Inquisitor
Hit Points
Hit Dice: d10 per Inquisitor level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d 10 (or 6) + your Constitution modifier per inquisitor level after 1st.
Proficiences
Armor: All armour, shields
Weapons: Simple weapons, martial weapons, handguns, longarms
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Academia, Arcana, Athletics, Insight, Intimidation, Medicine, Persuasion
Overview & Creation
An inquisitor swears to uphold justice and righteousness and to hunt the forces of evil wherever they lurk. Different inquisitors focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them the power to do their sacred work. Although many inquisitors are devoted to particular religions, an inquisitor’s power comes from their self-conviction rather than any deity. This conviction, coupled with the fact that ‘evil’ means different things to different people, can just as easily lead an inquisitor to torture and murder as it can to the heroic defense of innocents.
Inquisitors train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the psionic power they wield: the power to heal the sick and injured, to smite the wicked and the foul beast of the Warp, and to protect the innocent and those who join them in the fight for justice.
Class Features
Warp Sense
The presence of the Warp registers on your senses like a noxious odor. As an action, you can open your awareness to detect anything originating from it. Until the end of your next turn, you can detect the presence and general direction of any psionics user, and any creature originating from the Warp, within 60 feet of you. You cannot pinpoint precisely where such creatures are, but you can tell how many they are and roughly how far they are from you (“20 feet to your left”, “50 feet ahead”, etc). You cannot determine the exact type of creature either, not even if it’s a Warp creature or just a psionics user, you only get ‘evil dots’ on your radar.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your inquisitor level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Combat Techniques
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Combat Technique option more than once, even if you later get to choose again.
Marksmanship
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +2 bonus to AC.
Dueling
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 be Large sized or bigger for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Witch-Hunting
When a creature within 5 feet of you casts a psionic power, you can use your reaction to make a melee weapon attack against that creature.
Psionics
At 2nd level, you augment your martial prowess with the ability to cast psionic powers. The Inquisitor table shows how many psionic power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.
You prepare the list of inquisitor powers that are available for you to cast, choosing from the inquisitor psionics list. When you do so, choose a number of inquisitor powers equal to your Charisma + your inquisitor level (minimum of one spell). The powers must be of a level for which you have power slots. Preparing powers in this way temporarily copies them from your prayer matrix into the RAM of your psi amp for quick access.
For example, if you are a 5th-level inquisitor, you have four 1st-level and two 2nd-level power slots. With a Charisma of 14, your list of prepared powers can include four powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.
You can change your list of prepared powers when you finish a long rest. Preparing a new list of inquisitor powers requires time spent in meditation and thinking over the perils of the Warp: at least 1 minute per power level for each power on your list.
Psionic Casting Ability
Charisma is your psionic casting ability for your inquisitor powers. You use your Wisdom whenever an inquisitor power refers to your psionic casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an inquisitor power you cast and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Charisma modifier
Power attack modifier = your proficiency bonus + your Charisma modifier
Psionic Casting Focus
You can use a psi focus as a psionic casting focus for your inquisitor powers.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a creature that originate from the Warp.
Divine Health
By 3rd level, the psionic power flowing through you makes you immune to disease.
Sacred Oath
When you reach 3rd level, you swear the oath that binds you as an inquisitor forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Persecution, or the Oath of Persecution, both detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath Powers
Each oath has a list of associated psionic powers. You gain access to these powers at the levels specified in the oath description. Once you gain access to an oath power, you always have it prepared. Oath powers don’t count against the number of powers you can prepare each day. If you gain an oath power that doesn’t appear on the inquisitor power list, the spell is nonetheless a paladin power for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel supernatural effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your inquisitor power save DC.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.
Cleansing Touch
Beginning at 14th level, you can use your action to end one psionic power on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Subclass Options
Oath of Persecution
Inquisitors who take the Oath of Persecution use their martial and psionic skills to hunt down and destroy creatures native to the Warp, though some particularly zealous inquisitors also seek to eradicate psionics users as they draw their powers from the Warp. Many of the abilities presented below refer to ‘Warp creatures’; in this case, a Warp creature is defined as a creature of any type that is native to the Warp, even if it is encountered away from the Warp.
Oath of Persecution Psionic Powers
Level |
Powers |
3 |
detect magic, guiding bolt |
5 |
lesser restoration, zone of truth |
9 |
dispel magic, remove curse |
13 |
banishment, freedom of movement |
17 |
flame strike, planar binding |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If you hit a Warp creature with your sacred weapon, its damage roll ignores any resistances they might have.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Batter the Unholy: As an action, you speak a prayer censuring Warp creatures, using your Channel Divinity. Each Warp creature that can see or hear you within 10 feet of you must make a Constitution saving throw. If the creature fails its saving throw, it is pushed back 10 feet and knocked prone. If the creature collides with a wall or other solid surface it takes 1d6 bludgeoning damage.
Investigator’s Aura
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always protected from Warp creatures. They have disadvantage on their attack rolls to hit you, and you can’t be possessed by them.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, a bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against psionic powers cast by Warp creatures.
Once you use this feature, you can’t use it again until you finish a long rest.
Oath of The Judge
An inquisitor who swears an Oath of The Judge becomes living law, a judge, jury, and executioner in places were justice has long become an alien idea. The Oath is a difficult one to follow, as the inquisitor must hold himself to the same mercilessly high standards that he holds others; should he break the law, he must also be judged.
Oath of The Judge Psionic Powers
Level |
Powers |
3 |
bane, hunter’s mark |
5 |
hold person, misty step |
9 |
haste, protection from energy
|
13 |
banishment, dimension door
|
17 |
hold monster, scrying |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy: As an action, you speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Relentless Avenger
By 7th level, your obsessive focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Soul of Vengeance
Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a weapon attack against that creature if it is within range.
Avenging Angel
At 20th level, you can emanate an aura of menace. For 1 hour, enemies are filled with dread when they get within 30 feet of you. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can’t use it again until you finish a long rest.