Order of the Inquisition
Hunter of Men
When you join this order at 3rd level, your time spent hunting
down people has made you easily able to read their
intentions. You have advantage on any Wisdom (Insight) or
Wisdom (Perception) checks made toward humanoids.
Awakened Blood
When you join this order at 3rd level, you learn to channel
pain into heightened or even ethereal senses, to assist your
search for heresy in its many forms. As an action, you can
cast the following spells by losing a number of hit points
equal to one roll of your hemocraft die: detect evil and good,
detect magic, detect poison and disease, or see invisibility.
Intelligence is your spellcasting ability for these spells.
After you reach 7th level, you can channel this ability to
effect others as well. You may use this feature to cast detect
thoughts, or hold person. Once you cast either spell, you can't
cast it again with this trait until you finish a short or long rest
Traitors Abound
At 7th level, the paranoia instilled by your order has proven
useful, keeping your mind clear and ready to act at the first
sign of danger. You gain proficiency in Wisdom saving
throws, and you have advantage on initiative rolls.
Fury of the Righteous
Starting at 11th level, the weight of all you have seen and
done can be channeled into pure fury. As a reaction to you or
an ally falling below half their maximum hit points, you can
enter into a fanatical state.
In this state, your speed is increased by 10 feet, your
crimson rite deals one additional hemocraft die of rite
damage, and you gain temporary hit points equal to your
Intelligence modifier at the start of your turn (minimum of 1).
These benefits last for 1 minute or until you fall unconscious.
Once you use this ability, you can’t use it again until you
finish a long rest.
Brand of Unfocused Thought
Beginning at 15th level, your Brand of Castigation now
disrupts the focus of creatures effected by it. The branded
creature cannot take reactions, and if they are concentrating
on a spell at the start of their turn, they take psychic damage
equal to a roll of your hemocraft die.
Blood Curse of the Burning Witch
Once you reach 18th level, your blood curse can burn heretics
where they stand. You gain the Blood Curse of the Burning
Witch for your Blood Maledict feature. This does not count
against your number of blood curses known.
Blood Curse of the Burning Witch
Prerequisite: 18th level, Order of the Inquisition
As a bonus action, you can direct your anger toward one
creature within 30 feet of you. That creature must succeed on
a Wisdom saving throw or be frightened of you until the end
of your next turn. In addition, at the start of the cursed
creature's turn, it and all creatures of your choice within 10
feet of them takes fire damage equal to one roll of your
hemocraft die.
Amplify. This curse lasts for 1 minute. At the end of each
of its turns, the cursed creature can make another Wisdom
saving throw. On a success, this curse ends.
Comments