Inquisitor
Level | Proficiency Bonus | features | Runes of Interdiction |
---|---|---|---|
1st | +2 | Magic Detection, Animosity Towards Magic | - |
2nd | +2 | Fighting Style, runes of interdiction | 2 |
3rd | +2 | Methodology, Runic Impact | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Extra Attack | 5 |
6th | +3 | Strengthening training | 6 |
7th | +3 | Methodology feature | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Constant Alert | 9 |
10th | +4 | Disturb Casting | 10 |
11th | +4 | Redirect | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Rune Brand | 13 |
14th | +5 | Disturb Arcana | 14 |
15th | +5 | Methodology feature | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | Accelerating Interdiction | 17 |
18th | +6 | Defensive Interdiction | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Methodology feature | 20 |
Class Features
As a inquisitor, you gain the following class features
Hit Points
- Hit Dice: 1d10 per inquisitor level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
Proficiencies
- Armor: light armor, medium armor, heavy armor, shields
- Weapons: simple weapons, martial weapons
- Saving Throws: Strength, Wisdom
- Skills: Choose two from arcana, athletics, persuasion, deception, intimidation, insight, investigation, perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) Studded Leather Armor
- (a) Priest's Pack or (b) Explorer's Pack
- (a) a martial weapon and a shield or (b) two martial weapons
- Inquisition's Emblem
Magic Detection
Starting at 1st level thanks to your training you can use a bonus action to sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. 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.
Animosity Towards Magic
Starting at 1st level, when you see a creature cast a spell your next attack against that creature deals extra damage equal to your proficiency bonus.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
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 have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Defense While you are wearing armor, you gain a +1 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.
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.
Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting ou have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Runes Of Interdiction
Starting at 2nd level thanks to your training you can create runes of interdiction to help you fight against magic, the number of runes you have per long rest is determined by your class table. If you need a DC for a saving throw you can obtain it this way:
You can use the following features:
- Mental Defense You can use an action to spend 2 runes of interdiction and end a magical effect placed on you or on one of your allies.
- Runic Protection When you see a creature within 30 feet (including yourself) which has to do a saving throw you can use your reaction to spend 1 rune of interdiction and give advantage to that roll.
- Physical Jammer When you hit a creature with a melee attack you can use your reaction to spend 1 rune of interdiction and make that creature revert to its original form.
- Runic Rage You can spend 1 rune of interdiction to make an extra attack as a bonus action.
- identify (from 11th level and afterwards) You can spend 1 rune of interdiction to identify a magical object and discover its properties.
- Stocking Rune (from 11th level and afterwards) When you pass a saving throw against a spell you can spend 2 runes of interdiction to absorb the spell and give you an effect based on its magic school, you can only have one spell absorbed at a time:
necromancy: when you take the attack action you can spend this rune to convert the damage of your next attack into necrotic you also recover an amount of hit points equal to the damage dealt.
divination: when you take the attack action you can spend this rune to get a bonus of +5 on your next attack against a creature that you can see within 30 feet or to discover the location of a creature within 1500 feet.
abjuration: as a bonus action you can spend this rune to make a target within 60 feet make a charisma saving throw against your rune DC on a failed save the target becomes stunned until he passes the saving throw at the end of his subsequent turns.
illusion: as a bonus action you can spend this rune to deal to a target you hit xd6 psychic damage where x is equal to the level of the spell absorbed, the target has also have to make a wisdom saving throw against your rune of interdiction DC or be blinded until the end of its next turn.
evocation: as an action you can spend this rune to deal xd8 force damage where x equals the level of the spell absorbed to every enemy within a sphere of 10 that you conjure within 30 feet, they also have to pass a strength saving throw against your rune of interdiction DC or be knocked prone and pushed 10 feet away to the edges of the sphere.
conjuration: as a bonus action you can spend this rune to teleport to a point that you can see within 60 feet.
enchantment: as a bonus action you can spend this rune to chose a target within 60 feet which has to make a Charisma saving throw against your rune of interdiction DC on a failed save the target becomes charmed or frightened based on your will.
transmutation: as a bonus action you can spend this rune to get or give 1 damage resistance of your choice to an ally within 30 feet or yourself for one round.
Methodology
Starting at 3rd level you chose a methodology which will grant you features at 3rd, 7th, 15th and 20th level.
Runic Impact
Starting at 3rd level when you take the attack action you can spend 1 or more runes to increase your attack and damage roll by 1 for each runes spent.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Strengthening training
Starting at 6th level, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Constant Alert
At 9th level you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat If you take the Attack action on that turn, you can make one additional weapon attack as part of that action.
Disturb Casting
Starting at 10th level when you see a creature casting a spell you can attempt to interrupt the casting by using your reaction and spending 3 runes of interdiction. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the creature has to make a constitution saving throw equal to your runes of interdiction CD. On a fail, the creature's spell fails and has no effect and waste the spell slot used.
Redirect
Starting at 11th level once per turn when you miss an attack you can reroll the d20 and must use the new roll.
Rune Brand
Starting at 13th level after you hit a creature you can spend a bonus action to spend a rune of interdiction and mark a creature with a rune, the rune last for a number of hours equal to your wisdom modifier. When the marked creature cast a spell it takes 1d4 + spell's level psychic damage.
Disturb Arcana
Starting at 14th level you can use an action to spend 5 runes of interdiction to surround yourself with A 10-foot-radius invisible sphere of antimagic. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
you can use this feature once per long rest and it last 1 minute.
Accelerating Interdiction
Starting at 17th level as a bonus action you can spend 5 runes of interdiction to gain the following benefits for 30 minutes:
- Your movement speed is doubled.
- You gain a +2 bonus to you armor class.
- you get an additional action on your turn.
Defensive Interdiction
Starting at 18th level you can spend 4 runes of interdiction to gain resistances to every type of damage for 1 minute.
Methodologies
Close Combat
Physical Interdiction
Starting at 3rd level when a creature is casting a spell within 5 feet of you, you can spend your reaction to make an opportunity attack against it.
Temper Break
Starting at 7th level when you hit a creature that is concentrating on a spell that creature has disadvantage to concentration saving throw to maintain that spell.
Magical Resistance
Starting at 15th level, when you have to make a saving throw for a spell casted within 5 feet of you, you get advantage on that save. If the spell has effect even on a successful saving throw (like a fireball half damage) you can spend 1 rune of interdiction to negate that effect.
Extra Attack (2)
At 20th level, you can attack three times whenever you take the Attack action on your turn.
Ranged Combat
Mental Inhibitor
Starting at 3rd level you can spend a rune to use an action to convert your next ranged attack damage to psychic, if you hit the creature it has to pass a wisdom saving throw against your runes of interdiction CD on a failed save the creature cant cast a spells until the end of its next turn.
Iron Body
Starting at 7th level you gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Dexterity or Charisma saving throws (your choice).
Counterattack
Starting at 15th level when you are the target of a spell or some other magical effect you can spend a reaction and 3 runes of interdiction to make a ranged attack against the creature casting the spell/effect the attack takes place before the effect of the spell and if it hits the spell will have no effect.
Portentous Reflexes
Starting at 20th level during the first round of combat you get 2 turns one has your normal initiative value and the other has your initiative value + 10.
Defensive Combat
Runic Attraction
Starting at 3rd level when you hit a creature you can attach a rune to it, a creature with a rune attached to it has disadvantage on any attack roll that isn't against you, there can only be one runed creature at a time, you can disable the rune on a creature using a bonus action.
Protective Interdiction
Starting at 7th level when you see an ally within 30 feet take damage you can use your reaction to spend 1 to 4 runes of interdiction to reduce the damage by a number of d6 equals to 1+ the amount of runes spent.
Reflective Interdiction
Starting at 15th level when you use Protective Interdiction you can reflect half of the absorbed damage to the attacker.
Runic Enhancement
At 20th level, you learned how to make yourself stronger by implanting runes on yourself. Your Constitution score increase by 4. Your maximum for these scores is now 24. While your strength and wisdom scores increase by 2 for a maximum score of 22.
Trap Setter
Trap Maker
Starting at 3rd level you learn how to make different kind of traps, you chose the effect of the trap upon placing it using your action. You are immune to your own traps and they last for an amount of hours equals to your wisdom modifier upon being placed, you can only place an amount of traps equal to your wisdom modifier + proficiency bonus per long rest.
Runic traps effect:
- Weakening rune (cost 1 rune): covers a 5 feet cube, the first creature that steps on the trap has to pass a wisdom saving throw against your runes of interdiction DC or suffer a penalty to their attack rolls of 2 for 1 minutes.
- Tracing rune (cost 1 rune): covers a 5 feet cube, the first creature that steps on the trap has a rune stuck to his body, the creature becomes aware of the rune if it passes an investigation check against your runes of interdiction DC and can take of the rune with an action, the inquisitor is always aware of the position of the creature that set this trap of and when it was set of, if a creature doesn't take off the rune it will last even if the duration of the trap expires.
- Disturbing rune (cost 1 or more runes): covers a 5 feet cube, the first creature that steps on the trap has to pass an wisdom saving throw with a DC of 8 + your proficiency bonus + the amount of rune spent to make this trap or it becomes unable to cast spells for 5 minutes.
- Guiding rune (cost 2 rune): covers a 5 feet cube, the first creature that steps on the trap has to pass a wisdom saving throw against your runes of interdiction DC or suffer a penalty to their armor class of 2 for 1 minutes.
- Explosive rune (cost 3 rune): covers a 5 feet cube, the first creature that steps on the trap sets it off and every creature within a 15 feet radius has to pass a dexterity saving throw against your runes of interdiction DC or take xd8 force damage where x is 2 + half your proficiency bonus (rounded down)
- Restraining rune (cost 2 rune) covers a 5 feet cube, the first creature that steps on the trap sets it off and every creature within a 10 foot radius of it must make a Strength saving throw against your runes of interdiction DC If they fail they are restrained until the end of their next turn.
Mimetic Rune
Starting at 7th level creatures have disadvantage on perception and investigation check to detect your runic traps.
Fast And Smart
Starting at 15th level your traps don't trigger if an ally steps on them, also you can now set traps with a bonus action.
Master Setter
Starting at 20th level if you start a combat with no trap left to place you gain 5 traps, now you can also give a trap to your ally to let him place with a bonus action, you chose the effect of the trap before giving it away.
Inquiry
Detect Treachery
Starting at 3rd level you may make an investigation check as a bonus action targeting a creature. The DC for this check is 8 + the creature's proficiency bonus + the creature’s charisma modifier. On s success or failure you may not attempt this action against the same creature for the next 24 hours.
On a success you learn the following information about the creature.
- How many spell slots it has.
- What the highest level of spell slot it has.
- How many hit points it has remaining.
- And it’s level in any casting class if applicable.
Acquired Knowledge.
Starting at 3rd level when making an investigation or arcana check you may use wisdom instead of intelligence.
Skilled Sleuth
Starting at 7th level when rolling for investigation or arcana you treat a roll of 7 or lower as an 10. Additionally, when you investigate a creature with detect treachery, your attacks against them ignore magical bonuses to their AC.
Magical Transmutation
Starting at 15th level when you use stocking rune you may choose what effect it gives you instead of it depending on the school of the spell.
Arcane Denial
Starting at 20th level when you counter a spell with disturb casting you also deal 1d6 times the spells level in radiant damage to the casting creature.
Credits
Images
cover art: image made by me with an Nightcafe studio.
Writing
Inquiry subclass: A big Thanks to u/Independent_Ask6564 for making this subclass.
Changelog
Version 1.1
- Changed saving throws proficiency from Dexterity to Strength
- Reworded runic impact to make it clearer
- Added action cost to sticking rune
- Changed the cost of Mental defense from 1 to 2 and made it works on allies
- Changed the cost of disturb casting from 1 to 3 and removed the limited uses per long rest and added a reaction cost
- Added a cost of 1 rune to rune brand
- Changed the duration of defensive interdiction from 1 turn to 1 minute
- changed accelerating interdiction to give an extra action rather than a bonus attack
- added a duration of 1 minute to disturb arcana
- fixed some wording
- swapped iron body strength saving throw option with dexterity
- added bonus action cost to acceleration interdiction
- added 2 subclasses: inquiry and trap setter