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Inquisitor


Hit Points

Hit Dice: d10 per Inquisitor level
Hit Points at first Level: 10 + Con mod
Hit Points at Higher Levels: 1d10 + Con mod per level above 1st.

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: Exorcist's tools
Saving Throws: Wisdom, Charisma
Skills: Choose two: Arcana, Insight, Intimidation, Medicine, Nature, Perception, Religion, Survival

Class Features

Brand

Make a touch attack with a free hand against a creature within range. On a hit, the target suffers 1d6 + Wis mod Radiant Fire damage. Additionally, the target suffers a -2 penalty to attacks made against you or your allies as long as it can see you. You are always aware of the general distance and direction of a branded target from yourself, accurate to within a 5-mile radius, as long as they are on the same plane of existence; if they are not, you know what plane they are on. Only one target can be branded at a time. If you attempt to brand a new target while another target is already branded, the first brand fades, regardless of whether the second attempt was successful. At any point, you may choose to let the effects of the brand fade but the mark remains. This mark can only be removed by a Greater Restoration spell or a similar effect of the same level.   Once you use this feature twice, you must finish a short or long rest before you can use it again.

 

Enemies of the Faith

Choose a type of an enemy of the faith: celestial, dragon, fey, fiend, undead, or any type of humanoid. You have advantage on Wisdom (Survival) checks to track the enemies of your faith, as well as on Intelligence checks to recall information about them.   When you gain this feature, you also learn one language of your choice, typically one spoken by the enemy of your faith or creatures associated with it. However, you are free to pick any language you wish to learn.

 

Intuition

Beginning at 2nd level, you become adept at reading people. As an action, you can attempt to discern a creature's intentions. The target must succeed on a DC8 + Wis mod + proficiency bonus Charisma saving throw. If they fail, you may learn one of the following about the target: Alignment, general intentions, attitude towards you or your allies, worshipped Deity. This ability does not work on creatures with an intelligence of 4 or less.

 

Bane

Beginning at 5th level, you learn how to bless your blade with the will of your faith. Imbue up to two weapons of your choice with the bane property. Weapons with the bane property deal an additional 1d4 damage to branded enemies. You can, at any point, let this property fade from any weapon you have applied it to previously. Imbuing a new weapon with the property, or re-imbuing a weapon with it, takes an hour and 100gp worth of prayer resources. No more than two weapons can have this property at a time from this source.   This damage increases at 7th, 9th, 12th, 15th and 19th levels

 

Steel Resolve

Beginning at 6th level, you have trained your mind to protect itself against your foes. If you fail a WIS or CHA saving throw caused by an Enemy of the Faith, you can choose to succeed instead.   Once you use this feature, you must finish a long rest before you can use it again.

 

Interrogator

Beginning at 9th level, you become proficient in the Insight and Intimidation skills. If you are already proficient in either of these skills, you gain expertise in it instead.

 

Tenacious Brand

Beginning at 10th level, this ability replaces the Brand ability gained at 2nd level.   Make a touch attack with a free hand against a creature within range. On a hit, the target suffers 2d4 + Wis mod Radiant Fire damage. The damage dealt by this attack cannot be healed by means short of a Greater Restoration spell. Additionally, the target suffers a -3 penalty to attacks made against you or your allies as long as it can see you. You are always aware of the general distance and direction of a branded target from yourself, accurate to within a 2-mile radius, as long as they are on the same plane of existence; if they are not, you know what plane they are on and where they are on that plane, accurate to a continental range. Only three targets can be branded at a time. If you attempt to brand a new target while three other targets are already branded, the first brand fades, regardless of whether the fourth attempt was successful. At any point, you may choose to let the effects of the brand fade but the mark remains. This mark cannot be removed unless you specifically heal it of your own volition with a Greater Restoration spell or a similar effect of the same level.   Once you use this feature five times, you must finish a short or long rest before you can use it again.

 

Anticipation

Beginning at 14th level, you become incredibly aware of your surroundings at all times, always perceptive of potential danger.   You can add your Wis mod to your initiative rolls, as well as your Dex mod and any other bonuses. This ability does not function if you are surprised. Additionally, you have advantage on perception checks to spot enemies who are about to attack you (to be decided by the DM).

 

Accusation

Beginning at 15th level, you can accuse a target of heresy and mentally cripple them.   Each turn this ability is in effect, a contest takes place at the beginning of the target's turn. The contest is a Wis mod + proficiency (you) vs. Wis save (target). If you win the contest, the target suffers 1d12 + Wis mod Psychic damage. Either side may forgo an action in order to gain advantage on the contest roll. If either side takes damage, they must make a concentration check, a failed save resulting in disadvantage on the contest roll. This effect ends when the target wins one contest or when you win five contests.   Once you use this feature, you must finish a short or long rest before you can use it again.

 

Burn the Heretic

Literally everything dies for no reason. Exterminatus. Fucking heretics.


Starting Equipment

  • Choose: chainmail; or leather armour, longbow, and 20 arrows
  • Choose: a martial weapon and a shield; or two martial weapons
  • A priest's pack
  Alternatively, buy gear using gold (5d4x10 gp; avg. 125 gp)


LevelFeaturesIntuitionBaneAccusation
1Brand, Enemies of the Faith---
2Fighting Style, Intuition2/day--
3-2/day--
4Ability Score Increase/Feat2/day--
5Extra Attack, Bane2/day1d4-
6Steel Resolve4/day1d4-
7-4/day2d4-
8Ability Score Increase/Feat4/day2d4-
9Interrogator4/day3d4-
10Tenacious Brand6/day3d4-
11-6/day3d4-
12Ability Score Increase/Feat6/day3d6-
13-6/day3d6-
14Anticipation8/day3d6-
15Accusation8/day5d41d12
16Ability Score Increase/Feat8/day5d41d12
17-8/day5d42d8
18-At Will5d42d8
19Ability Score Increase/FeatAt Will5d62d8
20Burn the HereticAt Will5d65d4

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