Yasav's Guide to the Lost Planes | Free Bundle N°1

by SyyrupStudios

Search GM Binder Visit User Profile
Yasav's Guide to the Lost Planes
Free Bundle

  • Subclass Reworks & Remasters

  • 2Banneret Fighter Archetype Remaster
  • 3Oath of the Crown Paladin Remaster
  • 4New Subclass : Oath of Knowledge Paladin
  • 5New Subclass : Witchstalker Figther Archetype
  • The Inquisitor

  • 6Introduction to the Inquisitor
  • 7Inquisitor Class Features
  • 9Inquisitor Seals
  • Annexes

  • 10Inquisitor Spells
  • 11Witchstalker Brews
  • 11New Conditions

Subclass Remaster : Banneret Fighter

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

As you use your Second Wind feature or once per long rest as a bonus action, you can choose a number of creatures equal to your proficiency bonus that are allied with you, provided they can see or hear you. Each one regains hit points equal to your fighter level + your charisma modifier, and gain an additional 10 feet to their movement speed until the end of their next turn. Any hit points gained this way that would exceed the maximum hit points of the chosen allies or your own become temporary hit points. You can only use this feature once per turn.

Beginning at 9th level, you gain an additional use of your Second Wind feature.

Royal Envoy

Knights of high standing are expected to conduct themselves with grace.

Also beginning at 3rd level, you gain proficiency in the Persuasion skill and in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. You also learn one additional language of your choice.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion.

Inspiring Paragon

Starting at 7th level, you learn how to command the flow of combat with grace and elegance, inspiring others to follow your lead into the heat of battle. You gain a pool of momentum points equal to half your fighter level (rounded down) + your charisma modifier. You can spend those points whenever you use your Action Surge feature or as a bonus action. When you do, choose one of the following options below and an allied creature other than you to benefit from it, provided it can see or hear you. You consume one momentum point per target. The pool refills entirely after a long rest.

  • Valiant Knight - Your presence and martial prowess inspires the allied creature to step forward and strike the enemy with all their might. The allied creature can make one melee or ranged attack roll using its reaction, and it adds your charisma modifier to the damage roll.

  • Soothing Presence - Your elegance in battle soothes the minds and inspires the allied creature to keep fighting. You can end the frightened condition on the allied creature. It regains hit points equal to 1d6 + your charisma modifier, regardless of being frightened or not when you initiate this use of Inspiring Paragon.

  • Virtuous Shield - Your resilience on the battlefield reflects on the allied creature, strengthening its resolve in combat. The allied creature gains +1 to its AC and adds your charisma modifier on each of its saving throws until the end of its next turn.

  • Fearless Frontliner - Your ability to inspire others by being the spearhead of the troops on the frontline bolsters the allied creature's courage and invigorates its next course of actions. Until the end of the allied creature's next turn, it adds your charisma modifier to each attack roll it makes, and cannot be charmed.

The number of allied creatures you can choose for this feature increases to 2 at 10th level, 3 at 15th level and 4 at 18th level. You cannot choose more than one option regardless of the number of creatures you target with Inspiring Paragon.

Royal Exemplar

Starting at 10th level, when you roll for initiative, you can choose up to six allied creatures, including you, and add your charisma modifier to their initiative rolls, provided they can see or hear you. Additionally, if you and your allies are outnumbered, you regain one use of your Second Wind feature if you had spent any of them.

Inspiring Bulwark

At 15th level, you can now reinforce your war cries with a fear inducing bellow, boosting your troops morale while intimidating your adversaries. When you use your Rallying Cry feature, choose a number of creatures equal to your Charisma modifier, and force them to make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Charisma modifier. On a failed save, those creatures have disadvantage on attack rolls made against you until your next turn. Then, each allied creature that benefited from your rallying cry gains advantage on all attack rolls made against creatures that failed their saving throw until your next turn.

Elegant Lord

At 18th level, you become imbued by the inspiring aura of the high lords, granting you both a superior authority and an outstanding grace. When you make a Charisma based skill check, you can treat a d20 roll of 9 or lower as a 10.


Furthermore, creatures that fail their saving throw against your Inspiring Bulwark feature also become charmed by you until they take damage, becoming inclined to cease all forms of hostility and surrender or flee the scene.

Subclass Remaster : Oath of the Crown Paladin

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign, lord or noble to which their oath is sworn, but generally emphasize the following tenets.

  • Law - The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty - Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Duty - You must be willing to do what needs to be done for the sake of order and the protection of your soulbond, even in the face of overwhelming odds. Retreat and cowardice disgrace your oath. You must embrace faith, devotion and duty.
  • Responsibility - You must face the consequences of your actions, and you are responsible for fulfilling your duties and obligations, the same way that you are responsible for the safety and protection of your sovereign.

Oath of the Crown Spells

Paladin Level Spells
3rd Command, Shield of Faith
5th See Invisibility, Warding Bond
9th Aura of Vitality, Spirit Guardians
13th Death Ward, Freedom of Movement
17th Hold Monster, Wall of Light

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Sovereign Presence : As an action, you issue a command that compels other creatures to fully commit to a fight with you as their only target. Each creature of your choice that you can see within 20 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you and cannot attack or target a creature with a spell or ability other than you. For each creature that failed the required saving throw, you gain temporary hit points equal 1d6 + your charisma modifier. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

  • Rempart : As an action, you can bolster and shield a willing creature with your Channel Divinity. A creature of your choice within 5 feet of you gains temporary hit points equal to 1d10 + your charisma modifier (minimum of 1). For as long as you remain within 5 feet from the chosen creature, it gains resistance to bludgeoning, piercing and slashing damage, and benefits from three quarter cover. These effects end if you move more than 5 feet away from the chosen creature or if you are incapacitated or die.

Divine Allegiance

Starting at 7th level, when an allied creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. The damage dealt to you can't be reduced or prevented in any way.

Unyelding Vanguard

Starting at 15th level, you can no longer be moved, paralyzed, stunned, nor be magically incapacitated or put to sleep while remaining within 30 feet of a conscious allied creature.


Furthermore, whenever you reduce a creature to 0 hit points, choose yourself or one allied creature within 5 feet of you. The chosen target regains hit points equal to 1d8 + your Charisma modifier.

Sovereign Champion

At 20th level, your allegiance to your sovereign ascended to a stage of divine, unwavering protection of your allies on the battlefield. You can use your action to gain the following benefits for 1 hour:

  • Allied creatures that are within 30 feet of you cannot be reduced to 0 hit points, instead dropping to 1 hit point for as long as they remain within your range of effect.

  • Allied creatures that are within 15 feet of you benefit from three quarter cover and from your Unyielding Vanguard condition immunities.

  • Whenever a creature successfully hits an allied creature within 30 feet of you with a melee attack, you can use your reaction to move up to your speed and up to 5 feet from the attacking creature before making a melee weapon attack against it. Using your movement this way does not cause other creatures to make opportunity attacks against you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

New Subclass : Oath of Knowledge Paladin


Tenets of Knowledge

The tenets of the Oath of Knowledge are bestowed by the order of scholars, wizards or mage-kins they vow to serve and protect, revolving around the preservation and protection of centuries worth of knowledge.

  • Expansion - Knowledge is ever changing and always evolving. New techniques, branches of magic and discoveries must be protected and integrated to the neverending pools of knowledge.
  • Duty - Your vow of preservation is the essence of your life. Knowledge must be preserved and protected at all costs.
  • Protection - Your shield is the luminous aegis standing against darkness and chaos. Archives, books, scrolls, temples and magic users must be sheltered and shielded against the evil that lurks in the shadows.
  • Prevention - Your sword is the extension of knowledge. All that attempts to destroy or spoil the core of magic and civilizations must be vanquished or banished.

Oath of Knowledge Spells

Paladin Level Spells
3rd Shield, Zephyr Strike
5th Mind Spike, Invisibility
9th Counterspell, Haste
13th Arcane Eye, Stoneskin
17th Mislead, Scrying

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Arcanic Judgment : As an action, you channel the ancient magic that resides within you, attempting to trap a creature within 10 feet of you in a magically sealed 15-foot-radius zone. The creature must make an intelligence saving throw against your spell save DC or become restrained and forced to tell the truth. On a failed save, it must answer a number of questions equal to half your paladin level, rounded up. The answers can be direct, elaborated or vague as long as the answer remains within the boundaries of truth and contains all of the known informations it was asked about. This effect lasts for 10 minutes or until the creature answered all of the questions it was asked, and ends early if you are reduced to 0 hit points, fall unconscious or die.

  • Sentence the Pagans : As an action, you unleash the mystical powers of the first deities from your mind and body, radiating waves of raw magic around you. Each creature within 30 feet of you must make an intelligence saving throw against your spell save DC or have a disadvantage on saving throws against spells for 1 minute.


Wings of the Forgotten

Beginning at 7rd level, you gain the ability to sprout spectral wings from your back as an action. You choose their appearance as you gain this feature. When you do so, each creature of your choice who can see you within 15 feet of you must make an intelligence saving throw against your spell save DC or become gazed* for 1 minute.


You gain a flying speed equal to your walking speed. The wings last for 1 minute and fizzle if you are reduced to 0 hit points, fall unconscious, become incapacitated or die.


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


At 18th level, the range upon activation increases to 30 feet.


Mantle of the Forgotten

When you reach 15th level in this class, your continuous dive in the endless knowledge of the forgotten deities of the realm has awakened the magic which remained inside of you, resulting in the creation of an aura of aether waves pulsing around you, forming a veil of magic that cloaks you and nearby allies. You choose its appearance when you gain this feature. You and allies within 10 feet of you have advantage on saving throws against spells and effects caused by spells.

Mask of the Forgotten

At 20th level, you can assume the form of the very embodiment of magic for a short period of time. As a bonus action, you create an ethereal mask that hides your visage and allows you to become an avatar of knowledge, gaining the following benefits for 1 minute :

  • You gain 120 feet of truesight and become immune to the blinded, charmed, gazed and possessed* conditions.

  • You gain resistance to damage from spells.

  • Whenever you cast a paladin spell, you can choose a creature that you can see within 30 feet of you. It restores an expended spell slot of an equal or lesser level.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

New Subclass : Witchstalker Fighter Archetype

Witchstalker's Concoction Table

Fighter Level Concoctions
3rd hallowed pine resin, mourning willowtree venom
7th black blood, rotprowler miasma
10th ???, ???
15th ???, ???
18th ???, ???

Begin the Witch Hunt

At 3rd level, your martial training takes a first step into the techniques of the Old Ways, transmitted upon you by conjurers and/or other veteran witchstalkers, allowing you to spot hints of a recent ritual or use of profane magic. When you make an investigation check in order to find more information about the use of magic in your nearby environment, you make the skill check as though you had proficiency in the skill. Furthermore, you know from which school of magic the spell or ritual was from if you succeed on the check.

Additionally, you learn how to brew specific poisons and the techniques to imbue your blades and arrows with the perfect concoction when you are preparing to fight certain types of creatures. You gain proficiency in the poisoner’s kit. You can prepare a number of concoction vials equal to your dexterity modifier during shorts rests (minimum of 1). You add your proficiency bonus to the limit of concoctions in case of a long rest. Otherwise, you may also take an action to start preparing a vial with a successful skill check using your poisoner’s kit. The concoction time equals 10 minutes regardless of the moment you make your poisons. Refer to the Witchstalker’s Concoction Table for any concoction that is specific to a creature type among Aberration, Beast, Celestial, Dragon, Fey, Fiend or Undead.

Poisoner's Reckoning

Beginning at 7th level, through the constant affliction of poisonous substances upon yourself and the acquirement of new techniques of the Old Ways, you now know how to exploit the weaknesses of your enemies that are under the effects of your poisons. When you make an attack roll against a poisoned creature, add your Intelligence modifier to the attack roll. On a successful hit, the target takes an extra 1d8 poison damage. The damage die increases to 2d8 at 10th level, 3d8 at 15th level and 4d8 at 18th level.

Thousandth Venom Medicine

At 10th level, your poisonous experimentations on yourself have given you enough knowledge to augment your resilience to poisons and use your brews in a curative way. You gain proficiency in the medicine skill, have advantage on saving throws against poison and gain resistance against poison damage. During a short rest, you can choose up to one :

  • You can attempt to share a part of these benefits to an allied creature. The creature makes a DC 10 constitution saving throw as you puncture them with needles tipped with poison. On a successful save, they gain resistance against poison damage for the 3 hours following your short rest. On a failed save, they take 3d4 poison damage and cannot attempt to benefit of your poison resistance until they complete a long rest.

  • You use your anatomy and medicine knowledge to cleanse the body of a creature from another poison, infection or condition. Make a DC 14 medicine check, adding your poisoner's kit proficiency bonus to the roll. On a successful check, you end any nonmagical poison or decease affecting the creature, alongside any linked condition currently applied to the creature.

Battle Alchemist

Beginning at 15th level, your poisoner skills now actively reinforce your martial prowess. You can now coat a weapon or an item as a bonus action. You can also use items such as puncturing needles and potions as a bonus action instead of an action. If you are wielding a weapon in each hand, you can coat both as an action and make a weapon attack as a bonus action, as if you took the Attack action.

Fang of the Old Ways

When you reach 18th level, you are now a master of the Old Ways, gaining access to the deadliest techniques of this archetype, known to a handful of witchstalkers only. You gain advantage on all attack rolls made against poisoned creatures.


Furthermore, you can cast the spell Thousand Venoms Judgment* once at 7th level without material components, recharging on a long rest. When you cast it this way, you gain the ability to prematurely end the spell. As an action, you force the affected creature to make a DC 15 Constitution saving throw. On a failed save, the creature takes 10d10 poison damage and becomes poisoned.

The Inquisitor
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th
1st +2 Presence of Dread, Relentless Endurance
2nd +2 Fighting Style, Spellcasting, Exectutioner's Mark 2
3rd +2 Profane Order 3 2
4th +2 Ability Score Improvement, Martial Versatility (Optional) 3 2
5th +3 Extra Attack 3 3
6th +3 Fortitude of Dread 3 3
7th +3 Profane Order Feature 3 3 2
8th +3 Ability Score Improvement, Martial Versatility (Optional) 3 3 3
9th +4 Hidden Feature 3 3 3
10th +4 Profane Order Feature 4 3 3 2
11th +4 Hidden Feature 4 4 3 3
12th +4 Ability Score Improvement, Martial Versatility 4 4 3 3
13th +5 Profane Order Feature 4 4 3 3 1
14th +5 Hidden Feature 4 4 3 3 1
15th +5 Fortitude of Dread (x2) 4 4 3 3 1
16th +5 Ability Score Improvement, Martial Versatility 5 4 4 3 2
17th +6 Profane Order Feature 5 4 4 3 2 1
18th +6 Hidden Feature 5 4 4 3 2 1
19th +6 Ability Score Improvement, Martial Versatility (Optional) 5 5 4 3 2 2
20th +6 Hidden Feature 5 5 4 3 2 2

Inquisitor

As dusk settles on a bandit camp, an armored figure emerges from the shadows, erupting panic, fear and mayhem in the ranks of the outlaws, as this sudden hurricane of blades and spells set the camp ablaze. Where Paladins embody the law, order and faith, the Inquisitors spread fear, execute the weak and track the devious, showing no mercy or honor through their dire deeds.


Proficient in heavy armor and battle magic, the Inquisitors wage war in the name of their Order, arboring seals and heraldry to impose their presence, while demonstrating their martial prowess to oppress their enemies and earn a feared respect among the many. They are merciless crusaders, called at the last resort. They are fierce trackers, leaving no witnesses after each of their bloodbaths. And above all, they are the executioners of all hope.

Survival of the Fittest

Inquisitors generally tend to have a gruesome and harsh background, as their whole reason of being is to serve, wage war and conquer in the name of lords or forgotten eldritch beings. While most of them are orphans, survivors of massacres, products of martial tithes, urchins or even conscripted criminals, some are fortunate enough to be born in an upper class environment and may become the students of a scholar, but it is just an extra step before their martial training begins, making them go through a living hell. Few trainees manage to survive the deadly years of selection, slowly climbing on the corpses of their brothers and sisters until they reach the last obstacle between them and the title of inquisitor, generally taking the form of duels to the death or cleansing missions.


During these years of training, the future inquisitors' minds are also put to the test, for only the subjects with the most resilient spirits are selected for their studies of arcane texts, among other occult rituals and pacts with eldritch entities.

Tainted Devotion

While most of the skilled warriors and holy knights across the realms devout their lives as the shields of civilizations and the swords to vanquish the evils that lurk in the dark, with the common goal of being remembered through glorious tales and deeds, inquisitors tend to spend their lives as the hands of high lords, regents and other powerful institutions, serving in various posts such as military counselors, battalion officers, sometimes even spies or assassins. Most importantly, they are not to be mistaken with the Inquisition, although some of them do serve in such institutions.

Fast Creation

If you don't have much time ahead of you, follow these quick guidelines. put your highest value into Constitution, and depending on the subclass you choose, put your second highest value into Charisma or Strength. Then, choose the criminal or soldier background. Under certain circumstances, you may also choose the faceless background.

Class Features

As an 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 per inquisitor level after 1st

Proficiencies


  • Armor: all armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Insight, Investigation, Perception, Religion, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two daggers
  • (a) a soldier's pack* or (b) an explorer's pack
  • (a) chain mail or (b) studded leather
  • an arcane focus.

Presence of Dread

Your oppressive presence and your ability to strike fear in the minds can make your interlocutors give certain pieces of information they would normally try to hide from others, knowing your kind’s reputation. You gain proficiency in Intimidation. If you would roll an Insight check or any charisma based check that is not related to deceiving others, you may roll using your Intimidation score instead.

Relentless Endurance

The battlefield taught you to follow the flow of combat, even when you were outnumbered or heavily wounded. Whenever you reduce a creature to 0 hit points, You regain 1d4 hit points + your constitution modifier. This die changes as you gain inquisitor levels, becoming a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

Any hit points gained this way that would exceed your maximum number of hit points become temporary hit points, to a maximum of three times your inquisitor level.

Fighting Style

Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting (TCE)

You 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.

Defense (PHB)

While you are wearing armor, you gain a +1 bonus to AC.

Dueling (PHB)

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 (PHB)

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.

Interception (TCE)

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Profane Warrior (YGP)*

You learn two cantrips of your choice from the warlock spell list. They count as inquisitor spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the warlock spell list.

Protection (PHB)

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.

Thrown Weapon Fighting (TCE)

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting (PHB)

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

Also beginning at 2nd level, your exposure to the arts of arcana has raised an ability within you to harness profane magic and channel it through your body, granting you the ability to cast spells.

Cantrips

Alongside your newly found arcanic powers, you learn one cantrip from the inquisitor spell list. You learn additional inquisitor cantrips when you take further levels in this class, increasing the number of known cantrips to two at 4th level, three at 12th level and four at 16th level.

Preparing and Casting Spells

The Inquisitor table shows how many spell slots you have to cast your inquisitor 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.

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 + half your inquisitor level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

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 arcane study and occult rituals: 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 emanates from your aura of dread empowered by the use of arcane magic. 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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your inquisitor spells.

Executioner’s Mark

Starting at 2nd level, your researches in occult magic have led you to discover a forbidden usage of arcana, letting you mark a creature you can see within 30 feet of you as a bonus action. You choose the appearance of your mark when you gain this feature. The mark lasts for a number of hours equal to your inquisitor level, giving you the following benefits:

  • Wisdom (Survival) and Intelligence (Investigation) checks made to track, pursue or find hints of the marked creature’s presence are made with advantage.

  • Whenever you hit the marked creature with a melee weapon attack, you deal an additional 1d8 necrotic damage to it. The extra damage increases to 2d8 at 8th level and 3d8 at 14th level.

  • If the marked creature would score a critical hit on an attack made against you or a creature you can see within 30 feet of you, you can use your reaction and soak the strength of the marked creature’s strike, halving the damage of the attack (rounded up).

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses after a long rest.

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.


Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of both your martial and spellcasting practice : (a) replace a fighting style you know with another fighting style available to inquisitors ; (b) replace one cantrip you learned from this class's Cantrips feature with another cantrip from the inquisitor spell list.

Fortitude of Dread

Beginning at 6th level, your determination to exterminate the foes who refuse to yield against your blade has grown throughout your intense delving of arcane magic, leading you to the discovery of ways to cheat death at the cost of entering a state of eldritch frenzy, urging you to feed the soul of the foul who forced you to kneel. If you would be reduced to 0 hit points in combat, you can choose to drop to 1 hit point instead. If you do, a burst of eldritch malevolence erupts in a 10 foot radius centered on you. Each creature within this range must make a Wisdom Saving Throw against your spell save DC or be frightened of you for 1 minute or until it takes damage from you. The creatures who failed their saving throw can repeat the save at the end of each of their turn until they succeed. If a creature at range you can see caused you to drop to 1 hit point this way, it also must make this saving throw. Once you use this feature, you cannot use it again until you complete a long rest. The number of uses of this feature increases to 2 at 15th level.

Profane Order

When you reach 3rd level in this class, you enter an order of inquisitors and swear an oath of devotion to its leader, binding your life permanently to the said order. Up until now, you were still in the early steps of an inquisitor’s path, and you now must serve your order, even in death. The order you join grants you features at 3rd level, and again at 7th, 10th, 13th and 17th level, plus an additional spell list, unique to each of them.

Profane Orders
Seal of the Red Crow
Seal of the Ravenous Serpent
Seal of the Restless Warden
Seal of the Blighted Swarm
Seal of the Twisted Exemplar
Seal of the Eerie Magus

Seal of the Red Crow

The Inquisitors wearing the seal of the Red Crow embrace the ways of the raven. Known as unseen killers and cunning bloodletters, they appear on the battlefield behind their enemies and proceed to mercilessly terminate their preys with swiftness and brutality. Rumors even say that some northern subdivisions of this order were once banished in Shadowfell, and returned as the war heralds of the Raven Queen after braving the horrors of this plane. They now blitz through the snowfields, vanquishing their foes in the midst of blizzards, and sometimes make ominous apparitions on the highest mountaintops of icy regions, seen as an omen of imminent death for troops and convoys traversing the landscapes…

Inquisitor Level Spells
3rd Magic Weapon, Blood Mist*
7th Haste, Vampiric Touch
10th ???, ???
13th ???, ???
17th ???, ???

Sanguine Step

Beginning at 3rd level and as you enter this order, your research in the art of arcane delves deeper into hidden techniques of battle magic, allowing you to vanish before swiftly reappearing behind your target in striking distance. When you take the attack action, you may choose a creature you can see within 30 feet of you and teleport in its immediate surroundings, landing in a 5 foot radius centered on the chosen creature as part of your action.

You can use this feature a number of times equal to your charisma modifier and regain all expended uses after a short rest. When you reach 10th level in this class, you no longer provoke or trigger reactions when you teleport around your target.

Seal of the Ravenous Serpent

As the war rages across the battlefield, a warlord about to claim another skull from a wounded footman catches a glimpse of an imposing silhouette advancing in its precise direction. Their heart begins to race, skipping a beat when their vision lands on the heraldry of the ominous behemoth, representing the maw of a serpent, engulfing a mound of fell warriors. Tales of tyrants and warmongers storming the battlefield in few numbers, yet able to turn the tides as they wage war and dictate the rhythm of battle. Known as the Jörmungands, they hunger for blood, and take over entire warzones through their sheer strength and destructive nature. It was not long after this realization, that the leader joined the corpses of his warband, his skull obliterated in a single devastating blow.

Inquisitor Level Spells
3rd Shatter, Enlarge/Reduce
7th Spirit Shroud, Maw of the Deep*
10th ???, ???
13th ???, ???
17th ???, ???

Warmonger's Ire

When you enter the order of the ravenous serpent at 3rd level, you begin to learn how to awaken the eldritch wrath that slumber within you, transforming your attacks against your preys into destructive strikes. When you hit a creature that is frightened of you with a weapon attack, you deal an extra 2d6 force damage.

The extra damage increases to 3d6 when you reach 12th level in this class, and 4d6 at 17th level.

Great Serpent's Presence

Also at 3rd level, when you enter this order, your aura of dread begins to manifest itself through alterations of your body and/or immediate surroundings, allowing other creatures to feel the presence of your eldritch gifts. Choose your eldritch manifestation from the Eldritch Manifestation Table or determine it randomly.

d6 Manifestation
1 Your shadow appears as twisted and inhuman for as long as only one person is looking at it.
2 A creature staring directly into your eyes can hear the echoes of a raging battle slowly building up around them until they break line of sight.
3 Your heart feels as though it is not beating, and your body is cold to the touch.
4 Your skin appears to be slithering to those who look at it.
5 Faint glimmers of will-o-the-wisps occasionally reflect on your equipment.
6 Nature slowly withers away around you, leaving a heavy scent of blood in your wake.

Annex 1 : Inquisitor Spells

Cantrips (0 Level)
  • Encode Thoughts
  • Fire Bolt
  • Message
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Resistance
  • Sapping Sting
  • Shocking Grasp
  • Thaumaturgy
  • Thorn Whip
  • Toll the Dead

1st Level
  • Alarm
  • Arms of Hadar
  • Bane
  • Burning Hands
  • Cause Fear
  • Command
  • Compelled Duel
  • Detect Evil & Good
  • Detect Magic
  • Detect Poison & Disease
  • Ensnaring Strike
  • Expeditious Retreat
  • Hellish Rebuke
  • Hex
  • Ray of Sickness
  • Witch Bolt

2nd Level
  • Calm Emotions
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dreadful Smite*
  • Enthrall
  • Pass Without Trace
  • Heat Metal
  • Mind Spike
  • See Invisibility
  • Silence
  • Suggestion
  • Zone of Truth

3rd Level
  • Antagonize
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Intellect Fortress
  • Mark of Attrition*
  • Nondetection
  • Tongues
  • Visage of Dread*
4th Level

Coming Soon...

5th Level

Coming Soon...

6th Level

Coming Soon...


Blood Mist*

2nd Level Conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a vial of blood)
  • Duration: Concentration, up to 1 minute

You create a 30-foot-radius sphere of mist traversed by spectral blood tendrils centered on a point within range. The sphere spreads around corners, and its area is heavily obscured for every creature aside of you. Each creature of your choice within the sphere must make a Constitution saving throw or be blinded for the duration of the spell. You can choose another creature that starts or ends their turn by using your reaction each round for the duration of the spell. On a failed save, a creature takes 2d6 bleed damage* at the start of each of its turns, as the tendrils lunges at the creature's eyes while the mist attacks their lungs, making it violently bleed from the inside. The creatures can repeat their saving throws at the end of each of their turns until they succeed. Constructs and undead creatures automatically succeed on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the mist increases by 1d6 for each slot level above 2nd. The radius of the mist increases by 5 feet for each slot level above 2nd.


Discover the Inquisitor's original spells, features and subclasses in Yasav's Guide to the Lost Planes, coming mid-summer 2024 !


Maw of the Deep*

3rd Level Illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (the fang of a large serpent)
  • Duration: Instantaneous

You create the illusion of a huge serpent's maw rising from under a creature of your choice within range, trying to engulf it. The creature must succeed on a Wisdom saving throw or take 4d8 psychic damage and become frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the maw increases by 1d8 for each slot level above 3rd.

Annex 2 : Witchstalker Concoctions and Capstone Spell


Black Blood

Poison (injury, ingested), 500 gp


Made from the blood and substances of specific creatures living in deep caves and/or the Underdark. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw (15 if it is a fey) or become poisoned for 1 hour. A fey poisoned this way is restrained and takes 2d12 acid damage at the start of each of its turns.


Hallowed Pine Resin

Poison (injury), 200 gp


Often procured by religious forces to their most skilled warriors when they are sent to cleanse a place from undeath. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much on a successful one. If the subjected creature is an undead, it is also purged (1d8), and any damage dealt to it is treated as though it was radiant.


Mourning Willowtree Venom

Poison (injury), 200 gp


Harvested from the highly venomous needles of a vicious creature often called "the lamenting huntress". A creature subjected to this poison must succeed on a DC 14 Constitution saving throw, taking 4d6 poison damage on a failed save. If the subjected creature is a beast, it is also paralyzed for 1 minute. A creature who failed its saving throw can repeat the save at the end of each of its turns if it is affected by the paralyzed condition this way.


Rotprowler Miasma

Poison (inhaled), 350 gp


Found in the hunting grounds of a rotprowler. It is used as a main ingredient for toxic fumes, able to make the creatures merely inhaling it suffocate by blocking their respiratory system. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or become poisoned. On a failed save, the creature must repeat the saving throw at the start of each of its turns, taking 2d6 poison damage and seeing its movement speed halved on a failed save. The poisoned condition ends when the creature succeeds on a total of three Constitution saving throws made this way.

July Update

Due to a succession of official content publication as well as 3rd party content that directly impact the additions that this homebrew rulebook provides, the publication date is being delayed to late - end of 2024 for further development and reworks.

Thousand Venoms Judgment

7th level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (the fang of an adult deathdealer worth at least 500 gp)
  • Duration: Concentration, up to 1 hour

You cause a spectral blade to form above the head of a creature that you can see within the spell's range. The blade follows the creature as it moves and cannot be interacted with.

You can ask up to five questions to the creature, which it must answers. Whenever the creature answers by a lie or attempts to avoid the question, the spectral blade descends nearer of the creature's head. If the creature answers a total of three questions truthfully, the spell ends. If the creature lies to a total of three questions, the spectral blade plunges through the creature, dealing 10d10 poison damage to it, giving the poisoned condition and ending the spell at the same time.


At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 3d10 and the maximum amount of lies the creature can tell decrease by 1 for each slot level above 7th.

Annex 3 : Referred New Conditions

Gazed

A creature affected by the gazed condition has disadvantage on its attack rolls, cannot take the ready, dodge, disengage or dash action, nor take any reaction. The effect ends when the creature takes damage, falls unconscious or dies.

Possessed

A creature affected by the possessed condition spends its turn obeying the source of the possession, has a disadvantage on all Wisdom saving throws it makes, and cannot attack or harm the source of their condition.

Purged

A creature affected by the purged condition has disadvantage on ability checks and attack rolls, and whenever it misses an attack roll against the source of the condition or one of its allies, the source heals the indicated amount of hit points, while the affected creature takes that much damage.

Stay Tuned !

This content is currently undergoing a series of tests regarding its overall balance and comparison to Wizards of the Coast's current content as to not completely outrule the official content that isn't being reworked or remastered in this rulebook. Knowing the content of this bundle may change overtime, check the author's announcements regularly in order to get the newest version of the said content.

Answer The Call

Yasav's Guide to the Lost Planes is a rulebook currently on work in progress, made by Syyrup. This extension aims to rework old subclasses that previously felt lackluster or even underwhelming compared to their peers, as well as bringing a wave of fresh content, such as new classes, new mechanics regarding combat and social encounters, new effects, spells, feats, backgrounds, subclasses, races and a bunch of player comfort optional rules.

In addition, this rulebook will come with a whole new campaign, allowing you to discover this new content in a new world, taking players from level 1 to 12 on a quest to vanquish the slumbering evils inhabiting the ringed city of the Four, besieged by an unseen army...

This Bundle contains 2 subclasses full reworks, 2 new subclasses and the first 6 levels of the first new class of this rulebook : the Inquisitor.

Cover Arts: Adrián Prado ; John A. Di Giovanni

Yasav's Guide to the Lost Planes is an unofficial rulebook for Dungeons & Dragons 5th Edition. Check with your GM first before using this content.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.