[Class] Inquisitor

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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.

Inquisitor | Class Features
The Inquisitor
Level Proficiency Bonus Features Judgement Decrees Judgements Known 1st 2nd 3rd 4th
1st +2 Judgement, Inquisition 1 2
2nd +2 Devotion, Domain Boon 2 2
3rd +2 Spellcasting, Inquisition Spells 2 2 2
4th +2 Ability Score Improvement 2 2 3
5th +3 Holy Decree, Spirited Scrutiny 2 3 3
6th +3 Inquisition Feature 2 3 3
7th +3 3 3 4 2
8th +3 Ability Score Improvement 3 3 4 2
9th +4 Domain Boon 3 4 4 2
10th +4 Inquisition Feature 3 4 4 3
11th +4 Exalted Judgement, Lasting Judgement 3 4 4 3
12th +4 Ability Score Improvement 4 4 4 3
13th +5 4 5 4 3 2
14th +5 Inquisition Feature 4 5 4 3 2
15th +5 Domain Boon 4 5 4 3 2
16th +5 Ability Score Improvement 4 5 4 3 3
17th +6 Inquisition Feature, Improved Lasting Verdict 5 6 4 3 3
18th +6 Ability Score Improvement 5 6 4 3 3
19th +6 5 6 4 3 3 1
20th +6 Divine Judge 5 6 4 3 3 1

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?

Quick Build

You can make an inquisitor quickly by following these suggestions. First, Charisma should be your highest ability score, followed by either Strength, Constitution, or Wisdom. 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

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 (if proficient)
  • (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 shield and a holy symbol

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

Inquisitor | Class Features

Judgement

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

You start knowing two judgements, and learn more as you gain levels in this class, as indicated in the judgements Known column on the Inquisitor table.

Only one judgement can be active at once, if you pronounce judgement whilst another judgement is still active, the judgement that was pronounced first ends. You can end a judgement early using a bonus action.

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

Hostile creatures who have a judgement sworn upon them may need to succeed a saving throw against its effects. You use your Charisma modifier when setting the saving throw DC for a judgement.


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

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 17th 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.

Devotion

At 2nd level, your zealous commitment to your deity has granted you a powerful resolve against aggressors. When 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 Charisma modifier, and you regain all expended uses when you finish a long rest.

Domain Boon

Also at 2nd level, your link to your god has granted you a boon. Choose one domain, you gain a benefit from the ones listed below:

Death. You gain advantage on Death saving throws. As a bonus action on your turn, you can point to a creature within 30 feet of you and lose this benefit, granting it to the target creature for 1 hour, upon which you regain the use of this ability.

Grave. Whenever you or a creature you choose would be reduced to 0 hit points, you can use a reaction to cause that creature to instead drop to 1 hit point instead. When you do so, you gain one failed death saving throw. If this would result in you reaching three failed death saving throws, you die.

Once you have used this feature, you cannot do so again until you complete a long rest.

Knowledge. You gain proficiency in two skills you choose.

Life. Whenever you restore hit points to a creature, you regain hit points equal to your Charisma modifier + the spell's level.

Light. As a bonus action on your turn, you can begin emitting bright light in a 10-foot radius around you and dim-light for a further 10 feet for 1 minute. Any creature you choose that starts its turn within your area of bright light gains temporary hit points equal to your Charisma modifier. A creature you choose that starts its turn within dim-light gains half that many hit points.

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

Nature. You are permanently under the effects of the speak with animals spell.

Order. When you make an attack roll, ability check or saving throw, you can choose to, instead of rolling, choose for the result to be equal to 10 + your given bonus to the roll.

Once you have used this feature, you cannot do so again until you complete a short or long rest.

Protection. When you hit a creature with a melee attack, you can impose yourself as its primary target. The target creature must succeed on a Wisdom saving throw against your inquisitor spell save DC or suffer disadvantage on any attack roll that does not target you until the start of your next turn.

Tempest. Whenever you roll dice on the damage of a spell you cast, you can reroll any dice that resulted in a 1. You must use the new rolls.

Trickery. You can take the Hide or Disengage action as a bonus action.

War. You adopt a particular style of fighting as your specialty. Choose one option available to the Fighter class. You can’t take a Fighting Style option more than once, even if you later get to choose again.


You generally choose your Domain Boon based on how you emulate the values of your deity. A follower of the god of life could take up a War boon should they become a battle medic and wish to be able to defend themselves on the battlefield.

You gain one additional domain boon at 9th and 15th level. The chosen domain boon cannot be one already chosen.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the inquisitor spell list.

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.

Inquisitor | Class Features & Inquisitions

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 one third your inquisitor level. The spells must be of a level for which you have spell slots.

For example, if you are a 7th-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

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.

Holy Decree

Starting at 5th level, a short prayer alone can replenish your divine power. Your regain all expended uses of your judgement during a short or long rest.

Spirited Scrutiny

Also at 5th level, your zealous nature is visible even in just your gaze. When you make a Deception, Intimidation, or Persuasion check, you can expend a use of your Devotion to gain advantage on the roll.

Exalted Judgement

Starting at 11th level, when you pronounce Judgement, you can access the Exalted section of each Judgement you know.

Lasting Verdict

Also at 11th level, your voice lingers in the souls of your foes, even after you lay Judgement on another. You can have two Judgements active at once.

Once you reach 18th level, the number of Judgements you can have active increases to three.

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.

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.

Arcane

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 Inquisition Spells
Inquisitor Level Spells
3rd comprehend languages, identify
7th augury, locate object
13th counterspell, magic circle
19th arcane eye, confusion

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 from the cleric or wizard spell list. Cantrips learned this way use your Charisma modifier as if they were inquisitor spells.

You learn one additional cantrip from these spell lists at 6th and 10th level.

Inquisitor | Inquisitions

Esoteric Font

When you reach 6th level, you magic has granted you the ability to channel more spells through your god. When you prepare your spells, two of the spells you prepare can be from the cleric or wizard spell list. These spells are considered inquisitor spells for you when prepared in this way and follow all the normal rules for you preparing inquisitor spells.

The number of spells you can prepare this way increases by one at 10th, 14th level and 17th level.

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 currently 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 fifth your inquisitor level.

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

Kabbalah

At 17th 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. They hit points last for 1 hour or until depleted.
  • 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.

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 Inquisition Spells
Inquisitor Level Spells
3rd command, sanctuary
7th aid, suggestion
13th major image, warding bond
19th compulsion, confusion

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. You gain one additional use of your Judgement, which replenishes on a short or long rest.

In addition, you learn the vicious mockery cantrip, which counts as an inquisitor spell for you.

Inspiring Devotion

At 6th level, your devotion holds the power to change your allies' failures to quick successes. You can use your Devotion to increase the attack rolls, ability checks or saving throws of another willing creatures as a reaction. The target must be within 60 feet of you, as well as be able to both see and hear you for you to target it with this feature.

Inquisitor | 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 Judgement as a reaction to impose disadvantage on the attack roll. If the attack roll misses, the target has disadvantage on all attack rolls against their target until the start of their next turn.

Devout Courage

At 14th level, your devotion to your god instills courage into your allies like none other. When a creature is affected by your Inspiring Devotion, they cannot be charmed or frightened until the end of their next turn and any ongoing charmed or frightened condition affecting the target ends immediately. The target also gains temporary hit points equal to half your Inquisitor level. These hit points last until the end of the target's next turn.

Voice of the Heavens

At 17th 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 cannot be charmed.
  • When you complete a short rest, you can select a number of creatures equal to your Judgement Bonus to gain advantage on saving throws against a condition you choose.
  • Enemies that are targets of your Turning Gaze have disadvantage on all attack rolls and ability checks until the end of their next turn, regardless of whether they miss their attack roll or not.

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 Inquisition Spells
Inquisitor Level Spells
3rd bane, cause fear
5th hold person, misty step
9th Drawmij's instant gallows, haste
13th banishment, chrono step

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you gain proficiency in heavy armour, martial weapons, and one of the following skills: Religion, Stealth, Survival.

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 1d4 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 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 17th level.

Once you have used this feature, you cannot do so again until you complete a short or long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the attack action

Hunter's Velocity

At 10th level, your divine power and desire to hunt your enemies has granted you a pace that outmatches most. When you hit a creature with a weapon attack on your turn, you gain an additional 10 feet of movement until the start of your next turn.

Curse of the Pursuer

At 14th level, your weapons have been imbued with a divine curse that afflicts all who suffer a mortal wound by your hand. When you score a critical hit against a creature, the target suffers disadvantage on ability checks and saving throws made against your inquisitor 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 it is the target of a remove curse spell.

Prognostic Destruction

At 17th 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 subjected to an attack roll made by you.
  • Creatures under the effects of the Curse of the Pursuer gain vulnerability to radiant damage for the duration.

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
3rd disguise self, enshade
7th invisibility, pass without trace
13th nondetection, hypnotic pattern
19th dimension door, greater invisibility
Inquisitor | Inquisitions

Bonus Proficiencies

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

Sudden Judgement

Also at 1st level, your mastery of the shadows has made your Judgement harder to avoid when you pronounce it from out of nowhere. 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 the saving throw against the Judgement.

Shadow Strike

At 6th level, when you attack from the dark, the light within burns brightest. When you have advantage on an attack roll against a creature, you deal 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 take the Hide action as a bonus action on your turn.

Divine Shroud

Starting at 10th level, whenever you cast an spell of 1st-level or higher, you can teleport to an unoccupied space filled with dim-light or darkness within 30 feet.

Additionally, whenever you hit a creature with a weapon attack you had advantage on it, your attack ignores the targets resistances to either necrotic or radiant damage.

Agonizing Extraction

At 14th level, when you use your Shadow Strike feature, or pronounce Judgement on a creature whilst hidden, you can expend a use of Judgement to force it to make a Wisdom saving throw. On a failure, you telepathically ask the target a question and it must answer with what it believes the answer to be, answering 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.

Ambidexterity

At 17th level, your divine mission in the dark has led you down a path of holy subterfuge. You gain the following benefits:

  • Whilst in dim-light or darkness, your speed increases by 10 feet
  • If you attack a creature that is surprised by you, you have advantage on the attack roll. If you hit, the attack is an automatic critical hit.
  • You can use your Divine Shroud to teleport on your turn as a bonus action, without having to expend an Inquisitor spell slot.

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
3rd shield of faith, wrathful smite
7th branding smite, guided strike
13th crusader's mantle, elemental weapon
19th banishment, mystic aurora

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. When you expend Devotion to add a bonus to a weapon attack, you ignite the weapon with holy fire. If the attack hits, you deal an additional 2d4 radiant damage.

This damage increases to 3d4 at 6th level, 4d4 at 10th level, 5d4 at 14th level and 6d4 at 18th level.

Inquisitor | Inquisitions & Judgements

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the attack action.

Zealous Constitution

At 10th level, your zealous nature has granted you a powerful resistance to physical assault. When you take bludgeoning, piercing or slashing 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, the attack is guaranteed to hit unless you score a critical failure, and the target suffers disadvantage on any attack roll it makes against a creature other than you until the start of your next turn.

Diligence

At 17th 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 when you use your Fire of Belief.
  • The temporary hit points gained from your Zealous Constitution is now equal to half the damage dealt plus half your inquisitor level.
  • Whenever you score a critical hit against a hostile creature, you regain a point of expended Devotion.

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 Inquisition Spells
Inquisitor Level Spells
3rd false life, inflict wounds
7th branding smite, heat metal
13th fear, maim
19th aura of penitence, break

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 weapons.

Sacrificial Judgement

Also at 1st level, you can sacrifice a part of your lifeforce to smite your foes. When you pronounce Judgement, you can spill your own blood, empowering its touch on others. If you do so, reduce your hit point maximum by an amount equal to your level. Then, the target of the Judgement either gains temporary hit points equal to the reduced amount + your Charisma modifier, or suffers necrotic damage equal to the reduced amount + your Charisma modifier. Your hit point maximum returns to normal when you complete a long rest.

Blood Magic

At 6th level, you can use your own soul to fuel your magic. When you cast an inquisitor spell of 1st level or higher that deals damage, you can choose to roll an additional die of damage. If you do so, you reduce your current and hit point maximum by an amount equal to 2 + twice the spells level. Your hit point maximum return to normal after you complete a long rest.

Unspoiled Ichor

Starting at 10th level, your sacrifice has blessed your blood, granting you protection from evil. You gain resistance to both necrotic and poison damage, as well as advantage on saving throws against poison damage or the poisoned condition.

In addition, should your hit point maximum be reduced, they return to normal after a short rest.

Bloodied Devotion

By 14th level, the devotion the flagellant grants them resistance to pain like none other. When you take damage, you can expend a use of your Devotion as a reaction, reducing the damage by an amount equal to half your inquisitor level + your Charisma modifier.

Abrogated Sin

At 17th level, the blood you have spilled for your god has granted you greater power. You gain the following benefits:

  • Whilst you wear no armour, you gain resistance to bludgeoning, piercing, and slashing damage.
  • When you use your Blood Magic feature, you roll two additional damage die instead of one.

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 +1 bonus to their AC for 1 minute.

The bonus conveyed by this Judgment increases as you gain inquisitor levels, increasing by 1 at 5th and 13th level.

Exalted. Using this Judgement allows you to 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.

Inquisitor | Judgements

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 Judgement causes the target to take 5d6 radiant damage if they fail the initial saving throw, taking half damage on a success. The target takes a further 1d6 radiant damage at the start of each subsequent turn that it is restrained by this Judgement.

The initial damage dealt by this Judgement increases as you gain inquisitor levels, increasing by 1d6 at 13th and 17th levels.

Judgement of Coercion

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

The number of creatures you can choose to protect from the target with this Judgment increases as you gain inquisitor levels, increasing by 1 at 5th, 9th, 13th and 17th level.

Exalted. Choose one creature. The target of this Judgment cannot make hostile action against the chosen creature.

Judgement of Crippling Weakness

Swearing this Judgement as a bonus action on your turn weakens the target, reducing their martial power. The target must succeed a Constitution saving throw or have suffer a -1d4 penalty to their attack rolls and ability checks for 1 minute. The target creature can remake its saving throw at the end of each of its turns.

The penalty imposed by this Judgement increases as you gain inquisitor levels, increasing by 1d6 at 9th level, and 1d8 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 additional 1d4 damage on the first successful weapon attack it makes on each turn for 1 minute.

The damage dealt by this Judgement increases as you gain inquisitor levels, increasing to by 1d4 at 5th, 9th, 13th and 17th levels.

Exalted. When you use this Judgement, the creature onto which it is pronounced can choose that the extra damage be dealt as radiant damage. Additionally, the Judgment now deals d8s instead of d6s in its damage.

Judgement of Dispelling

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 succeed on a Charisma saving throw or 2d6 psychic damage, and lose concentration on one spell or effect they are currently concentrating on. A target that succeeds the saving throw takes half damage and does not lose concentration.

The damage dealt by this Judgmeent increases as you gain inquisitor levels, increasing by 1d6 at 5th, 9th, 13th and 17th 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 or fail to cast the spell, expending their spellcasting resource to no effect.

Judgement of Fear

Swearing this Judgement as an action on your turn instills a target creature with fear, and the desire to flee. The target must succeed a Wisdom saving throw or be frightened of you for 1 minute or until they take damage. A creature that fails the saving throw by 5 or more is also turned whilst frightened in this way. A turned creature must use its whole turn moving as far away from you as possible.

Exalted. On a failed save the target of the Judgement also takes 5d8 damage. The target takes half the damage on a successful save. This damage takes place before the normal effects of the Judgement.

The damage dealt by this Judgement increases as you gain inquisitor levels, increasing to by 1d8 at 5th, 9th, 13th and 17th levels.

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 succeed a Constitution saving throw or take 3d6 necrotic damage, taking half damage on a success. Then choose another creature in range. That creature regains hit points equal to half the damage dealt to the initial target. Should this healing bring them to above their hit point maximum, they gain the remaining healing as temporary hit points that last for 1 hour.

The damage dealt by this Judgmeent increases as you gain inquisitor levels, increasing by 1d6 at 5th, 9th, 13th and 17th level.

Exalted. The necrotic damage dealt to the initial target ignores resistance to the damage type. In addition, you add your Charisma modifier to the damage dealt with this Judgement.

Inquisitor | Judgements & Multiclassing

Judgement of Justice

Pronouncing this Judgement as a bonus action on your turn grants the target creature a guiding hand of justice. For the next minute, the target rolls a 1d6 each time it makes an attack roll, adding the result to its total.

The bonus granted by this Judgment increases as you gain inquisitor levels, increasing to a d8 at 9th level, and to a d10 at 17th level.

Exalted. The target of the Judgement gains temporary hit points equal to your Charisma modifier whenever they hit a creature with an attack roll.

Judgement of Masking Darkness

Prerequisite: Shadow Inquisition
Pronouncing this Judgement as an action on your turn to a creature conjures a mote of shadow at their feet that coils around them, masking their presence. For the next minute, the target creature can use a bonus action on its turn to turn invisible and move up to 10 feet in a direction it chooses, becoming visible again when it ends that movement.

Exalted. When the target creature becomes invisible, it stays invisible until it makes an attack roll, casts a spell or until the start of its next turn.

Judgement of Shattered Defence

Swearing this Judgement onto a creature as an action on your turn temporarily shreds them of their defences. The target of the Judgement must succeed a Constitution saving throw or have their AC reduced to 10 + their Dexterity modifier until the start 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. The target of this Judgement who fails the save gains vulnerability to one damage type you choose until the start of your next turn.

Judgement of Soul Burning

Swearing this Judgement as an action on your turn against a creature causes holy fire to attack its very soul. The target must succeed a Wisdom saving throw. On a failure, the target takes 2d8 fire or necrotic damage (your choice), and its hit point maximum a reduced by an amount equal to the damage dealt. On a successful save, the target takes half damage and their hit point maximum are unaffected. The target's hit point maximum return to normal after they complete a long rest.

The damage dealt by this Judgement increases as you gain inquisitor levels, increasing to by 1d8 at 5th, 9th, 13th and 17th levels.

Exalted. The target creature instead takes d12s of fire damage instead of d8s, and the Judgement ignores resistance to whichever damage it deals.

Judgement of Swarming Insects

Swearing this Judgement as an action on your turn summons a plague of insects around a creature within range for 1 minute. The creature must succeed on a Constitution saving throw at the start of each of its turns for the duration or become poisoned until the start of its next turn. If a creature has succeeded on three saving throws against this Judgment, the effect ends early as the insects are swatted away.

Exalted. Targets of the Judgment suffer 1d4 piercing damage, plus 1d10 poison damage at the start of each of its turns whilst the effect persists.

The piercing damage dealt by this Judgment increases as you gain inquisitor levels, increasing by 1d4 at 13th and 17th levels.

Judgement of Warding Shields

Prerequisite: Arcane Inquisition
Pronouncing this Judgement onto a creature as an action on your turn wards them against magic. The target of the Judgement gains an translucent and intangible shield. The shield 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 creature's turns.

If the target of the Judgement takes damage from a spell or other magical effect, the shield takes damage first. After 1 minute, the shield disappears and the Judgement ends.

Exalted. The target has advantage on saving throws against spells and other magical effects as long as shield as at least 10 hit points.

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.

 

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