Ranger Conclave - Inquisitor

Many rangers focus on their connection to nature and the natural world as a way to channel their gifted powers, but some - referred to coloquially sometimes as 'urban rangers' - take to the streets. Dubbed Inquisitors by many, these rangers are most commonly used by church and state to root out corruption and falsehoods within. Wills of steel and magical seals are an Inquisitors primary weapons in this hunt, and some become so adept that they can detect a lie the moment it is spoken.

With a strong moral code that is only sometimes adjacent to the legal code, these inquisitors often find themselves well pared with those of strong conviction and lawful bends, such as paladins. They may struggle with the more chaotic types, though some Inquisitors will take it upon themselves to ingratiate themselves in such groups to both lead them to a better path, and to limit the damage they do in the meantime.

Inquisitor's Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. You may Ritual cast any appropriate spells from this list.

Level Spells
3rd Comprehend Languages, Protection from Evil and Good
5th Augury, Detect Thoughts
9th Intellect Fortress, Tongues
13th Divination, Arcane Eye
17th Dispel Evil and Good, Geas

If you have the Primal Awareness feature, you can cast one of your Inquisitor spells of the appropriate level instead of your Primal Awareness spell without expending a spell slot.

Inqusitorial Seal

An inquisitor's most important ability is that of their Seals, magical enhancements that they apply to themselves as a bonus action. Once activated, a Seal lasts for 1 minute. Using a Seal while another is active causes the previous one to end immediately. The Seals you gain use are as follows:-


Justice: You have a +1 bonus to weapon attack and damage rolls. This increases by an additional +1 at levels 9 and 15 in this class. This stacks with the bonus you receive from magical weapons, but only to a maximum of +3.


Life: Whenever you hit a creature with a weapon or spell attack, you gain temporary hit points equal to your Wisdom Modifier.


Protection: You have a +1 bonus to your armour class. From level 9 in this class, you also gain immunity to critical hits. At level 15 in this class, the bonus to your armour class increases to +2. These bonuses stack with magic armour, to a maximum of +3.


Purity: You have a +1 bonus to all saving throws. At level 9 in this class, you gain immunity to diseases and the poisoned condition. This does not cure any existing conditions affecting you, but it does suppress them for the duration. From 15th level, the bonus to saving throws increases to +2. These bonuses stack with magic items, to a maximum of +3.


Resistance: When you activate this Seal choose a damage type. You reduce the damage taken from this damage type by 2. This increases to 4 and 6 at levels 9 and 15 in this class.


Wisdom: You have a +1 bonus to spell attack and cantrip damage rolls. This increases by an additional +1 at levels 9 and 15 in this class. This stacks with the bonus you receive from magical spell focuses, but only to a maximum of +3.

Inquisitor's Gaze

An inquisitor's steely gaze is able to strike fear into the hearts of others - and to examine their innermost selves. From 3rd level in this class you gain proficiency in the Intimidation skill and add your Wisdom modifier to any Intimidation ability checks. If you spend one minute observing a creature you learn their alignment (if they have any) and creature type.

Double Seal

By reaching 7th level in this class you gain the ability to share a Seal with another creature. When you activate a Seal, you may choose to grant another creature you can see within 30ft a Seal. This can be a different Seal to the one you choose for yourself. You may only affect one other creature with Double Seal at a time.

You may use Double Seal a number of times equal to your Wisdom modifier, refreshing on a long rest. Once your uses of this are expended, you can expend a spell slot of 1st level or higher to use it again.

Discern Lies

Inquisitors must be experts in detecting falsehoods. From 7th level you gain advantage on any Insight ability checks you make.

At 17th level, you automatically know when any lie has been told in your presence.

Bane Weapon

An Inquisitor's weapon is always honed to a specific edge, and from 11th level you learn how to channel your magic into your weapon to target specific foes. When you do so, choose a creature type (if you choose Humanoid, choose two races, such as elves and humans). You deal an additional 1d4 force damage with weapon attacks against that creature type. A creature damaged by Bane Weapon subtracts 1d4 from the next saving throw they make before the start of your next turn.

You can activate Bane Weapon as a bonus action on your turn, or as part of the bonus action you use to activate a Seal. Bane Weapon lasts so long as you keep the weapon in your hand or on your person, and instantly ends if you drop it.

Inquisitor's Mark

From 11th level you gain access to a personal mark, unique to yourself, with which you can use to seal contracts and make them magically binding on the parties involved. These are often used for political marriages, trade agreements, or other sensitive documents. Creatures signing the document must do so of their own free will, with any coercion (magical or otherwise) immediately causing the document to disintegrate into dust once the Inquisitor applies their seal.

Those who signed the contract are bound to follow the stipulations with it. Should any offending parties break the written agreement in any way, the contract disintegrates and the offending individual is immediately branded with the Inquisitor's seal on their forehead, hands, and throat. While branded in this way, all d20 rolls they make receive a penalty equal to the Inquisitor's proficiency bonus. The Inquisitor also immediately knows who broke the contract, how, and is aware of their location while they are branded.

If coercion is used to force them to break the agreement, the contract disintegrates, but the offending party is not branded.

The brand lasts for a number of months equal to the Inquisitor's ranger levels. It can be removed early by a Remove Curse spell cast from a spell slot equal to half the ranger's level. A 20th level Inquisitor's brand, therefore, cannot be removed by any means save for a Wish spell or divine intervention. It remains even through death and resurrection, as it is connected to both body and soul.

Triple Seal

At 15th level, your Double Seal feature can now affect two additional creatures, instead of just one.

Closed Mind

From 15th level the Inquisitor is able to reject any telepathic communication it does not wish to receive, including spells such as Sending.

Stalwart Soul

Replaces Feral Senses

An Inquisitor stands tall against foes both magical and mystical. When you succeed on a Constitution or Wisdom saving throw that has a partial effect on a success (such as green dragon's breath weapon), you may choose to negate the effect on yourself. They also are immune to being possessed.

Greater Bane Weapon

Replaces Foe Slayer

From 20th level the damage and saving throw reduction dice increases from 1d4 to 1d6. In addition, your Bane Weapon now hinders their ability to flee. A creature struck by the Bane Weapon has their speeds reduced by 10ft until the start of your next turn. In addition, if they try to use a teleport, plane shift, or similar effect they must succeed on a Charisma saving throw against your spell save DC. On a failed save, the teleport (or similar effect) fails and any ability use or spell slot is wasted.