Ranger Archetype: Inquisitor

by AgenderArcee

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Ranger Archetype: Inquisitor

For every shining paladin leading the charge against evil, there must be those who stalk the shadows, relentlessly hunting down and destroying the unholy and blasphemous. Inquisitors combine the skills of deadly hunters with the divine power and authority of righteous crusaders.

Inquisitor Magic

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Inquisitor Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Inquisitor Spells
Ranger Level Spell
3th divine favor
5th branding smite
9th remove curse
13th banishment
17th holy weapon

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. Starting at 3rd level, as an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

In addition, you gain proficiency with the Religion skill.

Scouring Strikes

Starting at 3rd level, you infuse your weapons with holy power. When you hit a creature with a weapon, you can deal an extra 1d4 radiant damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Bane of the Wicked

At 7th level, when you hit a creature with a weapon attack, you can place a debilitating curse of holy judgment upon them. The creature must succeed at a Charisma saving throw or be placed under the effects of the bane spell for 1 minute. The creature can repeat the saving throw at the end of each of its subsequent turns; on a successful save, the effect ends. You must complete a short or long rest before you can use this feature again.

Celestial Companion

At 11th level, your prayers for help are answered with assistance from the Upper Planes. As an action, you can summon a minor celestial spirit in an unoccupied space you can see within 90 feet, typically one of bestial form such as a unicorn, couatl or hollyphant. It uses the Celestial Companion stat block. The celestial is friendly to you and your companions and obeys your commands. It is intelligent and can speak Celestial, which you learn if you did not know it already, and can understand any language you speak.

In combat, the celestial shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any,

it acts on its own, typically to protect you and your companions.

The celestial disappears back to the Upper Planes when it reaches 0 hit points or when you dismiss it as an action. You cannot summon it again until you have completed a long rest.


Celestial Companion

Small celestial, lawful good


  • Armor Class 12 + your Wisdom modifier (natural armor)
  • Hit Points 5 + five times your ranger level (the celestial has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 14 (+2) 17 (+3) 16 (+3)

  • Damage Resistances radiant
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Celestial, understands any language you speak
  • Proficiency Bonus equals your bonus

Divine Weapons. The celestial's weapon attacks are magical.

Actions

Radiant Strike. Melee weapon attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + your Wisdom modifier radiant damage.

Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d6 + your Wisdom modifier.

Improved Celestial Companion

At 15th level, you are blessed with a stronger celestial to aid in your inquisition. You learn summon celestial. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot as a 5th level spell, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

If you have already summoned a celestial with this feature or Celestial Companion, and you attempt to summon another celestial, the previously summoned celestial immediately disappears back to the Upper Planes.

Art Credits
  • Rayden Chen
  • Rogier van de Beek
 

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