 1 minute, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this effect ends against that target only.Healing Light
You can spend 1 point of Stamina as an Action to infuse yourself or a creature touched with positive energy, healing the target. Your target gains Fast Healing equal to your Proficiency bonus for 1 minute.Hexing Mark
- Prerequisite: Inquisitor 5
Holy Anchor
You can spend 1 point of Stamina to unleash a burst of radiant energy as a Bonus Action. Choose a point within 120 feet, you produce a 10-foot radius burst of radiant energy that causes all creatures within its area to make a Constitution saving throw against your Inquisitor Spell Save DC or suffer 2d8 + your Charisma modifier points of Radiant damage, and the Anchored condition for 1 minute, save for half and negating the Anchored condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this zeal increases by 1d8 whenever your Proficiency bonus would increase above +2.Holy Light
You can spend 1 point of Stamina to unleash an arc of radiant lightning as a Bonus Action. Produce a 5-foot wide, 30-foot long line of radiant energy that causes all creatures within its area to make a Dexterity saving throw against your Inquisitor Spell Save DC or suffer 1d10 + your Charisma modifier points of Radiant damage, and the Aflamed (1d10 Radiant) condition for 1 minute, save for half and negating the Aflamed condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this zeal increases by 1d10 whenever your Proficiency bonus would increase above +2.Holy Radiance
You can spend 1 point of Stamina to unleash a burst of radiant energy as a Bonus Action. Make a ranged spell attack using your inquisitor spell attack bonus against the Touch AC of a target within 60/180 ft., on a hit, your target suffers 2d8 + your Charisma modifier points of Radiant damage. With an additional 1d8 points of Radiant damage whenever your Proficiency bonus would increase above +2. Additionally, should your target be hit, they must make a Constitution saving throw against your Inquisitor Spell Save DC, or suffer from the Blind condition for 1 round.Inquisitive Hunter
The inquisitor adds their Charisma modifier on any Intelligence or Wisdom ability check made to identify a creature's weaknesses, abilities, strengths, and other capabilities.Practiced Physician
The inquisitor gains the Healer feat as a bonus feat. Should you already possess this feat, you instead increase the number of Medicinal Reagents you possess by your Charisma modifier, and through your clever use of magic, you are able to extend the number of charges a healer’s kit can hold by 5 for a total of 15 charges per kit.Prayer Shield
- Prerequisite: Inquisitor 5
Preach the Faith
- Prerequisite: Inquisitor 5
Spiritual Tap
- Prerequisite: Inquisitor 5
Stern Gaze
The inquisitor can spend 2 points of Stamina whenever they would make an Intimidation or Insight check to roll the check again, taking the new results even if they are worse.Zephyr’s Gift
- Prerequisite: Inquisitor 5
Fervor
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Starting at 2nd level, you begin with a pool of fervor that fuels your inquisitorial powers, this pool is equal to your Charisma modifier + your Inquisitor level, as shown in the Fervor column of the Inquisitor table. You can never have more fervor than shown on the table for your level. You regain all spent fervor when you would complete a Long Rest.
Find the Unclean
As a Reaction you can use a point of Fervor to gain Advantage on a single Insight, Investigation, Perception, or Tactics check made to identify, research, study, or locate a heretic.Meditation
As an Action, you can sacrifice a spell slot to restore an amount of Fervor equal to the level of the spell slot sacrificed.Strengthen Judgement
At the start of your turn when a Judgement you have activated is about to end, you can extend its duration by one minute by expending a point of Fervor.Zealot
Whenever you would activate a Zeal feature that requires Stamina to activate, you can expend Fervor in the place of Stamina, this is done at a two Fervor to one Stamina ratio.Fighting Style
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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.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense: While you are wearing light, medium, or heavy armor, you gain a +1 bonus to AC.
- Dueling: 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.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Lunge: When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property. If the weapon already has this property, the reach increases by a further 5ft.
- Musketeer: When you engage an opponent while two-weapon fighting with a firearm and a melee weapon, if you make both attacks at the same target, you have advantage on the attack roll you make with the second attack.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Versatility: You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Spellcasting
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By 2nd level, you have learned to grasp at the divine energies through your zeal you gain the ability to cast spells as a cleric does. See Spell Rules for the general rules of spellcasting and the Spells Listing for the Inquisitor spell list.
You prepare the list of inquisitor spells that are available for you to cast, choosing from the inquisitor spell list. When you do so, choose a number of inquisitor spells equal to your Charisma modifier + half of your inquisitor level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level inquisitor, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell does not remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of inquisitor spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Preparing and Casting Spells
The Inquisitor table shows how many spell slots you have to cast your inquisitor spells. To cast one of your inquisitor spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.You prepare the list of inquisitor spells that are available for you to cast, choosing from the inquisitor spell list. When you do so, choose a number of inquisitor spells equal to your Charisma modifier + half of your inquisitor level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level inquisitor, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell does not remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of inquisitor spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your inquisitor spells since their power is fueled from the strength of your zeal. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an inquisitor spell you cast and when making an attack roll with one.- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your inquisitor spells.Tactics
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Through your training as an inquisitor, you have begun to unearth the hidden tactics and knowledge of your order, aiding you in your ability to rout out heresy.
At 2nd level, you gain two tactics of your choice. Your tactic options are detailed below. When you gain certain inquisitor levels, you gain additional tactics of your choice, as shown in the Tactics Known column of the Inquisitor table. Additionally, when you gain a level in this class, you can choose one of the tactics you know and replace it with another tactic that you could learn at that level.
If a tactic has prerequisites, you must meet them to learn it. You can learn the tactic at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
At 2nd level, you gain two tactics of your choice. Your tactic options are detailed below. When you gain certain inquisitor levels, you gain additional tactics of your choice, as shown in the Tactics Known column of the Inquisitor table. Additionally, when you gain a level in this class, you can choose one of the tactics you know and replace it with another tactic that you could learn at that level.
If a tactic has prerequisites, you must meet them to learn it. You can learn the tactic at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Cunning Hunter
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At 3rd level, you have instilled within yourself a sense of awareness and understanding of your surroundings, you gain a Circumstance bonus to your Initiative checks equal to your Charisma modifier, Additionally, while tracking other creatures you learn their exact number, their sizes, and how long ago they passed through the area.
Sanctioned Order
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When you reach 3rd level, you enter into an order that binds you into service to your faith. Until now you have been in a preparatory stage, committed to your faith, but not yet cleansed of your sins. Now you choose one Order detailed at the end of the class description, once chosen this choice cannot be changed.
Your choice grants you features at 3rd level, and again at 7th, 15th, and 20th level. Those features include order spells and specialized tactic options.
If you gain an order spell that does not appear on the inquisitor spell list, the spell is nonetheless an inquisitor spell for you.
Your choice grants you features at 3rd level, and again at 7th, 15th, and 20th level. Those features include order spells and specialized tactic options.
Order Spells
Each order has a list of associated spells. You gain access to these spells at the levels specified in the order description. Once you gain access to an order spell, you always have it prepared. Order spells do not count against the number of spells you can prepare each day.If you gain an order spell that does not appear on the inquisitor spell list, the spell is nonetheless an inquisitor spell for you.
Order Tactician
Your order allows you to perform maneuvers and feats of faith that would be otherwise locked. Each Tactics option provided by your order explains the specific rules regarding that tactic, but otherwise follows the rules laid out by the Tactics feature.Ability Score Improvement
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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 cannot increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Strengthened Faith
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Beginning at 4th level, you are further able to resist the corrupting influences of outside forces. Whenever you would be forced to make a check or save that would break your loyalty or reveal your identity, such as through Charms, Compulsions, Deception checks that would break your cover, and so on, you can expend a point of Fervor to gain a +1d6 Insight bonus on that check or save.
Extra Attack
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Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Passive Judgement
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Starting at 5th level, your devotion to the inquisitorial ways has strengthened within you your bonds of judgement. Whenever you would complete a Long Rest, choose a single Judgement ability from the list below, you benefit from that ability until you are knocked Unconscious, Incapacitated, Dying, slain, or otherwise complete another Long Rest.
- Destruction: Your attacks are blessed by your destructive judgement. All attack rolls that you make deal an additional amount of damage equal to your Proficiency bonus.
- Healing: Your body is blessed by your healing judgement. You may expend a point of Fervor or Stamina to heal for 1d12 + your Charisma modiifer points of damage. Additionally, whenever you would complete a Short Rest, you heal for an additional 1d12 points of damage.
- Justice: Your fighting spirit is blessed by your justice judgement. All attack rolls that you make gain a +1 Fate bonus to the attack roll.
- Protection: Your reflexes are blessed by your protection judgement. You gain a +1 Fate bonus to your Armor Class.
- Purity: Your soul is blessed by your purity judgement. You gain a +1 Fate bonus to all Saves that you would make.
- Pursuit: Your speed and agility is blessed by your pursuit judgement. You gain a +10 foot Fate bonus to all natural forms of movement that you possess.
- Resiliency: Your form is blessed by your resiliency judgement. You gain DR 3 against one damage type of your choice. Physical damage (Bludgeoning, Piercing, Slashing) count as one damage type in this instance.
- Smiting: Your might is blessed by your smiting judgement. All damaging attacks that you make increase their Penetration score by 3.
Bane
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Starting at 6th level, at the start of your turn you can spend a point of Fervor to bless your attacks with righteous power. Every martial attack that you make until the end of your turn deals an additional 1d8 True damage, this is increased to 2d8 if the attack is made against a Heretic. True damage cannot be reduced or mitigated in any way.
Discern Lies
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At 6th level, an inquisitor has gained a sixth sense to detect falsehoods. As an Action, you can spend a point of Fervor to focus your senses on a creature within 30 feet of you for one minute. If that creature deliberately and knowingly speaks a lie, it must make a Charisma saving throw, with a DC equal to your spellcasting DC, failure indicates that you feel a disturbance in the air surrounding that creature as you sense the foul words coming from it are deceptions. When a creature fails this Save, for the remainder of the abilities duration any additional deceptions are automatically detected.
Improved Judgement
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At 10th level, you are infused with the strength of your faith, whenever you pronounce judgement as a Bonus Action, you select two judgement options instead of one, and these judgements are improved, as shown below. Whenever you would use a bonus action to change judgements, only one of your two judgements are changed.
- Destruction: The inquisitor's destruction judgement deals an additional 1d6 points of damage.
- Healing: The inquisitor's healing judgement heals them for an additional 1d12 on first activation, and by an additional 1d4 at the start of their turn while it is active.
- Justice: The inquisitor's justice judgement enhances their attacks by 1d6 instead of 1d4.
- Piercing: The inquisitor's piercing judgement is enhanced to apply a d6 to the indicated rolls instead of a d4.
- Protection: The inquisitor's protection judgement is enhanced to a d6 instead of a d4.
- Purity: The inquisitor's purity judgement is enhanced as the purity of their beliefs fills their allies with hope. When an ally within 30 feet of the inquisitor would fail a saving throw, you can expend your Reaction to enhance their save by your Charisma modifier, potentially turning a failure into a success.
- Pursuit: The inquisitor's pursuit judgement is enhanced with righteous determination, granting each ally that starts their turn within 30 feet of you while this judgement with a +10 foot Insight bonus to each form of movement that they possess.
- Resiliency: The inquisitor's resiliency judgement enhances to protect the inquisitor against two damage types instead of one, they can be changed at the start of the inquisitor's turn.
- Smiting: The inquisitor's smiting judgement improves causing a foe struck that fails their Charisma saving throw to lose Resistance against the indicated damage type, and gain Vulnerability instead. An inquisitor can instead choose to target an Immunity and turn it into Resistance.
Seek Mind
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At 11th level, the inquisitor's fervent belief in their order has empowered them to seek out the answers they need through the minds of those around them. As an Action the inquisitor can sift through the surface thoughts of those around them. They can scan for either the answer to a simple question--such as "Where is the hidden lair of the Cult of the Fading Sun."--or for information on a general topic--such as the beliefs of the Cult of the Fading Sun."
You detect the number of creatures who are thinking about the question or topic within 60 feet of you, as well as their location if they are visible to you for one minute. While it does not provide you with the surface thoughts of those around you, only if a given creature is thinking about the topic you are concentrating on.
A creature can make a Wisdom saving throw DC equal to your Inquisitor Spel Save DC to prevent you from sensing their thoughts for the duration of this ability.
Creatures that fail this saving throw are unable to benefit from the effects of Invisility, Blur, Mirror Image, and similar spells for the duration.
When using this ability you do not give any indication that it is being used, nor does a creature that fails or saves against it realize that their mind was being probed, allowing you to ask leading questions about topics of interest.
You can use this feature a number of times equal to your Proficiency bonus.
You detect the number of creatures who are thinking about the question or topic within 60 feet of you, as well as their location if they are visible to you for one minute. While it does not provide you with the surface thoughts of those around you, only if a given creature is thinking about the topic you are concentrating on.
A creature can make a Wisdom saving throw DC equal to your Inquisitor Spel Save DC to prevent you from sensing their thoughts for the duration of this ability.
Creatures that fail this saving throw are unable to benefit from the effects of Invisility, Blur, Mirror Image, and similar spells for the duration.
When using this ability you do not give any indication that it is being used, nor does a creature that fails or saves against it realize that their mind was being probed, allowing you to ask leading questions about topics of interest.
You can use this feature a number of times equal to your Proficiency bonus.
Exploit Weakness
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At 14th level, the inquisitor has been blessed with an eye for weakness, allowing them to jump at the opportunity when it presents itself. Whenever an inquisitor scores a critical hit, they ignore any Resistances the target possesses and treats Immunities as Resistances. Additionally, the target cannot regain Hit Points until the start of your next turn.
Stalwart
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At 17th level, the inquisitor has prepared both mentally and physically to resist the lures of the false idols, helping them avoid certain attacks. When you are subjected to an effect that allows you to make a Constitution or Wisdom saving throw to take a reduced effect on success, you instead suffer no effect if you succeed on the saving throw. An inquisitor that is unconscious or otherwise incapacitated does not benefit from this ability.
List of Core Tactics
Given Herein is a list of core Tactics that any Inquisitor can take as a part of their Tactics feature.
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If this attack would miss you because of Disadvantage, the attack is made against the pulled creature, making a new attack roll against the target creature's AC.
Callous Casting
When you cast an area of effect spell you can expend a point of Fervor to cause all enemies within 30 feet of you to make a Wisdom saving throw against your Spell Save DC or become Frightened of you for 1 round per spell level you have cast.Covering Fire
When you hit a foe with a ranged attack, you can expend a point of Fervor to cause that foe to suffer Disadvantage on attacks of opportunity until the end of your next turn.Duck and Cover
Whenever you are subject to a Dexterity saving throw and you are adjacent to an ally who is also subject to this saving throw, you can expend a point of Fervor to take your allies result instead of your own.Escape Route
As a Bonus Action you can expend a point of Fervor to take the Dash or Disengage action.Intercept Charge
When a foe within 60 feet of you would move you can use a Reaction to expend a point of Fervor to take the Dash action, moving towards the triggering foe.Lookout
Whenever you or an Ally within 10 feet are Surprised you can expend a point of Fervor to remove the Surprised condition on yourself and one ally within 10 feet, if you do so, you increase your initiative in this combat by your proficiency bonus.Outflank
Whenever an ally within 5 feet of an enemy that you threaten would critically hit that enemy, you can expend a point of Fervor to make a Reactionary attack against the same enemy as a Reaction.Stick Together
Whenever you would move, you can expend a point of Fervor to grant all allies within 60 feet of you the ability to take the Dash action as a Reaction, they must use this movement to move closer to you. This movement does not provoke Reactionary attacks.Ally Shield
- Prerequisite: 5th level
If this attack would miss you because of Disadvantage, the attack is made against the pulled creature, making a new attack roll against the target creature's AC.
Broken Wing Gambit
- Prerequisite: 5th level
Stealth Synergy
- Prerequisite: 5th level
Focusing Blow
Prerequisite: 7th level You can attack an ally that is currently under the effects of a Charm or Stunned effect. If you hit your ally and deal damage to them, you can expend a point of Fervor to grant them another save against the effect.Take the Hit
- Prerequisite: 7th level
Betraying Blow
- Prerequisite: 9th level
Bonded Mind
- Prerequisite: 9th level
Wounded Paw Gambit
- Prerequisite: 12th level, Broken Wing Gambit
Sanctioned Orders
To fully commit oneself to the inquisitorial orders is a long and difficult road to follow. When an inquisitor has completed their training, they take upon themselves an order at 3rd level, which is the culmination of their training as an inquisitor. Though their training has concluded, an ordered inquisitor never truly ceases to learn and shape themselves in the eyes of their faith, this rarely matters to those true of heart and strong of faith, not even acts considered crimes against the church when done to serve the faith will upset the order.Apostate
The Order of Apostates embraces the dark powers of their foes, turning such powers toward their own ends in order to pronounce divine judgement upon those who would oppose them.These inquisitors work along the edge of their faith, doing what must be done that would damn others to an eternity of sin. The inquisitors who take up the order of the apostate are often loners, enemies of their own faith officially, but when the church needs something done and done correctly, they know who to call.
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The cloak grants you advantage on Charisma (Intimidation), and any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Whenever you would cast a spell or use a class feature that deals radiant or necrotic damage, you can spend a point of fervor to change the damage type from radiant to necrotic, and vice versa.
When you hit a creature with a weapon attack you can expend a point of fervor to steal the life force taken by your attack; the creature takes an additional amount of necrotic damage equal to 1d6 + your Charisma modifier. You heal for the same amount.
When you activate your judgement ability, you can replace one or both of your judgements to mark a number of creatures equal to your Charisma modifier per judgement replaced as subjects. A subject must make a Charisma saving throw, DC equal to your spellcasting DC or believe you to be a high priest of their faith, for as long as you maintain this judgement. A creature that fails or succeeds on this saving throw does not know that they were affected by this ability.
Order of the Apostate Features
| Level | Feature |
|---|---|
| 3rd | Apostate Tactics, Order Spells, Soul Blot |
| 7th | Infiltrator |
| 15th | On the Run |
| 20th | Judgement of the False |
Order Spells
You gain order spells at the inquisitor levels listed in the Order of the Apostate Spells table. See the Sanctioned Order class feature for how order spells work.Order of the Apostate Spells
| Level | Spells |
|---|---|
| 3rd | Armor of Agathys, Hex |
| 7th | Crown of Madness, Shadow Blade |
| 9th | Bestow Curse, Fear |
| 13th | Phantasmal Killer, Shadow of Moil |
| 17th | Contagion, Negative Energy Flood |
Apostate Tactics
When you take this order at 3rd level, you gain one of the following tactics that you qualify for, this tactic does not count against your maximum number of tactics known; in addition, each of the following tactics are added to the list of tactics that you can select when you gain a new inquisitor tactic. See the Tactics class feature for how Tactics function.Devil's Sight
You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.Flee the Scene
The apostate can expend a point of fervor to disengage or hide as a bonus action.No Trace
You do not leave behind tracks unless you wish it. You cannot be tracked except by magical means.Vigor of the Damned
As a bonus action, you can cast the spell false life on yourself, the level of this spell is cast at the highest level spell you are able to form. Using this ability costs you one point of fervor.Cloak of Flies
- Prerequisite: 5th level
The cloak grants you advantage on Charisma (Intimidation), and any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Necessary Lies
- Prerequisite: 5th level
Withering Gaze
- Prerequisite: 5th level
- A healing curse causes the foe to suffer bleed damage equal to the amount you would heal.
- A justice curse causes the foe to suffer a penalty to attacks equal to the bonus you would gain.
- A protection curse causes the foe to suffer a penalty to armor class equal to the bonus you would gain.
- A purity curse causes a foe to suffer a 1d4 penalty on saving throws.
Forbidden Lore
Prerequisite: 12th levelWhenever you would cast a spell or use a class feature that deals radiant or necrotic damage, you can spend a point of fervor to change the damage type from radiant to necrotic, and vice versa.
Sanguine Drink
Prerequisite: 12th levelWhen you hit a creature with a weapon attack you can expend a point of fervor to steal the life force taken by your attack; the creature takes an additional amount of necrotic damage equal to 1d6 + your Charisma modifier. You heal for the same amount.
Soul Blot
Starting at 3rd level, your use of the heretical has filled your soul with a stain that cannot wash away. When subject to an ability used to discern your allegiance such as sense heretic or detect good and evil, you detect as a heretic of your faith as well as the opposed alignment of your deity regardless of your actual alignment.Infiltrator
Starting at 7th level, your constant dealings with the heretical, and maneuvers within enemy territory has honed your abilities; you gain proficiency in two of the following skills: Deception, Persuasion, Sleight of Hand, or Stealth. If you already possess proficiency in your chosen skills, you instead double your proficiency bonus with that skill.On the Run
Starting at 15th level, you gain the ability to vanish without a trace, escaping from a potentially deadly situation. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport to any spot within 60 feet. You remain invisible and do not leave behind any tracks until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.Judgement of the False
At 20th level, you gain the ability to lay down false judgement upon your foes, spreading the lies that you have weaved into your very being you call to those around you so that they may hear your call and serve.When you activate your judgement ability, you can replace one or both of your judgements to mark a number of creatures equal to your Charisma modifier per judgement replaced as subjects. A subject must make a Charisma saving throw, DC equal to your spellcasting DC or believe you to be a high priest of their faith, for as long as you maintain this judgement. A creature that fails or succeeds on this saving throw does not know that they were affected by this ability.
Interrogator
The Order of Interrogators look to the grim realities of war to fuel their righteous crusade. Utilizing dark tactics and methods of control, these inquisitors are masters of fear and bringers of their faith's justice.
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When you activate your judgement ability, each hostile creature within 30 feet of you suffers a -2 penalty on all Intelligence, Wisdom, and Charisma saving throws that they would make for the duration of your judgement and one target within range must immediatelly make a Charisma saving throw against your Spell Save DC or suffer from the Cowering condition for the duration of the judgement, receiving a new save to end this condition early at the start of each of their turns. Additionally, any creature that you have dealt damage to during your judgement has Disadvantage on any Mind-Affecting abilities or spells that your produce until the end of your next turn.
Order of the Interrogator Features
| Level | Feature |
|---|---|
| 3rd | Interrogator Tactics, Order Spells |
| 7th | Discerning Mind |
| 15th | Faithful Analysis |
| 20th | Judgement of Manipulation |
Order Spells
You gain order spells at the inquisitor levels listed in the Order of the Interrogator Spells table. See the Sanctioned Order class feature for how order spells work.Order of the Interrogator Spells
| Level | Spells |
|---|---|
| 3rd | Dissonant Whispers, Hideous Laughter |
| 7th | Heat Metal, Phantasmal Force |
| 9th | Fear, Hypnotic Pattern |
| 13th | Confusion, Phantasmal Killer |
| 17th | Dominate Person, Dream |
Interrogator Tactics
When you take this order at 3rd level, you gain one of the following tactics that you qualify for, this tactic does not count against your maximum number of tactics known; in addition, each of the following tactics are added to the list of tactics that you can select when you gain a new inquisitor tactic. See the Tactics class feature for how Tactics function.Focused Gaze
When you make a Tactics check against a creature, you can spend a point of Fervor to add your Charisma modifier to all tactics checks you make against that creature for the next minute. Should you uncover information about that creature during this time, you add your Charisma modifier to the damage of any martial attack you make against that creature this round.Righteous Fear
Whenever you would successfully demoralize a creature through the Intimidation skill, or cause a creature to suffer from a Fear effect, that creature must make a Charisma saving throw against your spell save DC or suffer from 1d6 points of Psychic damage. This damage increases by 1d6 at 5th level, and every 5 levels thereafter.Near Hit
Whenever an attack would hit you, you can spend a point of Fervor to impose Disadvantage against the triggering attack.Threatening Words
As a Bonus Action, choose a single creature within 60 feet, that creature must make a Charisma saving throw against your Spell Save DC. On failure, your target suffers a d4 penalty on all Attack rolls and Ability checks that it makes for the next minute. The creature receives a new save at the end of each of their turns to end this effect early. If the target is experiencing any level of fear towards you, they make this save at Disadvantage for as long as they are afraid of you.Steeled Mind
At the start of your turn, if you are under the effects of a Charm, Compulsion, or Confusion effect, you may spend a point of Fervor to make a new save or check to end the effect early. Reactive Analysis- Prerequisite: 5th level
Feint
- Prerequisite: 5th level
Leaping Fear
- Prerequisite: 5th level
Warning
- Prerequisite: 5th level
Coaching
- Prerequisite: 12th level
See Through Lies
- Prerequisite: 5th level
Discerning Mind
At 7th level, you gain Proficiency in the Intimidation and Tactics skill, should you already possess Proficiency in either of these skills, you gain Expertise instead. In addition, you can cast the Detect Thoughts spell once without expending a spell slot or using verbal components, regaining this use after you complete a Long Rest. This activation of Detect Thoughts does not use Concentration or break Invisibility.Faithful Analysis
At 15th level, when faced with a heretical creature, that creature has Disadvantage on Deception, Insight, Intimidation, and Persuasion checks against you. In addition, if a heretical creature is affected by one of your mind affecting abilities or spells, you always learn one additional piece of information about it when making a knowledge check against it, even when you would fail on this check, so long as you failed by no more than 5 points.Judgement of Manipulation
At 20th level, you gain the ability to lay down manipulative judgement upon your foes, instilling within their mind falsehoods and doubts that betray their very being and mind.When you activate your judgement ability, each hostile creature within 30 feet of you suffers a -2 penalty on all Intelligence, Wisdom, and Charisma saving throws that they would make for the duration of your judgement and one target within range must immediatelly make a Charisma saving throw against your Spell Save DC or suffer from the Cowering condition for the duration of the judgement, receiving a new save to end this condition early at the start of each of their turns. Additionally, any creature that you have dealt damage to during your judgement has Disadvantage on any Mind-Affecting abilities or spells that your produce until the end of your next turn.
Marshal
The Order of Marshals work tirelessly against the corruption of the world, raising up their allies to help them pursue this goal, they work as one to attain a loftier goal.These inquisitors are lead to glory through shared victory, they command the field of battle ensuring that each pawn is placed just so that by the time their foe realizes it is already check mate. The inquisitors who take up the order of the marshal are leaders, often justiciars within their church they serve to spread the goals of their faith through the word of their deity, and when that is not enough, by the sword.
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While you are within 5 feet of you an ally, and two enemies, you gain a +2 bonus to armor class as you and your ally fight back to back defending each other’s flanks. When your ally is subject to an attack roll, you can use a reaction and expend a point of fervor to grant them a +2 bonus to their armor class against the triggering attack.
As a bonus action when you hit a creature with a weapon attack, you can expend a point of fervor to mark them as the subject of your challenge, that creature must make a Wisdom saving throw DC equal to your spellcasting modifier or suffer disadvantage on all attack rolls against targets other than you until the end of your next turn.
When an ally makes a ranged attack and hits a creature within 30 feet of you, you can use your reaction to spend a point of fervor and make a single ranged attack against that opponent.
When an ally within 60 feet of you moves up to their speed and makes a melee attack against a creature, you can spend a point fervor to use a reaction and select a number of allies equal to your Charisma modifier, those allies can use their reaction to move up to their speed and make a single melee attack against the triggering creature.
When you would be healed by a spell that restores hit points, you can expend a point of fervor to provide half of the healing you received to one ally within 30 feet of you.
When a judgement is pronounced in this way you must maintain concentration on it as if you were concentrating on a spell, and you do not gain the benefits of the judgement, unless you select yourself as one of the creatures chosen.
Order of the Marshal Features
| Level | Feature |
|---|---|
| 3rd | Marshal Tactics, Order Spells |
| 7th | Judgement of the Strategist |
| 15th | Resolve of True Faith |
| 20th | Stern Gaze |
Order Spells
You gain order spells at the inquisitor levels listed in the Order of the Marshal Spells table. See the Sanctioned Order class feature for how order spells work.Order of the Marshal Spells
| Level | Spells |
|---|---|
| 3rd | Compelled Duel, Healing Word |
| 7th | Aid, Enhance Ability |
| 9th | Haste, Wind Wall |
| 13th | Freedom of Movement, Hallucinatory Terrain |
| 17th | Conjure Volley, Telepathic Bond |
Marshal Tactics
When you take this order at 3rd level, you gain one of the following tactics that you qualify for, this tactic does not count against your maximum number of tactics known; in addition, each of the following tactics are added to the list of tactics that you can select when you gain a new inquisitor tactic. See the Tactics class feature for how Tactics function.Combat Medic
Whenever you would cast a spell that restores hit points, you can expend a point of fervor to enhance that spell so that it restores an additional 1d8 + your Charisma modifier in hit points.Forced March
As an action you can expend a point of fervor to grant all allies within 30 feet of you, including yourself the ability to ignore difficult terrain for one minute.Pack Attack
When you would successfully hit a foe with a weapon attack you can expend a point of fervor to grant all allies within 30 feet of you the ability to move up to their speed as a reaction that does not provoke attacks of opportunity.Seize the Opportunity
When initiative is rolled, but before combat starts you can expend a point of fervor to trade the results of your initiative with a willing ally within 30 feet of you.Back to Back
Prerequisite: 5th levelWhile you are within 5 feet of you an ally, and two enemies, you gain a +2 bonus to armor class as you and your ally fight back to back defending each other’s flanks. When your ally is subject to an attack roll, you can use a reaction and expend a point of fervor to grant them a +2 bonus to their armor class against the triggering attack.
Challenge
Prerequisite: 5th levelAs a bonus action when you hit a creature with a weapon attack, you can expend a point of fervor to mark them as the subject of your challenge, that creature must make a Wisdom saving throw DC equal to your spellcasting modifier or suffer disadvantage on all attack rolls against targets other than you until the end of your next turn.
Volley
Prerequisite: 5th levelWhen an ally makes a ranged attack and hits a creature within 30 feet of you, you can use your reaction to spend a point of fervor and make a single ranged attack against that opponent.
Coordinated Charge
Prerequisite: 12th levelWhen an ally within 60 feet of you moves up to their speed and makes a melee attack against a creature, you can spend a point fervor to use a reaction and select a number of allies equal to your Charisma modifier, those allies can use their reaction to move up to their speed and make a single melee attack against the triggering creature.
Share Healing
Prerequisite: 12th levelWhen you would be healed by a spell that restores hit points, you can expend a point of fervor to provide half of the healing you received to one ally within 30 feet of you.
Judgement of the Strategist
At 7th level, whenever an inquisitor of the marshal order would pronounce judgement, they can do so as an action, providing the benefits of their chosen judgement to a number of creatures equal to their proficiency bonus within 60 feet of the inquisitor.When a judgement is pronounced in this way you must maintain concentration on it as if you were concentrating on a spell, and you do not gain the benefits of the judgement, unless you select yourself as one of the creatures chosen.
Resolve of True Faith
At 15th level, you cannot be charmed or frightened, and whenever you would critically hit a foe, you can expend a point of fervor to grant all allies within 30 feet of you advantage on attack rolls until the start of your next turn.Stern Gaze
At 20th level, your unshakable resolve and faith inspires those around you, when things look bleak your stern gaze can make the difference between life and death. When a friendly creature within 60 of you that can see or hear you drops to 0 hit points, but is not killed, you can use your reaction to cause that creature to drop to 1 hit point instead. Once you use this ability, you cannot do so again until you finish a long rest.Witch Hunter
Those few who bear the righteous zeal, dedication, and willingness to battle against the forces of magic, to not only face it as one would a blade, but to grasp such power and push it back towards those cursed fools that would fall for the tricks of such witchcraft hold true to the Order of Witchhunter's.These inquisitors work within their faith to guard or hunt-down those would be practitioner's of the arcane arts to ensure their magic would not harm the populace that they have sworn to safeguard from the sin of arcanum. It is these inquisitors that guard many mage towers, ensuring their foul experiments do not go awry and harm the citizenry. it is the witchhunter's that are sent to hunt down and eliminate such magical threats that no others would be prepared to fight. These witchhunter's are prepared to eliminate witchcraft, even if it means the sacrifice of their own life in the process.
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You gain the ability to smell magic, as if you possessed the scent ability but only for magic. You gain advantage on Perception checks made to locate magic and can track the scent of magic using Perception.
You can play tricks on the mind of the subject of your soul-piercing gaze. As an action you can expend a point of fervor to force that creature to make a Charisma saving throw, DC equal to your spellcasting DC, on failure that creature views you as their trusted friend and ally, they are charmed by you as the spell charm person, until the effects of soul-piercing gaze fades.
A witch hunter has prepared since they began their training to fend off the advances of foul magic. They cannot be charmed and have advantage on saves made to compel them.
When you are subject to a spell that forces a saving throw, you can use your reaction to spend a point of fervor to gain advantage on the saving throw.
You can see the true form of any shape-changer, or creature concealed through illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Order of the Witch Hunter Features
| Level | Feature |
|---|---|
| 3rd | Order Spells, Witch Hunter Tactics |
| 7th | Spell Guard |
| 15th | Verdict of Exile |
| 20th | Judgement of Witch’s Bane |
Order Spells
You gain order spells at the inquisitor levels listed in the Order of the Witch Hunter Spells table. See the Sanctioned Order class feature for how order spells work.Order of the Witch Hunter Spells
| Level | Spells |
|---|---|
| 3rd | Absorb Elements, Hunter's Mark |
| 7th | Knock, Silence |
| 9th | Blink, Counterspell |
| 13th | Arcane Eye, Banishment |
| 17th | Passwall, Scrying |
Witch Hunter Tactics
When you take this order at 3rd level, you gain one of the following tactics that you qualify for, this tactic does not count against your maximum number of tactics known; in addition, each of the following tactics are added to the list of tactics that you can select when you gain a new inquisitor tactic. See the Tactics class feature for how Tactics function.Arcane Sight
You can cast the spell detect magic at will, without expending a spell slot.Ghost Sight
You can spend a point of fervor to cast the spell see invisibility as an action.Soul-Piercing Gaze
As a bonus action that costs a point of fervor, you can gaze into the being of a creature within 60 feet of you. You gain advantage on Insight and Perception checks made against that creature for one hour, or until you select a new target for this ability.Unseen Step
As a reaction to making a stealth check, you can expend a point of fervor to become invisible until the beginning of your next turn, or until you make an attack or cast a spell.Spell Scent
Prerequisite: 5th levelYou gain the ability to smell magic, as if you possessed the scent ability but only for magic. You gain advantage on Perception checks made to locate magic and can track the scent of magic using Perception.
Mind Games
Prerequisite: 5th levelYou can play tricks on the mind of the subject of your soul-piercing gaze. As an action you can expend a point of fervor to force that creature to make a Charisma saving throw, DC equal to your spellcasting DC, on failure that creature views you as their trusted friend and ally, they are charmed by you as the spell charm person, until the effects of soul-piercing gaze fades.
Strong-Willed
Prerequisite: 5th levelA witch hunter has prepared since they began their training to fend off the advances of foul magic. They cannot be charmed and have advantage on saves made to compel them.
Defense Against Magic
Prerequisite: 12th levelWhen you are subject to a spell that forces a saving throw, you can use your reaction to spend a point of fervor to gain advantage on the saving throw.
Witch Sight
Prerequisite: 12th levelYou can see the true form of any shape-changer, or creature concealed through illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Spell Guard
At 7th level, whenever an inquisitor of the witch hunter order would be subject to a spell that they can see and that deals damage, they can use their reaction to halve the spell's damage against them.Verdict of Exile
At 15th level, you can lay judgement down upon a creature within 60 feet. That creature must make a Wisdom saving throw DC equal to your Spellcasting DC or become paralyzed for 1 round. If that creature is possessed, the possessing entity is shunted from their host and subject to the spell banishment. Using this ability takes one use of your Judgement ability to activate.Judgement of Witch's Bane
At 20th level, you gain the ability to lay judgement upon those who would practice witchcraft, clouding the minds of the faithful with the foul lies you cleanse their filth with divine judgement. When you activate your judgement ability, you gain access to the following additional judgement options:- Hex Breaker: You gain advantage on saving throws made against spells.
- Witch Slayer: You gain advantage on attack rolls against spellcaster's.
Inquisitor Spell List
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1st Level
Bane, Bless, Cause Fear, Ceremony, Charm Person, Command, Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Disguise Self, Divine Favor, Exorcism, Guardian, Heroism, Illusory Script, Protection from Evil and Good, Searing Smite, Shield of Faith, Silent Image, Sleep, Thunderous Smite, Wrathful Smite.2nd Level
Aid, Branding Smite, Calm Emotions, Compulsive Liar, Dark Whispers, Darkness, Delay Pain, Detect Thoughts, Enthrall, Hold Person, Inflict Wounds, Lesser Restoration, Locate Object, Planar Healing, Protection from Poison, See Invisibility, Suggestion, Vision of Entropy, Whip of Spiders, Zone of Truth.3rd Level
Archon's Aura, Blinding Smite, Clairvoyance, Crusader's Mantle, Daylight, Deflect Blame, Dispel Magic, Enemies Abound, Flesh Puppet, Isolate, Magic Circle, Major Image, Nondetection, Planar Wings, Prayer, Remove Curse, Revivify, Sending, Speak with Dead, Tongues.4th Level
Banishment, Charm Monster, Death Ward, Elemental Bane, Freedom of Movement, Locate Creature, Planar Clarity, Staggering Smite.5th Level
Banishing Smite, Charnel House, Destructive Wave, Dispel Evil and Good, Geas, Hold Monster, Holy Weapon, Modify Memory, Seeming.
Type
Religious

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