Classes

Inquisitor

Clad in fine leather, the inquisitor
stands alone in the rain, facing the
abandoned wizard’s tower. The water drips
from her hat as she draws a sword and prepares
to battle the necromancer that had taken residence here.

It was a far cry from the baron’s masquerade ball last week where her curiosity was piqued by tall tales of dark magic, but the clues she had followed finally led her here. The place reeked of misused magic, and the sword she held would be the end of it.

Blinking from one place to another, the Inquisitor strikes with her fire-imbued blade. Weaving and dodging through the fray, she strikes her enemies' weak points and punishes those who ignore her presence on the battlefield. A fireball roars towards her, and with an incantation and a flourish, she twists it's power and turns it on its caster.

Inquisitors are as quick with their minds as they are with a blade. Gifted with incredible martial prowess and tactical minds, these highly trained, hand-picked agents seek out corruption at it’s core and destroy it wherever they find it.

Seekers of Corruption

First and foremost, Inquisitors are the bane of corruption of both men and magic. Each Inquisitor will have a different purpose, be it to seek out dark magic and destroy it, or to weed out political corruption from the ranks of high society.

Inquisitors are not limited to groups of repute, and even the criminal underground has Inquisitors who dedicate themselves to forcefully upholding honor amongst thieves.

Despite being part of an institution, they are an almost an authority unto themselves, travelling far and wide to meet their ends. An Inquisitor is a relentless force of will which stops at nothing short of their own mortal limitations.

Highly Trained Agents

Aside from their designated purpose, Inquisitors are often sought after by those who require their combat skills or analytical minds for tasks of great difficulty or importance.

An Inquisitor's reputation is only as good as the deeds
they complete, and the feats of strength they achieve.

With reputation comes the increased responsibility to uphold their instituion's good name, and answer calls
for help whenever possible.

Although not all tasks they complete are directly
relevant to their great purpose, each successful
mission brings them one step closer to attaining
the strength they need to actualise their long-term
goals.




































A note from the Author

This content is currently undergoing playtesting.


If you have any feedback, please contact me on reddit under /u/Lukemortora01


V5.1 - 18/01/2017

PART 1 | CLASSES


The Inquisitor
Level Proficiency Bonus Features
1st +2 Specialist Knowledge, Social Chameleon
2nd +2 Inquisitorial Calling, Fighting Style
3rd +2 Inquisitorial Calling Feature, Deflect Attack
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3
7th +3 Inquisitorial Calling Feature
8th +3 Ability Score Improvement
9th +4 Inquisitorial Calling Feature
10th +4 Ability Score Improvement
11th +4 Exploit Weaknesses
12th +4 Ability Score Improvement
13th +5
14th +5 Rebuke Foe
15th +5 Inquisitorial Calling Feature
16th +5 Ability Score Improvement
17th +6
18th +6 Inquisitorial Calling Feature
19th +6 Ability Score Improvement
20th +6 Pinnacle of Excellence

Creating an Inquisitor

When creating your Inquisitor, think about the purpose of the role you filled whilst part of the institution you trained in. Work with your DM to determine what your purpose within those organisations would have been.

If your background is martial, were you something akin to an internal-affairs officer? Or was your purpose more external? (such as infiltrating the ranks of nobility to seek out political corruption).

If your background is more arcane in nature - what pushed you to seek our arcane corruption? Was there an event in your life which caused you to take up arms in the name of magical purity?

In either case, consider if you would have had a mentor who provided you with training and direction. They would not necessarily be an inquisitor themselves, instead, maybe you had a Wizard for a mentor who asked you to take on some important task?

Some Inquisitors attained their skills and status through other means, and as such, may not have had a mentor. Always keep in mind that inquisitors are obscenely rare, and almost always come from an institution of some kind.










Class Features

As an inquisitor, you have the following class features.

Hit Points


  • Hit Dice: 1d10 per Inquisitor level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per inquisitor level after 1st

Proficiencies


  • Armor: Light, Medium, Shields
  • Weapons: Simple Weapons , Rapiers, Shortswords, Longswords, Greatswords, Hand Crossbows, Heavy Crossbows
  • Tools: None

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Acrobatics, Arcana, History, Investigation, Perception, Insight, Religion and Stealth

Equipment

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

  • (a) A Greatsword or (b) A one handed martial weapon and a shield
  • (a) A hand crossbow and 20 bolts or (b) A heavy crossbow and 20 bolts
  • (a) A dungeoneer's pack or (b) a diplomat's pack
  • Hide armor and three daggers

Position of Status

Depending on your campaign setting, being an Inquisitor usually affords you a station of respect amongst your peers and those who would respect the authority of the outfit you come from.

You are able to obtain free food and lodgings of a comfortable level to you and your party to anyone who recognises that authority, however, not everyone who does is automatically inclined to help you in this way.

Should your reputation become damaged by misdeeds or abuse of authority, you can be disowned by your own institution.

Conversely, if you achieve great things and tales of those deeds reach the ears of your superiors, they are likely to reward you in some way.

Outside of your spheres of influence, you represent the organisation you are a part of, and it is your duty to uphold their values and respect local customs wherever possible.

PART 1 | CLASSES

Quick Build

You can make an Inquisitor quickly by following these suggestions. First, put your highest ability score in Dexterity. Your next-highest stat should be by Intelligence. Second, choose the Soldier background.

Specialist Knowledge

As an Inquisitor, you have access to hidden knowledge and secrets pertaining to your ultimate purpose. Work with your DM to understand what subject matter you may have been trained in - perhaps you have a deep understanding of a creature type? the social and political workings of a region? or even another plane of existence? This information should be relevant to your inquisitor's purpose.

Starting at 1st level, when making knowledge checks about your chosen subject matter, you have advantage on rolls to recall this information. If you are unsure whether you gain advantage on some rolls, this is down to DM discretion.

Social Chameleon

Starting at 1st level, you can analyse the behavior of a group of people for 1 minute. If you do so, you are able to speak and behave in a way which makes those people more accepting of your presence in social situations, regardless of your appearance. You must share at least 1 language with the group you attempt to analyse.

Although these people are not charmed, they are inclined to be friendly towards you and you have advantage on deception and persuasion ability checks when talking to them.

This effect lasts until you take any hostile action or are intentionally confrontational. You can only use this feature once per long rest.

Inquisitorial Calling

At 2nd level, you discover your inquisitorial calling, all detailed at the end of the class description. The calling you choose grants you features at 2nd level and again at 3rd, 7th, 9th, 15th, and 18th level.

Fighting Style

Starting at 2nd level, you have honed your combat skills and may adopt one fighting style of your choosing:

Bolt and Blade

When you are holding a single one handed melee weapon and not wielding a shield, you gain +1 to your AC.

If you hit a creature with an attack on your turn, you can make ranged weapon attacks against it without disadvantage until your turn ends, even if the main hand weapon you are using does not have the light property.

Additionally, you ignore the loading property on hand crossbows as long as you are only wielding one.

Duelling

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.

Deflect Attack

Starting at 3rd level, when you are hit by a melee attack, you can use your reaction to add your proficiency bonus to your AC against the triggering attack, potentially causing it to miss.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Exploit Weaknesses

Starting at 11th level, you can also add your intelligence modifier to the damage you deal with weapons with which you are proficient.

Rebuke Foe

Starting at 14th level, whenever you use your Deflect Attack feature and succeed, you can make a melee attack on that creature as part of that reaction.

Pinnacle of Excellence

At 20th level, you realise your full potential as an Inquisitor. You increase two ability scores of your choice by 2, to a maximum of 20. In addition, you gain proficiency in two skills, tools, or languages and one saving throw of your choice.

PART 1 | CLASSES

Inquisitorial Callings

Inquisitors come from all kinds of backgrounds, and each come with different skillsets and means with which to reach their ends. The inquisitorial calling you choose to answer is a reflection of the type of inquisitor you are.

Arbiter

Arbiters are often peacemakers amongst chaotic conflicts, usually choosing the most direct method by which to put an end to strife - to strike a blow so loudly in order to be heard. They enhance their martial skills by activating glyphs of power which they infuse onto their weapons.

Some arbiters attain this ability after extensive study, whereas others gain the power by other twists of fate. These glyphs are arcane in nature, but an arbiter's magical power is limited to the glyphs they infuse.

Glyphs are said to be the purest and simplest form of written language, and that a single glyph can tell an entire story simply within the intricacies of its patterns.

Glyph-weapon

Starting at 2nd level, you gain the ability to infuse glyphs of power onto your weapon.

The way your glyphs appear on your weapon are personal to you. Although other arbiters may know the same glyphs as you do, each take on their own unique appearance depending on who infused them. When you infuse glyphs onto a weapon, that weapon becomes your glyph-weapon while those glyphs are infused.

Infusing Glyphs

Starting at 2nd level, you know a number of glyphs as shown under 'Glyphs Memorized' in the arbiter table. When you gain a level, you can exchange one of your memorized glyphs with another.

At the end of each long rest, you can choose a melee weapon which you are proficient with to infuse with your inquisitorial glyphs. This weapon becomes your glyph-weapon. These glyphs manifest physically on the weapon in any way you choose and glow very faintly with potential.

You can only have one glyph-weapon at a time, if you attempt to infuse a second weapon, the glyphs from the first weapon vanish.

Glyph Anatomy

Glyphs are comprised of 5 different effects. Two lesser effects, one greater effect, one superior effect and one supreme effect.

Lesser effects have a minimum of a single glyph point cost. There are no restrictions on the number of times these effects can be used.

Greater effects have a glyph point cost minimum of 3, and can only be activated once every short rest.

Superior effects have a glyph point cost minimum of 4, and can only be activated once every long rest. This restriction changed to once every short rest upon becoming a 17th level Inquisitor.

Supreme effects have a glyph point cost minimum of 5, and can only be activated once every long rest.


Using Glyph Effects

At the end of each long rest, you gain a number of glyph points equal to your Inquisitor level plus your intelligence modifier. You cannot have more than this number of glyph points at any time. You can use these glyph points to activate the effects of your infused glyphs.

When using a glyph, follow the rules for the glyph effect you are choosing to activate. You can only spend a number of glyph points on any one effect as shown under 'glyph point limit' in the arbiter table, and you can only activate one glyph effect per turn.

Saving Throws on Glyph Effects

Whenever a glyph calls for a target to make a saving throw, the DC for the save is calculated as follows:

8 + your proficiency bonus + your Intelligence modifier

Arbiter Table
Inquisitor Level Glyphs Memorized Glyph Point Limit
2nd 3 1
5th 3 2
7th 4 2
9th 4 3
11th 5 3
13th 5 4
15th 6 4
17th 6 5

Glyph Components

Similar to spellcasting rules, to activate a glyph, you must satisfy the components in order to use that glyph's effect. Some glyph effects may also require concentration to maintain.

Wielded (W)

Some glyphs require you to be holding your glyph-weapon in order to activate their effects. You might be required to complete certain sword motions or strike with your weapon to satisfy this component.

Somantic (S)

If you are activating a glyph using somantic components, your glyph weapon must at least be on your person. Somantic components can include certain hand or body motions.

Somantic or Wielded (S/W)

In some cases, a glyph can be activated either with somantic components, or by completing weapon motions while holding your glyph-weapon. In these cases, this component is interchangable

Verbal (V)

Most glyph effects require either one or a few words of power to activate. The words themselves aren't the source of the glyph effect's power; rather, the particular combination of sounds, with specific pitch and resonance, set the theads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.

Runic Recovery

Starting at 3rd level, you can recover expended glyph points at the end of a short rest. The number of glyph points you can recover equals half of your inquisitor level. Once you have used this feature, you must complete a long rest before you can use it again.

In addition, whenever you score a critical hit against a creature with your glyph-weapon, you recover a number of glyph points equal to your intelligence modifier.

Adaptive Glyph

Beginning at 7th level, you learn how to infuse a glyph which can adapt to your needs. At the end of a long rest, choose a glyph which you have not memorized. You can infuse this glyph onto your weapon when you create your glyph-weapon.

Tactical Genius

Starting at 9th level, as a reaction to rolling initiative, you can activate a lesser glyph effect as long as you are not surprised.

Once you have used this feature, you must complete a short rest before you can use it agian.

Ever-ready Weapon

Starting at 15th level, when you roll initiative, if your remaining glyph points are less than your intelligence modifier, you instead start combat with glyph points equal to your intelligence modifier.

Runic Empowerment

Starting at 18th level, activating any lesser glyph effect costs you 1 less glyph point. It is possible for a lesser glyph effect to cost 0 glyph points in this way, but the effect cannot exceed its maximum potential glyph point effect.


Glyphs

Glyph of the Celestial

The glyph of the celestial is sometimes a symbol of vague religious significance, and represents the influence of celestial power.

Illuminate. - 1 Glyph Point (V, W) Action. Conc. 1 min.
Until the effect ends, can can choose for your glyph weapon to shed a bright light up to a 20-foot radius and dim light for an additional 20 feet. Additionally, as long as you are holding this weapon, you are considered to be under the effects of the bless spell. This effect lasts until you fall unconscious or dismiss it.

Flare. - 1-5 Glyph Points (V, W) Bonus action.
All creatures that can see you within 5 ft. of you must make a dexterity saving throw or be blinded until the start of your next turn.

For each glyph point spent beyond the 1st, you can increase the radius of this effect by 5ft.

Purify. - 3 Glyph Points (V, W) Action.
When you hit a fey, fiend or undead creature with your glyph-weapon, you can force the target to make a charisma saving throw. On a failed save, whenever the creature takes damage, it takes additional radiant damage equal to your intelligence modifier until the end of your next turn.

Safeguard. - 4 Glyph Points (V, S/W) Action. 10 mins. Until the effect ends, you glow with a dim light for 15ft. Creatures you designate within the light gain a +2 bonus to saving throws. This effect lasts until you dismiss it or you fall unconscious.

Eradicate. - 5 Glyph Points (V, S/W) Action.
You unleash a wave of destruction engineered to purify the area of unnatural beings. Choose one of the following creature types: Fey, Fiend or Undead. All creatures of this type within 30 ft. of you must make a constitution saving throw or take 8d6 + 20 radiant or necrotic damage (your choice) and be stunned until the start of your next turn. Creatures who pass this saving throw take half damage and are not stunned.

If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature, except anything it is wearing and carrying, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell.

Glyph of Displacement

The glyph of displacement bends the laws of physics to achieve otherwise unachievable things.

Quicken. - 1 Glyph Point (V) Bonus action.
Until the end of your turn, your movement speed increases by 10 ft., attacks of opportunity made against you are made at disadvantage, and you can drink a potion, administer a potion, or use an item on your person as an interaction.

Shift. - 1 Glyph Point (V) Bonus action.
You teleport 15 ft. to a location you choose. You can choose a location beyond a solid object or wall, but if your destination is not an unoccupied space, you arrive in the nearest available space instead and take force damage equal to twice the number of feet your new destination is from your original target.

Transpose. - 3 Glyph Points (V, S/W) Action. Conc. 1 min. For the duration, your physical presence flits from place to place. When you take the attack action, you can designate a location within 15 ft. of you for the attack to originate from. It is possible to flank an opponent with yourself in this way. In addition, attacks made against you are made at disadvantage for the duration of the effect.

Relocate. - 4 Glyph Points (V, S/W) Action.
Choose a target you can see within 30ft. If the target is a creature, it must make a charisma saving throw. On a failed save, the target disappears and reappears in an unoccupied space you can see within 30ft. of the creature's original space.

Banish. - 5 Glyph Points (S/W) Action. Conc, 1 min.
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless Demiplane. While there, the target is Incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.


Glyph of Frozen Waste

The Glyph of the Frozen Waste draws upon a magic based in the frigid colds almost too harsh for mortal men.

Slow. - 1 Glyph Point (V, S/W). Reaction.
When you are hit by a creature that is taking the multiattack action, you can use your reaction to cover your body with a frigid aura. That creature can not make any additional attacks until the start of your next turn.

Frost. - 1-5 Glyph Points (V, W). Bonus Action.
For the duration of the effect, your glyph-weapon is covered with crystaline icicles. Weapon attacks made with your glyph weapon deal 1d4 additional cold damage. This effect lasts a number of rounds equal to twice the number of glyph points spent.

Chill. - 3 Glyph Points (V, W) Action. 10 minutes.
You plant your glyph-weapon in the ground and cover a 30ft cone of solid surface to ice. The area is difficult terrain, and when a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature falls prone. An extreme source of heat or a spell which deals fire damage such as fireball can melt the ice.

Hypothermia. - 4 Glyph Points (V, W). No Action.
When you hit a creature with your glyph-weapon, you can attempt to draw all of the heat from it's body. The creature must make a constitution saving throw or take 8d8 cold damage and gain 1 level of exhaustion. Any restoration or healing magic removes this effect.

On a successful save, the creature takes half damage and does not gain any exhaustion.

Freeze. - 5 Glyph Points (V, S/W). Action. Conc. 1 min. You bring your sword down and send out of shockwave of icy magic in a 60ft. line

Each creature in the line must make a Constitution saving throw or take 8d6 cold damage, or half on a failed save.

When you cast the spell, you can choose one creature within the line of effect. The line of effect ends at that creature's space. That creature must make a Constitution saving throw. On a failed save, it is Restrained as it begins to flash-freeze. On a successful save, the creature isn't affected.

A creature Restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is flash-frozen and subjected to the Petrified condition for the Duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.

If the creature is physically broken while frozen, it suffers from similar deformities if it reverts to its original state. A flash-frozen creature has an AC of 12 and has a damage threshold of 10. If the creature takes more than 10 damage from a single attack, it shatters and is killed.

If you maintain your Concentration on this spell for the entire possible Duration, the creature remains frozen for 6 hours or until the effect is removed by thawing the creature.

Glyph of the Inquisition

The Glyph of the Inquisition embodies an inquisitor's purpose. To take full control of a situation to the most finest of details.

Detain. - 1 Glyph Point (V, S/W). Action. Conc, 1 min.
You point at a creature within 60ft and speak a word of power. The creature must make an intelligence saving throw or become charmed for the duration. While charmed by this effect, the creature is incapacitated and has a speed of 0.

The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Truth. - 1 or 3 Glyph Points (V, S/W). Action.
You point at a creature and ask a question. The question can be a yes or no question, or one which has a simple answer. The creature must pass an intelligence saving throw or involuntarily blurt out the answer if it has the information, otherwise it answers with "I don't know".

The creature must understand a language and share one with you in order to be affected.

A creature that passes the saving throw is immune to this effect for 24 hours.

Spending 3 glyph points on this effect imposes disadvantage on the saving throw, but automatically grants immunity to this effect for 24 hours after the spell's effects are resolved.

Dismiss. - 3-5 Glyph Points (V, S/W). Action. You point at a creature, object or magical effect within 120 ft. and speak a word of power. You automatically end the effects of any spell effect equal in level to the number of glyph points spent. For any spell level higher than the number of glyph points spent, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

Confiscate. - 4 Glyph Points (V S/W). Action. Conc, 1 min.
You speak a word of power and point to a creature within 60ft. For the duration, the creature must pass an intelligence saving throw in order to cast any spell.


Dominate. - 5 Glyph Points (S/W) Reaction. Conc, 1 min.
You attempt to beguile a humanoid that you can see within 60ft. It must succeed on a Wisdom saving throw or be Charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Glyph of Iron

The glyph of iron embues its master with ironclad defenses and other defensive measures.

Brace. - 1 Glyph Point (V, S/W). Bonus action.
You prepare your body for incoming threats. Until the start of your next turn, you can can roll a d4 and add the number rolled to one saving throw of your choice. You can roll the die before or after making the saving throw.

Fortify. - 1-5 Glyph Points (S/W) Action. 1 hour.
You summon a spectral shield which hovers near you and darts in to protect you from attacks. If an attack hits you by less than your AC + 2, this shield absorbs the attack instead. The shield can absorb a number of attacks equal to three times the glyph points spent before it vanishes.

Stun. - 3 Glyph Points (V, W) No Action.
When you hit a creature with a melee attack using your glyph weapon, you can force the target to make a constitution saving throw. On a failed save, the target is stunned until the start of your next turn.

Defense. - 4 Glyph Points (V) Reaction.
When you are subject to an attack or effect which would drop you to 0 hit points, you can use your reaction to create a shimmering aura which protects you from harm. This aura grants you immunity to all damage, including the triggering attack or effect, until the start of your next turn.

Subdue. - 5 Glyph Points (V, W) No Action.
When you hit a creature with a melee attack using your glyph weapon, instead of dealing damage, you can force the target to make a constitution saving throw. On a failed save, the creature falls unconscious. If a creature has more than 100 hit points, it automatically passes this saving throw. This effect lasts for 1 hour or until the creature takes damage, or another creature uses its action to wake it.

Glyph of Preservation

The glyph of preservation focuses on healing and warding magic, and the preservation of life.

Defibrilate - 1 Glyph Point. (V, S) Action.
You touch a creature on 0 hit points. That creature can spend a hit die to regain hit points.

Ward - 1-5 Glyph Points. (V, S/W). Bonus action.
An invisible barrier protects you from harm. You gain temporary hit points equal to your intelligence modifier + twice the number of glyph points spent. While you have these temporary hit points, you have advantage on saving throws against spell effects. If you already have temporary hit points, this effect still applies. This effect ends if your temporary hit points reach 0 at any point.

Revitalise - 3-5 Glyph Points. (V, W). Action.
You hold your weapon aloft and a wave of healing emanates from you. You and two creatures you choose within 15 ft. of you regain hit points equal to 3d8 + your spellcasting ability modifier. For each additional glyph point spent beyond the 3rd, the healing increases by 1d8.

Revive. - 4 Glyph Points (V, S) Action.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Restore. - 5 Glyph Points (V, S/W) Action. Conc, 1 min.
You speak a word of power which affects all creatures within 60ft that you designate. Each creature gains 20 temporary hit points, and can choose to end one condition affecting it. The condition can be blinded, deafened, frightened, paralyzed, poisoned, or stunned. At the start of each creature's turn, it regains 10 hit points for the duration.


Glyph of the Primordial

The glyph of the elemental grants the user supernatural powers drawn from the elemental chaos.

Bolt. - 1-5 Glyph Points (V, S/W) Action.
You launch a small bolt of chromatic energy at a target you can see within 60ft. of you. Make a ranged spell attack. The target takes 1d8 damage of a chosen type on a hit, and suffers an additional effect depending on the damage type chosen from the following list:

Acid - the target's AC is lowered by 1 until the start of your next turn.

Cold - the target's movement speed is reduced by 10.

Fire - the target takes additional damage equal to your intelligence modifier.

Lightning or Thunder - you can target an additional creature within 5ft of the target.

For each glyph point spent beyond the first, increase this damage by 1d8

Empower. - 1-3 Glyph Points (V, W) No Action.
When you hit a target with a melee attack, you can choose to empower your weapon with elemental magic. Choose one of the following damage types: acid, cold, fire, lightning or thunder. The target takes an additional 1d10 extra damage of that type.

For each glyph point spent beyond the 1st, increase this damage by 1d10.

Conduit. - 3 Glyph Points (S/W) Reaction.
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to the triggering damage type for 1 minute.

Engulf. 4 Glyph Points (V, S/W) Action. Conc, 1 min. You call upon the forces of the primordial chaos to aid you. Choose one of the following damage types: acid, cold, fire, lightning or thunder. A mass of primordial energy of that type swirls around you to a distance of 10 feet for the duration. When you move, the area moves with you.

When you activate this effect, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 4d8 damage of the chosen type. On a successful save, the creature takes half as much damage.

Bind. - 5 Glyph Points (V, S/W). Action. Conc, 1 hour.
Choose an elemental creature within 30ft of you that you can see. It must succeed on a charisma saving throw or be bound to serve you for the duration.

If the creature was summoned or created by another spell, that spell's Duration is extended to match the Duration of this effect.

A bound creature must follow your instructions to the best of its ability. You might Command the creature to accompany you on an adventure, to guard a location, or to deliver a Message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

Glyph of The Shadowfell

The glyph of the shadowfell draws power from the unseen darkness, and grants its user limited mastery over the powers of the shadows.

Sight. - 1 Glyph Point (S/W) Action. Conc, 6 hours.
You draw upon the power of the shadowfell to give yourself supernatural sight. Up to 60 ft., you are able to see through magical darkness, and creatures cannot benefit from invisibility against you.

Veil. - 1-5 Glyph Points (S/W) Action. Conc, 1 hour.
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a bonus to Dexterity (Stealth) checks equal to twice the number of glyph points spent.

Vanish. - 3 Glyph Points (S/W) Action. Conc, 1 min.
You must be stood within dim light or darkness to use this effect. You become invisible until the effect ends. Anything the you are wearing or carrying is invisible as long as it is on the your person. The spell ends if you attack, cast a spell, or activate another glyph.

Drain. - 4 Glyph Points (V, S/W) Action. 1 min. You imbue your glyph-weapon with life-draining magic. While this effect persists, you gain hit points equal to half the damage you deal with your glyph-weapon. This effect does not apply to additional damage from other effects.

Challenge. - 5 Glyph Points (V, S/W) Action. 1 min. You challenge an opponent to face you in single combat. Choose a creature within 30ft. of you. That creature must make a charisma saving throw. On a failed save, both you and the creature enter the shadowfell, which is a dark reflection of the plane of existence you are on.

While under this effect, the target cannot move further than 30ft. from you by any means, and you deal 10 additional necrotic damage on successful weapon attacks.

For the duration, creatures in the material plane perceive you both as spectral shadows, and you and the target percieve creatures outside of the shadowfell as shimmering lights. No spell or attack can harm or influence creatures in the material plane, but spells and attacks from the material plane can affect creatures under this effect. Both you and the target creature gain resistance to damage from any attack or spell effect that originates from the material plane.


Glyph of the Void

The glyph of the void confers otherworldly powers from the astral plane, allowing them to manipulate the natural forces of gravity.

Unburden. - 1 Glyph Point (V S/W) Bonus Action. 1 min.
For the duration, you and your equipment weigh half as much, your jump distance is tripled, and ability checks you make to climb and maintain your balance are made at advantage. In addition, your rate of descent slows to 60 feet per round until the effect ends. If you land before the spell ends, you take no falling damage and can land on your feet. You can activate this effect as a reaction if you are falling.

Aftershock. - 1 Glyph Point (V, W) No Action.
When you hit a target with your glyph-weapon, you can force all creatures in a 15ft cone aimed at the target you hit to make a strength saving throw or be knocked prone and pushed 20ft away from you.

Lift. - 3 Glyph Points (V, S/W) Action. Conc, 10 mins.
You or a creature you touch gains a fly speed equal to their movement speed, but they cannot fly higher than 30 ft. from the ground. When this effect ends, the creature fall if it is still aloft, unless they can stop the fall.

Crush. - 4 Glyph Points (V, S/W) Action. 1 min. As an action, you can create a gravity well at your position. All creatures you designate within 30 ft. of you must make a strength saving throw or be pulled towards you to the nearest available space and take 6d6 force damage. On a successful save, a creature is not pulled and takes half damage.

Flux. - 5 Glyph Points (V, W) Action.
You attempt to infuse a weapon strike with extreme gravitational force to rend the target.

When you hit a target with your glyph-weapon, you can force it to make a constitution saving throw or take an additional 10d6 + 40 force damage. If this damage kills the target, its body is torn into pieces and scattered amongst the astral plane. Only magical items remain.

Witch Hunter

They say the best way to kill a monster is to send a bigger monster. In this case, your exposure to magical forces has afforded you some control over the arcane arts. This makes you the the ultimate mage hunter if the adage is to be believed. Witch hunters rely on their logical minds and knowledge to think their way around problems, but have an array of spells to choose from when confronted by an unpleasant situation. They specialise in turning their opponents spells against themselves. When you choose to answer this calling, you gain the traits listed below:

Bonus Proficiency

When you choose to answer this calling at 2nd level, you gain proficiency in the Arcana skill. If you are already proficient, double your proficiency instead.

Spellsword

You can use any weapon with which you are proficient as an arcane focus. Whilst holding this weapon, you can replace somatic components of spells which require your hands with replacement weapon motions you have learned. Additionally, you may cast spells within 5ft of enemies without disadvantage

Spellcasting

When your reach 2nd level, you augment your martial mastery with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting.


Cantrips

You learn two cantrips of your choice from the witch hunter spell list.

Casting Spells

The Witch Hunter Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain ali expended spell slots when you finish a long rest. For example, if you know the 1st level spell shieId and have a 1st level and a 2nd level spell slot available, you can cast shieId using either slot.

Spells Known of 1st-Level and Higher

You know two 1st level witch hunter spells of your choice.

The Spells Known column of the Witch Hunter Spellcasting table shows when you learn more Witch Hunter spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the witch hunter spells you know with another spell of your choice from the witch hunter spell list. The new spell must be of a level for which you have spell Slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your witch hunter spells, since you learn your spells through study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch hunter spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modififer = your proficiency bonus +

your Intelligence modifier

PART 1 | CLASSES

Ritual Casting

You can cast a witch-hunter spell as a ritual if that spell has the ritual tag and you know the spell.

Witch Hunter Spellcasting
Inquisitor Level Cantrips Known Spells Known 1st level 2nd level 3rd level 4th level 5th level
2nd 2 2 2
3rd 2 3 2
4th 2 3 3
5th 3 4 3 1
6th 3 4 4 2
7th 3 5 4 2
8th 3 5 4 3
9th 3 6 4 3 1
10th 4 6 4 3 2
11th 4 7 4 3 2
12th 4 7 4 3 2
13th 4 8 4 3 3 1
14th 4 8 4 3 3 2
15th 4 9 4 3 3 2
16th 4 9 4 3 3 2
17th 4 10 4 3 3 3
18th 4 10 4 3 3 3 1
19th 4 11 4 3 3 3 1
20th 4 11 4 3 3 3 1

Witch Hunt

Starting at 3rd level, the use of magic becomes a scent which you are able to follow like a blood hound. Any time a creature uses magic, it leaves behind a residual magical signature as unique and unchangable as a fingerprint, which lasts for 48 hours. As an action, you can sense all of the signatures that are within 300ft of you. You are able to discern which direction you detect each source of magic from (but not the exact location), the school of magic for each signature, and whether the source of magic is arcane or divine.

This sense does not allow you to ascertain the name of the caster, but you are able to differentiate between one individual's signature and another. Once you sense a signature, you do not forget it.

You can use this feature a number of times equal to your intelligence modifier. You regain all uses of this feature after a long rest.

PART 1 | CLASSES

Arcane Adept

Additionally at 3rd level, you gain access to the following benefits:

  • Arcane Recovery - Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than your intelligence modifier.

  • Arcane Versatility - Once per day, tou can cast any spell from the witch hunter's spell list. You must have a spell slot available, and normal spellcasting rules apply for casting the spell.

Magical Methodology

Starting at 7th level, you can attempt to activate spell scrolls which are not on your spell list. You can make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. You use your own DC and attack bonus when using a scroll in this way.

Spell Turning

Starting at 9th level, whenever you use counterspell and succeed, you can force the caster of the original spell to make a constitution saving throw. On a failed save, the target takes force damage equal to your inquisitor level and is unable to cast spells until the end of it's next turn.







Arcane Imposition

Starting at 15th level, if you hit a target with a melee attack, the target has disadvantage against saving throws from spells that you cast until the end of your next turn.

Conduit of the Cosmos

Starting at 18th level, you and allies within 10ft of you gain +2 to saving throws against spell effects. On a roll of a 19 or 20 when making this saving throw, targets of the spell take no damage, even if the spell states half damage on a successful save. Additionally, if you rolled this save, you may recover one spell slot equal to the spell's level or less.

Multiclassing

To multiclass into Inquisitor, you must meet the prerequisite intelligence score of 13 and strength or dexterity score of 13.

You gain all the proficiencies listed under the proficiencies section for the Inquisitor class. All restrictions for multiclassing PHB264 apply when multiclassing into inquisitor.

Spellcasting

You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer and wizard classes, half your level (rounded down) in the paladin and ranger classes, half your level (rounded down) in the Inquisitor class if you have the Witch Hunter feature, and a third of your fighter and rogue levels (rounded down) if you have the Eldritch Knight, or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table on PHB265.



Witch Hunter Spells

Cantrips (0 Level)
  • Blade Ward
  • Light
  • Mage hand
  • Message
  • Produce Flame
  • Resistance
  • True Strike
1st level
  • Absorb Elements
  • Alarm (Ritual)
  • Bane
  • Command
  • Compelled Duel
  • Detect Evil and Good
  • Detect Magic (Ritual)
  • Find Familiar (Ritual)
  • Guiding Bolt
  • Hellish Rebuke
  • Hunter's Mark
  • Identify (Ritual)
  • Jump
  • Mage Armor
  • Protection from Evil and Good
  • Shield
  • Silent Image
  • Sleep
  • Witch Hunter's Armor
2nd Level
  • Arcane Ward
  • Blur
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Find Steed
  • Hold Person
  • Invisibility
  • Knock
  • Locate Object
  • Melf's Acid Arrow
  • Mirror Image
  • Misty Step
  • Pass Without Trace
  • See Invisibility
  • Silence
  • Suggestion
  • Zone of Truth
3rd Level
  • Counterspell
  • Elemental Weapon
  • Fear
  • Flame Arrows
  • Haste
  • Hypnotic Pattern
  • Leomund's Tiny Hut (Ritual)
  • Lightning Arrow
  • Magic Circle
  • Nondetection
  • Remove Curse
  • Slow
  • Tongues
  • Water Breathing (Ritual)
  • Water Walk (Ritual)
4th Level
  • Banishment
  • Breach Defenses
  • Compulsion
  • Dimension Door
  • Greater Invisibility
  • Hallucinatory Terrain
  • Leomund’s Secret Chest
  • Locate Creature
  • Otiluke’s Resilient Sphere
5th Level
  • Banishing Smite
  • Dispel Evil and Good
  • Dominate Person
  • Geas
  • Hold Monster
  • Legend Lore
  • Modify Memory
  • Sword of Artemis

PART 1 | CLASSES


Witch Hunter's Armor

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a steel fragment)
  • Duration: 8 Hours

A protective magical force surrounds you until the spell ends. Your base AC becomes 13 + your Dexterity modifier. The spell ends if you dismiss the spell as an action. If you cast this while you are wearing any armor, it grants you +1 to your AC instead.

In addition, while this spell is active on you, you can choose to end it when you fail a saving throw to maintain concentration on a spell. Should you choose to do so, you can re-roll the saving throw, but must use the new result.

Arcane Ward

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A sprig of sageweed)
  • Duration: Concentration, up to 10 Minutes

You create an invisible protective shield around a target to protect them from harm.

The target gains temporary hit points equal to 2d6 + your spellcasting modifier. While the target has these temporary hit points, they have advantage on constitution saving throws to maintain their concentration.

At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 1d6 for each slot level above 2nd

Inquisition

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V, S, M (your inquisitor's insignia)
  • Duration: 1 minute

You point at a creature within range that you can see and speak a short inquisitorial writ, marking it for your inquisition. For the duration,

Breach Defenses

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A crossbow bolt made completely of metal)
  • Duration: Instantaneous

You target a creature within range and launch a magical projectile at them with the intent of breaking their defenses.

The target must succeed on a dexterity saving throw. On a failed save, the creature takes 4d10 force damage. If the target was holding a shield, wearing armor or has natural armor, it also suffers a -2 penalty to their armor class.

Non-magical armor reduced to an AC of 10 or a non-magical shield that drops to a +0 bonus is destroyed. The target of the spell can choose where the -2 penalty is applied. Natural armor cannot be reduced below 10.

Sword of Artemis

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour.

You conjure a Vorpal Sword in your hand which lasts for the duration. The sword type can be shortsword, longsword or greatsword, and follows the rules for the vorpal sword in the dungeon master's guide.