An Inquisitor is a symbol of the human realm and their persistent and resilient nature. While most any human of any class can become an Inquisitor, you do not choose to become one. You must be seen, tested, and then welcomed into the colleges of the Inquisition. It is among the highest held privilege and honor in the human realm.
While an Inquisitor is free to wonder the world as they please; they must remain ever watchful for heretics and heresy. As such they are vigilant and suspicious. Asking questions and searching out the bad before it can corrupt humanity. They cannot look the other way if either is found within the human realm. Though they hold no power in foreign lands, they still watch, study, and occasionally act there as well if they can do so with impunity.
In order to carry out this burden, Inquisitors are allowed certain relaxed laws. They may use necromancy spells or forcefully conscript people to help them. However, while using such means is not unheard of, Inquisitors would usually rather rely on legal means first if they can. In some extreme cases Inquisitors have even enslaved or bargained with heretics to work for them in order to help flush out others. They may reduce their sentence or exile them rather than kill them. This is at each Inquisitors discretion, but they must report it to the Inquisition to be reviewed.
Quick Build
Charisma and Strength should be your primary ability scores. Soldier or noble are the best background options
Fighting Style
Choose from among the fighting style options found in the players handbook or Xanathar’s Guide to Everything
Blessed Magics
Drawing on the divine power and the strength of your conviction you can cast spells to help enforce your gods will.
Mana Pool
Inquisitors are exceptionally powerful casters, but it comes at a price. After each long rest, they earn back their full mana pool. But as their magic level grows it costs more and more to cast these high level spells. Even their cantrips, which are free to other casters, cost inquisitors a small price to use.
Cantrips
At first level you know two cantrips from the Inquisitor spell list below. You will learn additional cantrips as you level. You may cast these but rather than free like most classes they expend 1 spell point from your mana pool.
Preparing Spells:
As you level more additional spells become available to you. When you gain a new spell you may choose it from the Inquisitors spell list below. Also, every time you level you may swap out one spell you know for a new spell. This is not affected by gaining a new spell slot.
Judgements
At level two you gain the use of judgements. These can be both helpful to you and your allies or hindering to your enemies. You will learn more judgements as you level. You may cast a number of judgments equal to your Inquisitor class proficiency modifier. These are regained at a rate of one judgement per hour or sleep, prayer, or meditation. A judgement is a bonus action but must either target yourself or an opponent within 30’. You can not cast on allies. The judgement ends when you die or fall unconscious, at the end of combat, you choose at will to cancel it, or the target is more than 120’ from you.
Destruction Judgement: You gain a +2 to all weapon damage. It grows at levels 4, 8, 12, 16 and 20 to an additional +2 for each level mark you reach maxing out at +12 damage at level 20. In addition all allies within 10’ of you gain a +1 bonus damage and another +1 for each level marker you reach making out at +6 when you reach level 20.
Justice Judgement: You gain a +1 to all attack rolls. It grows at levels 6,12, and 18 to an additional +4 for each level mark you reach maxing out at +4 bonus to hit at level 18. In addition all allies within 10’ of you gain the +1 to hit bonus and an additional +1 once you reach the 12th level.
Healing Judgement: At the end of your turn you gain a number of HP equal to the number of judgements you have left, minimum 1. All allies within 10’ gain this HP as well, minimum of 1. This will stabilize fallen party members.
Protection Judgement: All damage you receive is reduced by your proficiency modifier. Allies within 10’ gain a damage reduction equal to your proficiency modifier -1.
Faith Judgement: All spells gain a +1 to hit and do an additional 1d4 damage. At level 8 damage dice is changed to 1d8, at level 16 it changes to 1d12. Allies within 10’ gain the additional +1 to hit. However they gain 1d2 extra damage, 8th level they get 1d4 and at 16th level they get 1d6.
Guilty Judgement: Cast on target. Target takes a -2 to AC. Other opponents within 10’ of the original target get a -1 AC. These enemies are marked only so long as they are near the target. If they move more than 10’ away they no longer have the -1 modifier. Enemies who move within 10’ will gain the -1 modifier. This judgement remains on the corpse and continues to affect those within 10’
Executors Judgement: Target will take an additional 1d4 damage when hit with a melee weapon. At level 8 the target now takes 1d8 and at level 16 will take 1d12 damage. Other opponents within 10’ will take an additional 1d4 damage so long as they remain within 10’ of the target. This judgement remains on the corpse and continues to affect those within 10’
Death Judgement: DoT judgement. Target will take 1d2 damage every turn they remain in combat, until the Inquisitor cancels the judgement, or the target is further than 120’ from the Inquisitor. At the 6th level it becomes 1d4, 12th level 1d6, and at the 18th level 1d8. Opponents within 10’ of the target roll the same die but cut the roll in half rounded down. They can take 0 damage. This judgement remains on the corpse and continues to affect those within 10'
Arrested Judgement: Targets movement is reduced by 10’. At level 5 it is reduced by -15’. At level 10 it is now reduced by -20’. At level 15 it is reduced by -25’ and at level 20 it is reduced by -30’. The target may make a will save equal to 10+your proficiency bonus + your charisma modifier. If they succeed their movement is reduced to the -10’. At the start of the opponents turn, those who start within 10’ have their movement reduced by 5’ and at level 10 have it reduced by -10’ and at level 20 have their movement reduced by -20’. They may also make the will save to reduce it down to the original -5’
Archetypes
At the 3rd level you set forth on one of the several paths that divide the Inquisitors and allows them to specialize in different ways to seek out and expunge heresy. These paths are detailed at the end of the class description. Your choice will grant you extra features at the 3rd, 7th, 13th, and 17th level.
Ability Score Improvement
When you reach the 4th level, and again at 8th, 11th, 15th, and 19th level, you may increase one ability score of your choice by 2, or you can increase two ability scores by 1. You can not increase a score above 20 using this feature.
New Skill
An Inquisitor is reliant on a broad set of skills to help them search out and destroy threats to the empire. As such, at level 5, then again at levels 12 and 18, an Inquisitor may add another skill to their proficiency list.
Constant Attack
The persistent judgement of the inquisitors allow them to rain the emperor’s will upon the guilty. Beginning at the 6th level then again at the 14th level an Inquisitor will gain an additional attack. This may only be used after a successful hit from each prior attack.
You start with the following items, plus anything provided by your Background. • (a) Chain Mail or (b) Leather Armor, Longbow, and 20 Arrows • (a) a martial weapon and a Shield or (b) two Martial Weapons • (a) a Light Crossbow and 20 bolts or (b) two handaxes • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
Inquisitors use a point system to cast their spells. They may cast from any of their known spells.
Spell cost per level: Cantrips = 1
1st level = 4
2nd level = 6
3rd level = 9
4th level = 14
5th level = 20
6th level = 30
Inquisitor Magic List
Level - 0
Blade Ward
Chill Touch
Friends
Guidance
Imperial Word (Inq)
Light
Message
Sword Burst (TCoE)
True Strike
Vicious Mockery
Level - 1
Alarm
Brand (Inq)
Charm Person
Command
Compelled Duel
Comprehend Languages
Cure Wounds
Detect Magic
Divine Favor
False Life
Heroism
Identify
Magic Missile
Protection from Evil and Good
Shield
Level - 2
Aid
Detect Thought
Enhance Ability
Find Traps
Hold Person
Knock
Locate Object
Magic Weapon
Mind Spike (XGtE)
Mirror Image
Silence
Zone of Truth
Level - 3
Beacon of Hope
Blink
Dispel Magic
Fear
Haste
Remove Curse
Revivify
Vampiric Touch
Level - 4
Arcane Eye
Confusion
Freedom of Movement
Locate Creature
Lost Day (Inq)
Weight of Judgement (Inq)
Level - 5
Far Step (XGtE)
Geas
Heresy be Damned (Inq)
Scrying
Skill Empowerment (XGtE)
Level - 6
Guilty Verdict (Inq)
Mass Suggestion
Mental Prison (XGtE)
Scatter (XGtE)
Soul Cage (XGtE)
Inq = Inquisitor Class
TCoE = Tasha’s Cauldron of Everything
XGtE = Xanathar’s Guide to Everything
NEW SPELLS
Brand
1st-level evocation
Casting Time: 1 action
Range: self
Components: V, S
Duration: concentration, up to 1 minute
The inquisitor's weapon is filled with fiery magic. Once a target is hit with the weapon the spell is released. The target is perminatly “branded.” Any attacks done against a branded target by an inquisitor or members of the inquisitors party will add 1d4 fire damage. Each level it is cast after the first will increase the hit dice size by one. 2nd level = 1d6, 3rd level = 1d8, 4th level = 1d10, 5th level = 1d12.
Guilty Verdict
6th-level evocation
Casting Time: 1 action
Range: 60’
Components: V, S
Duration: Instantaneous
Creates a 20’x 20’ area where a spectral prison cell emerges and those trapped within must make a will save or take 10d6 psychic damage and be frightened of the Inquisitor. Those who make the will save will take half damage and not be frightened.
Heresy be Damned
5th-level evocation
Casting Time: 1 action
Range:20’ straight line
Components: S
Duration: Instantaneous
Releases a blast forward out of the inquisitors palm pelting those before him in burning shrapnel. Those in its path take 8d6 fire damage.
Imperial Word
Evocation cantrip
Casting Time: 1 action
Range:80 feet
Components: V, S
Duration: Instantaneous
Bright searing light flashes toward a target within range. Make a ranged spell attack against the target. On a hit the target takes 1d8 damage. It also reduces a creature's movement by 10’.
This spell creates additional beams at the 7th and 14th level. These additional beams may target other targets. If more than one beam hits a target there is no additional movement penalty beyond the original 10’.
Lost Day
4th-level enchantment
Casting Time: 1 action
Range:touch
Components: V, S
Duration: up to 6 days
Touching a humanoid creature forces them to forget everything that had happened so far that day. It puts them in a sense of confusion for the next few hours. They may wander aimlessly, make no sense in their speech, or sit and stare at a wall. Each person is different. They do get a will save at the casting to cancel the spell and again each morning they wake up. If they do not cancel it on the 6th day their memory begins to defog and the details comeback over the next few hours.
Weight of Judgement
4th-level evocation
Casting Time: 1 action
Range:60’
Components: V, S
Duration: Concentration, up to 5 rounds
Roll to hit. On a successful attack, a gravity well opens beneath the target immobilizing them and doing 1d10 damage in the first round. Then 1d6 damage per round after. The target each turn after the first may make a strength save to break free of it. For each level cast above the 3rd add 1d6 damage. As a 6th level spell you may capture one additional person. The caster may choose to withhold damage and use this spell as a form of hold person.
Division Archetypes
There are several types of Inquisitors. At the third level an Inquisitor is often assigned a path befitting him. It reflects your skills and abilities as an Inquisitor.
Investigator
This division of Inquisitor is the most feared. Not because of their brute force, but because of their keen intellect and ability to sniff out heresy and the guilty from across the room. They are experts and finding the truth and seeking out evidence to support it.
At the 3rd level you may choose 2 skills. Your realization of the importance of these skills means you have studied and practiced them in your free time and may roll with advantage on them.
At level 7 your knowledge and skills have adapted you toward improved magical control. You no longer have a cost for your cantrips and gain 5 additional magic points. At levels 11, 15, and 19 you will gain an additional 5.
At level 13 a new judgement option is available to you. Successful judgement. This judgement allows you to add +4 to all saves during combat. Party members within 10’ gain a +2 to their saves.
At level 17 your knowledge and skills are unmatched by other inquisitors in the fields of magic. You gain an additional
Bulwark
This Inquisition division is the shield against the evil within the empire. Strong and steadfast they are willful and unbreaking. Usually more heavily armed and armored. They are proof that a few quality soldiers can withstand platoons of lesser trained enemies.
At level 3 you are accustomed to fighting numerous enemies and being outnumbered. You are now only considered flanked if you have a third enemy or more within 5’ of you.
At the 7th level your faith shields you. You gain a +1 faith AC bonus. This goes up another +1 at levels 12 and 20.
At level 13 a new judgment option is available to you. Shield Judgement. This judgment allows all ranged attacks to take disadvantage for you and party member within 10’
At level 17 your faith is undying. Every foe fallen only adds to your resolve. Whenever you incapacitate or kill an enemy you either restore 8 missing HP or gain 4 temporary HP above your max HP.
Tactitioner
Born leaders and charismatic to a fault. Inquisitors from this division can inspire peasants to stand before the hordes of evil and come out on top. They are team players and inspire everyone around them to be more and do more than could have been expected of them.
At the 3rd you learn to expand your judgement aura. The area expands to 15’ instead of the 10’. This happens a further 5’ at levels 10 and 17.
At level 7 level your charisma and interpersonal skills are already shining. Once a day before combat starts you may make a charisma roll to influence the nerves of the enemy. Perhaps make them question their reasons and faith. Though it may have no effect on the most devout minions, those who are not so firm in their standing may run from battle, surrender, or even join you. You may also use this skill to bolster regular citizens to take up arms to help defend themselves. There is however no set responses to this skill and is up to the DM’s discretion. (Please keep in mind this can be a complete and literal game changer and the DM may choose to occasionally overlook it for the betterment of the story)
At level 13 a new judgement option becomes available to you. Critical Judgement. This judgement allows you to strike critical hits on a roll of 18, 19, or 20. Those party members within range can critical strike on a 19 or 20. In addition you may roll an extra 1d10 damage when you critically strike. Party members roll an extra 1d6.
At level 17 you learn to combine two judgements at the cost of one. You may choose any two judgements you know and use them at the same time with no additional expense to your judgements per day.
Level | Proficiency | Feature | Cantrips Known | Spells Known | Spell Points | Spell Level | Judgements |
---|---|---|---|---|---|---|---|
1st | +2 | Fighting Style, Blessed Magics | 2 | 1 | 6 | 1st | - |
2nd | +2 | Judgement | 2 | 2 | 8 | 1st | 1 |
3rd | +2 | Architype | 2 | 2 | 10 | 1st | 1 |
4th | +2 | Ability Score Improvement | 3 | 3 | 12 | 2nd | 2 |
5th | +3 | New Skill | 3 | 4 | 15 | 2nd | 2 |
6th | +3 | Constant Attack | 3 | 4 | 18 | 2nd | 2 |
7th | +3 | Architype Bonus | 3 | 5 | 18 | 3rd | 2 |
8th | +3 | Ability Score Improvement | 4 | 6 | 24 | 3rd | 3 |
9th | +4 | - | 4 | 6 | 27 | 3rd | 3 |
10th | +4 | - | 4 | 7 | 30 | 4th | 3 |
11th | +4 | Ability Score Improvement | 4 | 8 | 33 | 4th | 3 |
12th | +4 | New Skill | 4 | 8 | 36 | 4th | 4 |
13th | +5 | Architype Bonus | 5 | 9 | 40 | 4th | 4 |
14th | +5 | Constant Attack | 5 | 10 | 44 | 5th | 4 |
15th | +5 | Ability Score Improvement | 5 | 10 | 48 | 5th | 4 |
16th | +5 | - | 5 | 11 | 52 | 5th | 5 |
17th | +6 | Architype Bonus | 5 | 12 | 56 | 5th | 5 |
18th | +6 | New Skill | 5 | 12 | 60 | 6th | 5 |
19th | +6 | Ability Score Improvement | 6 | 13 | 65 | 6th | 5 |
20th | +6 | - | 6 | 13 | 70 | 6th | 6 |