The Inquisitor

Inquisitor

The great battle against the heretical king had ended in victory. In front of the victorious forces that now marched into the throne room stood a weathered, stoic, human woman clutching a battleaxe bathed in blood. As she approached the defeated king, he fell onto his knees before her, begging for mercy. Without a bat of her eye, she swung down, cutting his head clean from his body.

The slender elven man, a devout follower of Kord looked about the room. Around him stood the cultists of Asmodeus, yet they paid him no mind. For weeks now, he had slowly gained their trust, and finally the night of his induction had come. The cultist brought a peasant before the Inquisitor and handed him a sword. He did not want this, but he also that if he did not see his mission through to its gruesome end, much worse would follow. With gritted teeth and a quiet mutter of “Kord, forgive me,” the man swung down the blade and took his place among the unsuspecting members of the cult.

The militia of townspeople stormed up into the mansion of the oppressive lord, their force led by a radiant gold dragonborn. An outsider from a far land, he was here to vanquish injustice wherever it could be found, and he had made himself an icon of hope to these poor, downtrodden people. Many would die, but the Dragonborn's mind was at ease with the conviction that the destruction of this evil was worth its toll in blood.

These, and others like them, are inquisitors. Steadfast in devotion to their chosen deity, they are the stalwarts of justice, and are willing to use any means to see that justice carried out. They will fight by honourable means if possible, but are not afraid to be more deceitful, ruthless, or otherwise dark if, by such means, a greater evil can be extinguished.

Zealous Champions

Inquisitors do not travel the world as paladins or clerics might, they travel with purpose - a mission - a mission of divine origin. They travel from place to place to complete this mission, all in the name of their church, saint, and deity. Destroyers of all manner of evils, the nature of one's form does not concern an inquisitor - evil is evil - human or otherwise.

The magic of the inquisitor comes from their devotion to a chosen deity, and can be harnessed in all manner of ways to smite the evil and heal the good.

Inquisitors can also pronounce judgements of their deity, bringing their decree to the battlefield to aid their allies or crush their enemies. An inquisitor carries the will of their god deep inside of them, and can unleash it with little more than a proclamation.

Spread the Vision

An inquisitor's ultimate mission is always to spread their faith, some open churches run by clerics to spread the influence of their deity. When an inquisitor sets to the roads, it is generally because their god has sent them on a divine mission, be it to smite a foe, infiltrate a cult, spread the religion to new areas, or seek powerful artefacts that could strengthen the church.

Inquisitors are known of their stubbornness, often ignoring rules of new places in favour of the morals taught by their gods, or refusing to enter temples dedicated to rival deities. This is not the case for all inquisitors however, some are far more passive, preferring to seek their divine mission and blend in with the people around them, be it for curiosity, a desire to remain inconspicuous, or to avoid trouble.

An inquisitor will stay in contact with their place of origin if possible, spreading the news of their mission's progress back to their superiors or subordinates.

Creating an Inquisitor

As you create your inquisitor, the most important question to consider is what deity (or type of deity) does your character serve and what principles of said deity do they embrace. Appendix B of the Player's Handbook lists many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.

Once you have chosen a deity, consider your inquisitor's relationship to their god. Did you enter their service willingly? Or did the god choose you as their voice on the planes? Do you hail from a temple or priesthood? If so what was it like? Who raised you? What are your goals? Does your deity lay out your future? Or do you have your own goals in mind?

Inquisitor | Class Features

The Inquisitor
Level Proficiency Bonus Feature⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Judgements Known Judgement Decrees Exalted Judgements Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Divine Judgement, Holy Inquisition 2 1
2nd +2 Spellcasting, Spirited Scrutiny 2 2 2 2
3rd +2 Devotion 2 2 2 3
4th +2 Ability Score Improvement 2 2 3 3
5th +3 Divine Boon 3 2 3 4 2
6th +3 Inquisition Feature 3 2 3 4 2
7th +3 Exalted Judgement 3 3 1 3 4 3
8th +3 Ability Score Improvement 3 3 1 3 4 3
9th +4 4 3 1 3 4 3 2
10th +4 Inquisition Feature 4 3 1 4 4 3 2
11th +4 Aspect of Judgement 4 3 2 4 4 3 3
12th +4 Ability Score Improvement 4 4 2 4 4 3 3
13th +5 5 4 2 4 4 3 3 1
14th +5 Inquisition Feature 5 4 2 4 4 3 3 1
15th +5 Zealous Devotion 5 4 3 4 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 4 4 3 3 2
17th +6 6 5 3 4 4 3 3 3 1
18th +6 Inquisition Feature 6 5 4 4 4 3 3 3 1
19th +6 Ability Score Improvement 6 5 4 4 4 3 3 3 2
20th +6 Divine Judge 6 5 4 4 4 3 3 3 2

Quick Build

You can make an inquisitor quickly by following these suggestions. First, Charisma should be your highest ability score, followed by either Dexterity or Constitution. Second, choose the acolyte background.

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 4) + your Constitution modifier per inquisitor level after 1st

Proficiencies


  • Armour: Light armour, medium armour, bucklers
  • Weapons: Simple weapons, battleaxes, hand crossbows, heavy crossbows, longswords, morningstars, shortswords
  • Tools: None


  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Deception, History, Insight, Intimidation, Investigation, Persuasion, Religion, or Streetwise

Equipment

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

  • (a) a simple weapon, or (b) a martial weapon you are proficient in
  • (a) scale mail, (b) leather armour, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts, or (b) any simple weapon
  • (a) a priest’s pack, or (b) an explorer’s pack
  • A buckler and a holy symbol

Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.

Inquisitor | Class Features

Divine Judgement

Starting at 1st level, your connection with your god allows you to pronounce Judgement to a creature you can see within 60 feet of you. To have Judgement sworn to them, the creature must be able to both see and hear you.

You start knowing two judgements, and learn more as indicated in the Judgements Known column on the Inquisitor table.

The number of times you can pronounce judgement each day is shown in the Judgements Decrees column of the inquisitor table. You regain all expended uses of your judgement when you complete a short or long rest.

Some of your judgements require your target to make a saving throw to resist the judgement’s effects. The saving throw DC is calculated as follows:


  • Judgement save DC = 8 + your proficiency bonus + your Charisma modifier

Holy Inquisition

Also at 1st level, you carry out the will of your god in the best way you see fit. You choose to align yourself with one of the listed at the end of the class description. You gain additional features based on your chosen Inquisition at 6th, 10th, 14th and 18th level.

Inquisition Spells

Each Inquisition has a list of associated spells. You gain access to these spells at the levels specified in the inquisition description. Once you gain access to an inquisition spell, you always have it prepared. Inquisition spells don’t count against the number of spells you can prepare each day.

If you gain an inquisition spell that doesn’t have appear on the Inquisitor spell list, the spell is nonetheless an inquisitor spell for you.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Cantrips

You know two cantrips of your choice from the inquisitor spell list. You learn additional inquisitor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the inquisitor table.

Preparing and Casting Spells

The Inquisitor table shows how many spell slots you have to cast your 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 + your half your inquisitor level. 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 16, your list of prepared spells can include six 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 a 2nd-level slot. Casting the spell doesn’t 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 derives from the strength of your convictions. 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

Spirited Scrutiny

Also at 2nd level, your zealous nature is visible even in just your gaze. Whenever you make a Deception, Insight, Intimidation, or Persuasion check against one or more creatures, you may choose to gain advantage on the roll. Once you have used this feature on one or more creatures, you cannot use it on those creatures again until 24 hours have passed.

Devotion

At 3rd level, your zealous commitment to your deity has granted you a powerful resolve against aggressors. Whenever you make an attack roll, ability check, or saving throw, you can expend a use your reaction to add 1d4 + one fourth your inquisitor level to the roll. You must use this feature before you make the roll.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

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.

Divine Boon

When you reach 5th level, a powerful agent of your god has bestowed you with a divine strength for your service. You gain one of the following boons you choose:

Inquisitor | Class Features & Holy Inquisitions

Divine Esoterica

You are blessed with a divine sorcery, a magical essence that allows you a greater control over your magic. You gain an additional spell slot of 1st level, which is recovered after a short or long rest.

The level of this spell slot increases as you gain inquisitor levels, increasing by 1 at 7th, 13th, and 19th level.

Divine Crusade

You have been bestowed with a holy fervour. You can attack twice, instead of once, whenever you take the Attack action.

Divine Piety

Your pure devotion to divinity has allowed you to bestow its gifts upon your allies. You can provide the benefits of your Devotion feature to willings creatures you can see within 60 feet of you.

Additionally, you regain expended uses of your Devotion feature whenever you complete a short or long rest.

Exalted Judgement

When you reach 7th level, you gain the ability to specialise your decrees, growing in power and impact. Choose one judgement you know. This judgement becomes Exalted, including that judgement's Exalted section in its effects.

You may choose additional judgements to exalt as you gain inquisitor levels, as shown in the Exalted Judgements column of the inquisitor table.

Aspect of Judgement

At 11th level, your divine judgement forms great motes of holy energy that you can utilise to suit your needs. Whenever you pronounce judgement, you may create a mote of holy energy.

If you targetted one or more hostile creatures with the judgement, the mote flies towards one of those creatures that you choose. Make a ranged spell attack against the target. On a hit, the target takes radiant damage equal to your inquisitor level.

If you targetted one or more allied creatures with this judgement, the mote grants temporary hit points equal to your inquisitor modifier to you or one of the target creatures you choose. These temporary hit points last for 1 minute.

Zealous Devotion

At 15th level, your devotion can survive even the greatest trials. Whenever you expend a use of your devotion, but the affected attack roll, ability check, or saving throw still fails, roll a d20, adding your Charisma modifier. If the result of this rool is 15 or higher, you regain the expended use of devotion.

Divine Judge

By the time you reach 20th level, you channel the Judgement of your deity with such zeal that proclaiming the will of the divine is second nature to you, and not even the heaviest of blows can stop your divine declaration. When you roll initiative whilst you have less than half your uses of your Judgement remaining, you regain one use.

In addition, when you drop to 0 hit points and are not killed outright, you can expend a use of your Devotion as a reaction to drop to 1 hit point instead.

Holy Inquisitions

Your inquisition shows how you spread the worship of your god. Be it through your commanding presence, your beguiling subterfuge, or your sheer force of will, your inquisition grants you powers untold.

Inquisition of Arcana

While inanimate objects are rarely evil in of themselves, powerful enchantments can wreak much havoc in the hands of the impure. Arcane inquisitors hunt down magical items, for destruction if they are dark, or for the use of their church if otherwise. Furthermore, they supplement their divine connection with arcane ability, and are not above making use of forbidden magics if the situation requires it.

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.

Arcane Spells
Inquisitor Level Spells
2nd comprehend languages, identify
5th augury, locate object
9th counterspell, magic circle
13th arcane eye, confusion
17th legend lore, passwall

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you gain proficiency in two of the following skills: Arcana, History, Nature, or Religion.

Arcane Knowledge

Also at 1st level, your magical knowledge has granted you access to minor magics unknown to most inquisitors. You learn two cantrips of your choice from the wizard spell list. Cantrips gained in this way do not count against your number of cantrips known.

If you if you choose to learn a cantrip that doesn't appear on the inquisitor spell list, the cantrip is nonetheless a inquisitor spell for you.

Esoteric Font

When you reach 6th level, you magic has granted you the ability to channel more spells through your god. You may choose two spells from the wizard spell list. You learn these spells and they count as inquisitor spells for you. Each spell learnt in this way must be of a level for which you have spell slots.

You learn additional wizard spells as you gain inquisitor levels, increasing by one at 8th, 10th, 12th, 16th, and 20th level.

Inquisitor | Holy Inquisitions

Arcane Syphon

At 10th level, your expertise in facing magic has granted you the power to nullify its effects. As an action, you can expend a use of your Judgement to touch an object or creature that is currently affected by a spell. Make an ability check using your spellcasting ability for each spell you choose currently affecting the target. The DC equals 10 + the target spells level. On a success, the spell ends.

Theurgical Replenishment

At 14th level, your zealous worship has granted you the ability to draw upon the power of your god to replenish your spells. During a short rest, if you spend 10 minutes in prayer, you can regain a number of spell slots of with a combined level equal to one third of your inquisitor level.

Once you have used this feature, it cannot be used again until you complete a long rest.

Kabbalah

At 18th level, your mixture of holy and arcane magic has made you a conduit of spell power. You gain the following benefits:

  • You gain advantage on saving throws against spells and magical effects.
  • When you dispel a magical effect using Arcane Syphon, you gain temporary hit points equal to the spells level + your inquisitor level. These temporary hit points last for 1 hour.
  • When you use your Theurgical Replenishment, you instead regain all expended 1st level spell slots, plus a number of spell slots with a combined level equal to one fifth your inquisitor level.

Inquisition of Conversion

Sometimes the conviction of one man is not enough to command change. Conversion Inquisitors are experts in the art of making others see things as they do. Their smooth talk and silver tongues are sure to bring more souls to the light, and more bodies to its holy purpose.

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.

Conversion Spells
Inquisitor Level Spells
2nd charm person, silent image
5th suggestion, zone of lies
9th major image, Zerthimon's focus
13th compulsion, confusion
17th fact/fiction, geas

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you learn two languages of your choice. You also become proficient in one of the following skills: Deception, Insight, Intimidation, or Persuasion.

Powerful Words

Also at 1st level, your powerful words and silver tongue strike like thunder. The number of times you can declare judgement increases by one.

Additionally, whenever you creature comes under the effects of your judgement, you can choose for that creature to suffer psychic damage equal to your inquisitor level + your Charisma modifier.

Silver Tongue

When you reach 6th level, you can whisper divine truths in the minds of your enemies, allowing them to hear exactly what will transform them into a part of your zealous congregation. As an action, you may speak a short phrase to a creature that can hear you within 30 feet of you. That creature must succeed on a Wisdom saving throw or become charmed by you until the end of its next turn.

A creature charmed by you in this way sees you as a staunch leader that is to be protected. Any creature it would have previously perceived as an ally is now considered an enemy, and vice versa.

Alternatively, you may speak to a number of creatures up to half your inquisitor level for 10 minutes, rousing their very souls with exactly what they want to hear. Each affected creature must succeed on a Wisdom saving throw or become charmed by you for 1 hour.

A creature charmed by you in this way ceases to be charmed if you or creatures allied to you take aggressive action against it or another creature allied to it, or you would attempt to convince it to perform an obviously harmful action.

Once you have charmed one or more creatures with this feature, if you attempt to do so again before you next complete a short or long rest, you must expend a use of your judgement.

Inquisitor | Holy Inquisitions

Turning Gaze

At 10th level, your mere gaze is enough to turn even the most fearsome of challengers. When an enemy that can see you within 60 feet of you makes an attack roll, you can expend a use of your Devotion as a reaction to impose disadvantage on that attack roll, and all other attack rolls that creature makes before the end of your next turn.

Golden Tongue

At 14th level, the power of your voice pierces ever-deeper into the hearts and minds of others. Whenever you charm a creature using the longer duration of your Silver Tongue feature, that creature follows general commands and instructions that you give it, as long as those instructions would not be obviously harmful to it or another creature it is allied to.

Additionally, you gain immunity to magical effects that would: read your mind, coerce you into voluntarily giving secretive information, detect lies you speak, or prevent you from lying.

Voice of the Heavens

At 18th level, your mastery of words and your zealous devotion to your faith has granted you a voice of power. You gain the following benefits:

  • You gain immunity to the charmed condition.
  • Whenever you could suggest an action to a creature via the charmed condition or an appropriate spell, you may suggest an obviously harmful action at no repercussion.
  • Enemies that are targets of your Turning Gaze deal half damage on all damage rolls they make for the duration.

Inquisition of the Flagellant

Those of the flagellants believe that the one true way to absolve sin is through self-torture and sacrifice. A flagellant's body has been hardened from a thousand healed lashes, and has transformed the flagellant into an individual who count devotion is scars.

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.

Flagellant Spells
Inquisitor Level Spells
2nd false life, inflict wounds
5th branding smite, heat metal
9th fear, maim
13th aura of penitence, bleed
17th consign blood, contagion

Flagellator

Starting when you choose this inquisition at 1st level, your flesh has hardened after years of self-inflicted torture. Whilst you wear no armour, your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. You can wield a shield and still gain this benefit.

In addition, you gain proficiency in both the flail and whip.


Sacrificial Power

Also at 1st level, you can let blood to show your zealous piety, empowering your abilities. Certain flagellant abilities allow you to pay a blood price to gain certain benefits. Whenever you choose to pay the blood price, you reduce your current hit points by an amount equal to your level. This reduction cannot cause you to drop below 1 hit point.

Whilst your current hit points are equal to your less than half your hit point maximum, you reduce your hit points by an amount equal to only half your level to pay the blood price.

Additionally, whenever you pronounce judgement on a creature, you may pay the blood price. If you do, you affect the target in one of the following ways:

  • It gains temporary hit points equal to your inquisitor level + your Charisma modifier, which last for 1 minute.
  • It suffers necrotic damage equal to your inquisitor level + your Charisma modifier.

Blood Magic

At 6th level, you can use your own ichor to fuel your magic. When you cast an inquisitor spell of 1st level or higher that deals damage, you may pay the blood price. If you do, you may roll one additional damage die as a part of that spell, plus another die if the spell is capable of dealing damage to only one creature.

Unspoiled Ichor

Starting at 10th level, your consistent sacrifice has granted you blessed blood. Whenever you take damage, if your current hit points are equal to your less than half your hit point maximum, you reduce that damage by an amount equal to half your proficiency bonus.

Inquisitor | Holy Inquisitions

    Additionally, you have advantage on saving throws made against poison and disease.

Bloody Tenacity

When you reach 14th level, your self-sacrificial power has made you far more tenacious than most. You gain an additional pool of blood energy, which empties whenever you complete a short or long rest. Whenever you reduce your current hit points, your pool gains hit points equal to half that amount.

Additionally, whenever you would regain hit points or gain temporary hit points, you may choose to instead add that many hit points to your pool.

Whenever you take damage, the pool takes the damage instead. If this damage reduces the pool to 0 hit points, you take any remaining damage.

While the pool has 0 hit points, it can't absorb damage, but its magic remains.

The amount of hit points in your pool cannot exceed twice your inquisitor level.

Abrogated Sin

At 18th level, the blood you have spilled for your god has granted you greater power. You gain the following benefits:

  • Whilst you wear no armour, and your current hit points are equal to your less than half your hit point maximum, you gain resistance to bludgeoning, piercing, and slashing damage.
  • When you use your Blood Magic feature, you roll one additional damage die alongside any others granted by that feature.

Inquisition of the Judicator

An engine for those beyond the grave, those of the judicator inquisition forcibly bring the living and the dead into service, anchoring their souls to the faith with a cruel power.

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.

Judicator Spells
Inquisitor Level Spells
2nd command, vengeful spirit
5th possession, soulsever
9th speak with dead, spirit guardians
13th ego whip, rend shadows
17th dominate person, shame the weak

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you gain proficiency in martial weapons and one of the following skills: Arcana, Deception or Intimidation.


Spiritual Service

Also at 1st level, you may bind the souls of the recently deceased unto your service. Whenever a creature within 120 feet of you dies, if you had dealt damage to it or targeted it with a harmful effect since start of your previous turn, you pull a piece of the creature’s soul into your holy symbol, which remains there until you next complete a long rest.

You cannot gain or utilise souls unless your hold symbol is on your person. You also can't gain souls from Construct creatures. Once you have taken a soul from a corpse, you can't do so from that corpse again.

Once you have captured a number of souls equal to twice your proficiency bonus, you cannot capture another until you complete a long rest.

You may expend souls in any of the following ways:

Essence Channel. Whenever you cast a spell using a spell slot of 1st level or higher, you may expend two souls. If you do, treat that spell as if it were cast at a level one higher than the spell slot expended to cast it.

Soul Strike. When you hit a creature with a weapon attack, you may expend one soul. If you do, the attack deals an additional 1d8 necrotic damage.

Faith’s Fetters

At 6th level, you may pull the very essence of your enemies from their bodies, leaving them weak, and vulnerable. Whenever you hit a creature with an attack roll, or a creature fails a saving throw against one of your spells or inquisitor features, if that creature is within 60 feet of you, you may attempt to reveal a fragment of the target’s soul.

The target must succeed on a Charisma saving throw against your inquisitor spell save DC. On a failure, a piece of the creature’s soul is torn from its body for 1 minute, and you gain one soul.

Whilst its spirit is severed, whenever it suffers damage, it suffers additional necrotic damage equal to half your proficiency bonus. A creature can repeat its saving throw against this effect at the end of each of its subsequent turns, wresting control over its soul once more on a success, ending the effect.

Once you have successfully severed a creature’s soul, if you attempt to do so again before you next complete a short or long rest, you must expend a use of your judgement.

Otherworldly Judgement

When you reach 10th level, you may call upon the spirits of the damned to judge your foes in your stead. When you would declare judgement, you may expend three souls instead of expending a use of your judgement.

Protector's from Beyond

When you reach 14th level, you may manifest the spirits within your holy symbol as protectors. Whenever a creature within 30 feet of you makes a weapon attack against you, you may expend one soul as a reaction. If you do, the target must make a Dexterity saving throw. On a failure, that creature suffers 2d8 necrotic damage, or half as much on a success. Regardless, the target’s attack is instead made at disadvantage.

Inquisitor | Holy Inquisitions

Divine Servitude

By the time you reach 18th level, your power over the souls of others has reached an apex. You gain the following benefits:

  • Whenever you expend one or more souls, you may choose one creature that you can see within 60 feet of you. That creature suffers 1d4 necrotic damage for each expended soul.
  • Whenever a creature fails its saving throw against one of your judgements, you gain one soul.
  • Whenever you use a bonus action to gain a soul from a corpse, you may choose up to three corpses within range, gaining a soul from each one chosen. Additionally, taking a soul from a creature as it dies no longer costs your reaction.

Inquisition of the Pursuer

Evil flourishes when good men rest. Pursuers do not wait for evil to show its face; they hunt it down and destroy it before it has the chance to spread.

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.

Pursuer Spells
Inquisitor Level Spells
2nd bane, cause fear
5th misty step, vengeful smite
9th blinding smite, haste
13th aura of penitence, banishment
17th destructive wave, mortal smite

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you gain proficiency in heavy armour and martial weapons.

Holy Scourge

Also at 1st level, your experience in studying and tracking the enemies of your god as granted you a sign you can place on your enemies, marking them for death. As a bonus action, you mark a creature you can see within 30 feet of you as your scourge. Whilst marked, your scourge takes an additional 1d6 radiant damage from your weapon attacks, and you have advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track them. The target remains marked as your scourge for one hour, or until the target is reduced to 0 hit points.

This bonus damage increases to 1d8 at 10th level and 1d10 at 18th level.

Once you have marked a creature as your scourge, attempting to mark a second causes the first mark to end early.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after you complete a long rest.

Hunter’s Velocity

At 6th level, your divine power and desire to hunt your enemies has granted you a pace that outmatches most. You may use a bonus action on your turn to move up to 15 feet towards a hostile creature that you can see.

Pursuer’s Wrath

When you reach 10th level, you foes find themselves weakened by your fell hand. When you score a critical hit against a creature, the target suffers disadvantage on ability checks and saving throws made against your spells and features for 1 minute.

A creature can end this effect with a successful Charisma saving throw at the end of each of its turns, or if the remove curse spell is successfully cast upon it.

Scourge of the Wicked

At 14th level, you know only hatred for your enemies, and strike them down with impunity. Whenever you would mark a creature as your Holy Scourge, you may expend two additional uses of the feature. When you do, you may choose up to one additional creatures within range. Each chosen creature is also marked as your Holy Scourge, ignoring the normal limitations on the number of scourges you can have at once.

Additionally, whenever you roll a 1 or a 2 damage on your Holy Scourge damage dice, you may reroll the damage. You must use the new roll.

Inquisitor | Holy Inquisitions

Prognostic Destruction

At 18th level, your endless hunt for future evils has granted you a vision of truth, and a thirst for heretical blood. You gain the following benefits:

  • Your speed increases by 5 feet and nonmagical difficult terrain counts as normal terrain to you
  • Targets of your Holy Scourge suffer a -2 penalty to the AC when they are subject to an attack roll made by you.
  • Whenever you hit a creature affected by your Pursuer’s Wrath feature with a weapon attack, that creature suffers an additional 1d8 radiant damage.

Inquisition of Shadow

He who hides in the shadows needn't be consumed by them. Shadow Inquisitors act as spies, double-agents, and trickster. Those who deceive had best know how to detect deception when these Inquisitors are near.

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.

Shadow Inquisition Spells
Inquisitor Level Spells
2nd disguise self, enshade
5th invisibility, suggestion
9th façade, nondetection
13th dimension door, greater invisibility
17th mislead, modify

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you gain proficiency in the Stealth skill, as well as the disguise kit and the poisoner's kit.

Shadowed Blade

Also at 1st level, when you strike from the dark, the light within burns brightest. Once on each turn, whenever you hit a creature with an attack roll, if that attack roll was made with advantage, the attack deals an additional 1d10 necrotic damage.

This bonus damage increases to 2d10 at 10th level, 3d10 at 14th level, and 4d10 at 18th level.

Additionally, you can now pronounce Judgement against a creature you are hidden from. When you do so, you become visible, and the target creature has disadvantage on any saving throw it would make against the judgement before the start of your next turn.

Deceiving Darkness

At 6th level, you may dive into the shadows, becoming almost completely undetectable. Whenever you Hide as an action on your turn, you gain the following benefits:

  • If you are within dim-light or darkness, you become invisible until the end of your next turn, you make an attack roll, cast a spell, pronounce judgement, or enter into a space covered by bright light.
  • You gain an additional action this turn.

You can gain these benefits a number of times equal to your proficiency bonus, regaining all expended uses whenever you complete a short or long rest.

Divine Shroud

Starting at 10th level, you magic allows you to vanish into the shadows. Whenever you cast a spell of 1st-level or higher, you can teleport to an unoccupied space filled with dim-light or darkness within 30 feet.

Agonizing Extraction

At 14th level, when you use your Shadow Strike feature, or pronounce judgement on a creature whilst hidden, you can force it to make a Wisdom saving throw. On a failure, you learn the target’s answer to a particular question that you pose. The target’s responses can be either: "Yes," "No," "Unsure," if it does not know the answer, or "Unclear," if the target did not ask a question with a yes or no answer, or a question with no answer.

Once a creature has been affected by this feature, it succeeds on all future saving throws it would make against it for the next 24 hours.

Ambidexterity

At 18th level, your divine mission in the dark has led you down a path of holy subterfuge. You gain the following benefits:

  • Whilst you are invisible, sounds you make are inaudible unless you choose for them to be, and you give off no scent. Whilst you have these benefits, you are considered hidden from all creatures without special senses that would allow them to detect invisible creatures.
  • As a bonus action on your turn, you can gain the benefits of your Divine Shroud feature without expending a spell slot.

Inquisition of Strength

Warriors of truth and order, members of the strength inquisition face enemies head on in combat with both weapons and divine magic. They defend their holy orders with valour, smiting enemies and preserving their holy sites.

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.

Strength Inquisition Spells
Inquisitor Level Spells
2nd armament, wrathful smite
5th guided strike, zealous smite
9th crusader's mantle, elemental weapon
13th banishment, staggering smite
17th corona of battle, sundering smite

Inquisitor | Holy Inquisitions & Judgements

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you gain proficiency in heavy armour, shields, and martial weapons.

Fire of Belief

Also at 1st level, you can use your faith to guide your hand when you strike your enemies. Whenever you make an attack roll, you may add 1d4 to your roll. If you do, the attack deals an additional 2d4 radiant damage on a hit.

You may use this feature twice, regaining expended uses whenever you complete a short or long rest.

This damage increases as you gain inquisitor levels, increasing by 1d4 at 6th (3d4), 10th (4d4), 14th (5d4), and 18th (6d4) level.

Additionally, at 3rd level, you add this bonus damage whenever you apply Devotion to an attack roll you may. You cannot add both the attack roll bonuses from this feature and your Devotion to the same attack roll.

Fervent Devotion

When you reach 6th level, your staunch following of your cause drives you onwards. Whenever you score a critical hit against a creature, you regain one expended use of devotion.

Additionally, whenever you expend devotion to add a bonus to a weapon attack, if the result of the attack would have been a successful hit without the benefits of your devotion, you regain a use of your devotion.

Zealous Constitution

At 10th level, your zealous nature has granted you a powerful resistance to physical assault. When you take damage, you expend a use of Devotion as a reaction to gain temporary hit points equal to half the damage taken. These temporary hit points last for 1 minute.


Eternal Flame

At 14th level, the zealous flame within you burns brighter. When you use your Fire of Belief feature, the target of the attack ignites with holy fire. Whilst burning in this way, the target suffers the damage of your Fire of Belief feature at the start of each of its turns. A creature can use its action to extinguish the holy flames from itself or another creature within 5 feet of it.

Diligence

At 18th level, your power on the battlefield and unmatched faith has granted you godly strength in battle. You gain the following benefits:

  • You add your Charisma modifier to the radiant damage dealt by your Fire of Belief feature.
  • The temporary hit points gained from your Zealous Constitution is now equal to half the damage dealt + half your inquisitor level.
  • Your attack rolls score a critical hit on a roll of 19 or a 20.

Divine Judgements

Judgements are pronounced to allies and sworn to enemies, helping, and hindering them respectively.

Judgement of Aegis

Pronouncing this judgement as a bonus action on your turn forms a holy shield around an ally, protecting them from harm. The target of this Judgement gains a +2 bonus to their AC for 1 minute.

The bonus conveyed by this judgement increases as you gain inquisitor levels, increasing by 1 at 9th level.

Exalted. Choose one of the following damage types: acid, cold, fire, lightning, poison or thunder, the target of this judgement gains resistance to that damage type for the duration.

Judgement of Binding

Prerequisite: Pursuer Inquisition
Swearing this judgement as an action on your turn causes a holy light to entwine a creature. The target must succeed a Strength saving throw or be restrained for 1 minute. The target can remake the saving throw at the end of each of their subsequent turns. The target of your Holy Scourge makes the initial saving throw with disadvantage.

Exalted. The target takes a 2d6 radiant damage at the start of each subsequent turn that it is restrained by this Judgement.

The damage dealt by this judgement increases as you gain inquisitor levels, increasing by 1d6 at 13th (3d6) and 17th (4d6) levels.

Judgement of Crippling Weakness

Swearing this Judgement as a bonus action on your turn weakens the target, reducing their martial power. The target suffers a -1d4 penalty to attack rolls and ability checks it makes for 1 minute. The target can make a Constitution saving throw at the end of each of its subsequent turns, ending the effect on a success.

Inquisitor | Holy Inquisitions & Judgements

    The penalty imposed by this judgement increases as you gain inquisitor levels, increasing to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Exalted. The target of the judgement suffers the same penalty to its damage rolls for the duration.

Judgement of Destruction

Prerequisite: Strength Inquisition
Pronouncing this judgement as a bonus action on your turn grants the target creature a divine wrath. The target deals an extra 1d6 damage on the first successful weapon attack it makes each turn for 1 minute.

The damage dealt by this judgement increases as you gain inquisitor levels, increasing to by 1d6 at 5th (2d6), 9th (3d6), 13th (4d6), and 17th (5d6) levels.

Exalted. You roll d8s, rather than d6s, for the damage dealt by this judgement.

Judgement of Disillusion

Prerequisite: Conversion Inquisition
Swearing this judgement as a bonus action on your turn temporarily alters the target's mind into having second thoughts on combat. The target must succeed on a Wisdom saving throw or have disadvantage on attack rolls against you and your allies for 1 minute. The target can remake its saving throw whenever it takes damage from you or a creature allied to you.

Exalted. Choose one creature allied to you. The target cannot attack the chosen creature or target them with harmful effects for the duration.

Judgement of Dispelling

Prerequisite: Arcane Inquisition
Swearing this judgement against a creature as an action on your turn causes your words to tear into their minds, rending their thoughts. The target must make a concentration check against your judgement save DC. On a failure, a creature loses concentration on any spell or effect they are currently concentrating on, and then suffers 2d6 psychic damage. A target that succeeds on the saving throw takes only half damage and does not lose concentration.

Damage dealt to a creature with this judgement does not force the target to make a concentration check.

The damage dealt by this judgement increases as you gain inquisitor levels, increasing by 1d6 at 5th (3d6), 9th (4d6), 13th (5d6), and 17th (6d6) level.

Exalted. Swearing this judgement now deals d8s instead of d6s in psychic damage, and should the target cast a spell before the end of your next turn, they must succeed a concentration check against your inquisitor spell save DC or fail to cast the spell, expending their spellcasting resources to no effect.

Judgement of Fear

Swearing this judgement as an action on your turn instils a target creature with fear. The target must succeed a Wisdom saving throw or be frightened of you for 1 minute. A creature frightened in this way can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Exalted. A creature that is frightened in this way is turned. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Judgement of Life Draining

Prerequisite: Flagellant Inquisition
Swearing this judgement onto a creature sucks the life out of them and into another creature. The target of the judgement must make a Constitution saving throw, taking 3d4 necrotic damage on a failed save, or half as much on a successful one.

Then choose another creature in range. That creature regains hit points equal to half the damage dealt.

The damage dealt by this judgement increases as you gain inquisitor levels, increasing by 1d4 at 5th (4d4), 9th (5d4), 13th (6d4), and 17th (7d4) level.

Exalted. The healing granted is instead equal to the damage dealt.

Judgement of Justice

Pronouncing this judgement as a bonus action on your turn grants the target creature the guiding hand of divinity. For the next minute, the target rolls a 1d4 each time it makes an attack roll, adding the result to its total.

The bonus granted by this judgement increases as you gain inquisitor levels, increasing to a d6 at 9th level, and to a d8 at 17th level.

Exalted. The target of the judgement adds the number rolled to the damage roll of each attack it makes.

Judgement of Masking Darkness

Prerequisite: Shadow Inquisition
Pronouncing this judgement as a bonus action on your turn conjures a mote of shadow at the target’s feet, coiling around them, masking their presence. For the next minute, the target can use a bonus action on its turn to turn invisible and immediately move up to 15 feet in a direction it chooses, becoming visible again when it ends that movement.

Exalted. When the target becomes invisible, it remains invisible until it makes an attack roll, casts a spell, or until the end of its turn.

Judgement of Retribution

Whenever a creature within 30 feet of you hits you or another creature with an attack roll, you may swear this judgement against that creature a reaction, blasting them with a powerful divine energy. The target must make a Dexterity saving throw. On a failure, the target suffers 2d6 radiant damage and is knocked prone. On a success, the target takes half as much damage and is not knocked prone.

The damage dealt by this feature increases as you gain inquisitor levels, increasing by 1d6 at 5th (3d6), 9th (4d6), 13th (5d6), and 17th (6d6) level.

Inquisitor | Judgements & Multiclassing

    Exalted. The damage dice rolled as a part of this judgement increase to d8s instead of d6s. Additionally, a creature that suffers damage from this judgement is pushed up to 15 feet away from you.

Judgement of Shattered Defence

Swearing this judgement onto a creature as bonus action on your turn temporarily shreds them of their defences. The target of the judgement must succeed a Strength saving throw or have their AC reduced to 10 + their Dexterity modifier until the end of your next turn. Should a creature have a feature that allows them to add on an additional ability score to their AC, such as a Cambions "Fiendish Blessing", include that in their new AC too.

Exalted. Regardless of the result of its saving throw, whenever the target suffers damage before the end of your next turn, that damage is rolled twice, with the target taking the higher of the two results.

Judgement of Soulrending

Prerequisite: Judicator Inquisition
Swearing this judgement as an action on your turn against a creature brings about a holy force to attack its very soul. At the beginning of each of its turns, the target’s current hit points and hit point maximum are reduced by 2d4.

A creature dies if its hit point maximum is reduced to 0. The target's hit point maximum return to normal after it completes a long rest.

The target can make a Charisma saving throw against the soul-rending magic at the end of each of its turns, ending the effect on a success.

The loss inflicted on both the target’s current and maximum hit points by this judgement increases as you gain inquisitor levels, increasing to by 1d4 at 5th (3d4), 9th (4d4), 13th (5d4), and 17th (6d4) levels.

Exalted. Whenever you use this judgement, you may target up to two creatures with this effect. When you reach 17th level, you may target up to three creatures with this judgement.

Judgement of Swarming Insects

Swearing this judgement as an action on your turn summons a plague of insects around a creature within range until the end of your next turn. The insect's presence infects their mind, poisoning them for the duration.

Exalted. A creature poisoned in this way is blinded.

Judgement of Warding Shields

Pronouncing this judgement onto a creature as an action on your turn wards them against magic. The target of the judgement is surrounded by a magical ward. The ward has hit points equal to your Charisma modifier + your inquisitor level and regains hit points equal to your Charisma modifier at the start of each of the target's turns. The ward lasts for 1 minute.

The ward absorbs damage only from spells and other magical effects.

Exalted. The target has advantage on saving throws against spells and other magical effects as long as shield as at least 1 hit point.


Multiclassing

Ability Score Minimum. Charisma 13
Proficiencies Gained. Simple weapons, light armour, shields

Jack Weighill's

Homebrew

Compendium

Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.

The second class I created, the inquisitor is something I built from the original Pathfinder version with the 5e design philosophy in mind. Created as a utility support caster, the inquisitor is designed to utilise its equipment in a unique and interesting fashion.

As is often with the classes I create, choose is the main theme of them. Granting players the ability to differentiate their inquisitor from another is paramount to a classes replayability in my eyes.