Not all inquisitors see the same corruption nor do they cooperate to destroy the same enemy, so it is only natural that orders would be formed from the inquisitors that do fight against the same corruption. An order is not always a specific organization or faction, but rather a code of conduct and path of training in which an inquisitor will find all the tools they need to root out their hated enemy. ## Order of the Heretic Hunter ### An inquisitor of the Order of the Heretic Hunter is sworn to a specific church, god, pantheon, or religious ideal. As is with all doctrines, when ideals become misconstrued and isolated lies become dogmatic truths and heretics claiming to be prophets and saviors climb from the woodwork. Upon their throne of lies, they ruin the holy name of deities and churches alike as they meet their despicable means to an end. It is this order's duty to hunt these heretics down, alongside anyone else who would besmirch their doctrine. #### Doctrine and Domain Beginning when you choose this order at 3rd level, you ascribe yourself to a specific clerical domain that represents your doctrine, philosophy, church, or deity to which you defend. Each different domain is provided below. **Life.** You inherit the divine health of those you ascribe yourself. You become immune to disease. \columnbreak **War.** You embody to unbreakable and far reaching truth of war. You become proficient with heavy armor. **Grave.** You are an aid to your world's psychopomps and heralds of The End. You can no longer critically fail death saving throws. **Forge.** You are a mere ember within the forge heart of your world. You gain two tool proficiencies. **Nature.** You are sworn to defend the groves and natural world from its defilers. You can communicate with small and tiny beasts and plants. **Order.** Though you yourself are above the law, your actions must allow it to stand forevermore. You gain expertise in Intimidation skill. **Peace.** You are sworn to promote the wholesome qualities of civilization at any cost. You gain proficiency in the Persuasion skill, if you already had it you gain expertise in it. **Twilight.** You brandish yourself as a guardian against those who go bump in the night. You gain 30ft of darkvision, if you already have darkvision add 30ft to it. **Knowledge.** You are a guardian of scripture and logic in your world, keeping information from the world or sharing it out at your discretion. You gain proficiency, or expertise if you already are proficient, in one of the following skills: History, Religion, and Arcana. **Tempest.** You are the storm that is approaching. You gain resistance to thunder damage and cannot be deafened. **Arcana.** You dance and walk atop the delicate strands of the Weave. You gain a 1d4 when making saves against magical effects. **Trickery.** You are an embodiment of mischief and often challenge order. You gain proficiency in either stealth, thieves' tools, or the disguise kit. **Light.** You chase away the lies that would topple kingdoms and the darkness that would swallow souls. As an action, you can cause bright light to emanate 10ft outwards from you. This light breaks through magical darkness. **Death.** You stared into the abyss and it welcomed you with open arms. You gain resistance to necrotic damage. Once you pick a domain, you may only change it with your DM's permission. If you ever multiclass into cleric, you must choose the same divine domain that you've devoted yourself to here. #### Burgeoning Fervor At 3rd level, when you knock an undead, fiend, fey, or oathbreaker paladin to 0 hitpoints you gain 2 zeal points. These extra points can exceed your maximum, but only to an amount equal to your Charisma modifier, and the extra points fade away after 5 minutes. Alternatively, if you picked the Death domain then replace fiends and undead with celestials in the feature above. #### Divine Discipline At 6th level, you've learned how to keep going where most would have fallen long ago. As an action, you can expend 3 zeal points to regain hitpoints equal to 3 times your class level. You can use this feature an amount of times equal to your Charisma modifier per long rest. \pagebreakNum #### Heretic Hunter Adept At 9th level, you gain one of the following features of your choice that reflect what in particular you are sworn to defend; be it a church and its clergy, a deity and its name, or a philosophy and its ideals. **Ecclesiastical Guard.** No one will dare to harm your clergy when you are around. In response to an ally you can see being hit with a critical hit, you can use your reaction and move your full movement speed up to the creature who dealt the attack, if you get within melee range of the creature that hit your ally, you can make one attack. Opportunity attacks against you have disadvantage when you move in this way. **Deific Crier.** When you shout, even the gods stand to listen. As a response to taking necrotic or radiant damage, you can use your reaction to become resistant to that type of damage until the start of your next turn. **Philosophical Voice.** No abjuration will muffle the words of wisdom pouring directly from you. Your voice cannot be involuntarily muffled or silenced by magical or nonmagical means and your mouth does not need to be open for you to speak clearly. In addition, you can choose a point within 30ft of you and have your voice originate outwards from there, the volume of this voice can be no louder than an audible whisper. #### Superior Doctrine At 15th level, you've gained a profound understanding of your religious doctrine, so much so that it is easier to stay on the path than to betray it, and all who witness it find themselves doubting their own path. When you succeed a saving throw against the charmed condition, you may use your reaction to force a creature within a range to make a saving throw against your Zeal Save DC or become frightened by you until the end of your next turn. In addition, your alignment can't be changed by any means shorter than a *wish* spell, even if targeted by the *Balance* card within the *Deck of Many Things*. ## Order of the Witch Hunter ### The Order of the Witch Hunter teaches that magic, although useful when used responsibly, is inherently chaotic and the antithesis of order and reality. A Witch Hunter makes it their duty to hunt those that would go so far as to sell their soul for supernatural power, lest the naive warlock allow entrance for something far more diabolical and cunning than they into the Material Plane. They can be seen acting as advisors to mages, closely scrutinizing their studies so as to guide them towards an ethical path, or actively hampering their advancements. #### Witch Bane Beginning at 3rd level when you pick this subclasss, whenever you force a creature to make a Constitution saving throw in order to maintain concentration on a spell, that creature must subtract a 1d4 from their roll. In addition, whenever a creature you force to maintain concentration on a spell fails a saving throw or knock a creature that has spellcasting, other than innate casting, down to 0 hitpoints you gain 2 zeal points. \columnbreak This can exceed your maximum, but only to an amount equal to your Charisma modifier, and the extra points fade away after 5 minutes. #### Arcane Rebound At 6th level, you've learned how to use your opponent's magic against them. Whenever attacking an enemy that is under the effect of a spell that increases their AC, such as *shield* or *mage armor*, you may spend zeal points equal to your target's AC bonus provided by the spell and increase your damage by double the amount of zeal point spent for that turn. In addition, when being targeted by a leveled spell that deals fire, cold, acid, poison, force, necrotic, and radiant damage you can use your reaction to coat your weapon, or both fists, and deal extra damage equal to your proficiency bonus, that is of the same damage type dealt to you before, until the end of your next turn. #### Vengeful Pursuit At 9th level, whenever you succeed on a saving throw against a magical effect you can spend 3 zeal points to either increase your AC by 2, your bonus to all saving throws by 2, or your bonus to hit and damage by 2. These benefits last for 1 minute You can only have one of these benefits active at a time and they do not stack. #### Antimagic at Heart At 15th level, your blatant stance towards magic is shown to all. As an action, you can spend 5 zeal points and create a 15ft sphere of antimagic around yourself for 1 minute as if you were concentrating on a spell. \pagebreakNum ## Order of the Lawbringer ### The Order of the Lawbringers are perhaps the most orderly and calm when enacting out their inquisitorial duties. They enter the minds of criminals and oathbreakers and seek them out to enact, not the land's or local lord's justice, but their own hand crafted justice suited to the problem at hand, these different forms of justice are as diverse as the lawbreakers they seek out. Like most inquisitorial orders, they see themselves as above the law and dish out punishment to those using the law unlawfully, such as nobles hiding behind vague mandates and laws while treating those beneath them with none of the same mercy provided to them. The monsters they seek, the quarries they harbor great hatred to, are the monsters inside all mortal beings, rather than the literal beasts hiding within the shadows. Lawbringers can be found just as much in positions of authority as they can be found leading glorious revolutions against tyrants. #### The Jury Stands Beginning at 3rd level, when you pick this subclass you gain proficiency with heavy armor. In addition, when you knock a chaotic or evil aligned humanoid to 0 hitpoints, you gain 2 zeal points. These extra points can exceed your maximum, but only to an amount equal to your Charisma modifier, and the extra points fade away after 5 minutes. \columnbreak #### Intrinsic Understanding At 3rd level, you gain proficiency in one of the following skills: Insight, Investigation, or Deception. If you already had proficiency in the skill before then, your proficiency bonus is doubled for any ability check you make for that skill. #### Criminal Awareness At 6th level, you gain a moderate understanding of cyphers and secret codes. When reading script that you understand the language of, you can make an Intelligence (Investigation) check to find and decipher any secret messages hidden within and the creature that had written the script must make a contested Charisma (Deception) check against you. If the creature had written the script in Thieves' Cant, then it makes their Charisma (Deception) check at advantage. On a success, you are able to read and understand the cypher. This does not mean you are able to read all cyphers of similar penmanship, however, just this one instance. #### Vigilant Judge At 6th level, you have advantage on attacks against a creature, you can see, who have attempted a stealth check in their last turn. In addition, you can make perception checks meant to discern the location of hidden creatures as a bonus action and you have advantage on Wisdom (Perception) checks made to uncover creatures hidden by stealth or invisibility. This advantage does not increase your Passive Perception. #### Eternal Executioner At 9th level, you are sworn to the law forever and all those who wish to force you off your path are met with an unrelenting pain. When knocked down to 0 hitpoints, and not killed outright, you can instead spend 3 zeal points and your reaction to drop to 1 hitpoint instead and make one attack against the creature who hit you, provided they are within range. #### Guillotine At 15th level, you've gained the ability to dole out an instantaneous and violent justice upon the worst of criminals. When you hit a creature with an attack, you can spend 5 zeal points and force the creature to make a Constitution saving throw against your Zeal Save DC or take damage equal to half the creature's hit dice, half as much on a success. \pagebreakNum # Art and Credit
None of the art above belongs to me. I have listed links to the artist's homepage and their name's (if possible to find them). If there are any discrepencies, please notify u/junkyredditor on Reddit. * https://www.artstation.com/artwork/nJNYr **Inquisitor** by Valentin Sanduliak * https://www.deviantart.com/rogierb/art/Pathfinder-Inquisitor-531390879 by DzungDao **Pathfinder - Inquisitor** by RogierB * **Skyhold (Dragon Age Inquisition)** by ??? * https://www.deviantart.com/marko-djurdjevic/art/Judges-archetype-480397973 **Archetype - Judge** by Marko-Djurdjevic * Image not found * https://www.deviantart.com/vargasni/art/Shadow-Hunter-Yeager-LoC-633357638 **Shadow Hunter Yeager** by VargasNi * **Gwent Egmund Card** by Anton Nazarenko * https://www.artstation.com/artwork/9dkRa **Witch Hunter** by Yuri Chuchmay * https://daoanhdung007.artstation.com/projects/2xZ2Ve **Lawbringer** by Dzung Dao