Inquisitor, Variant (5e Class)
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- 1 Inquisitor
- 2 Judge, Jury and Executioner
- 3 Creating an Inquisitor
- 4 Faith in the divine
- 5 Spellcasting
- 6 Ability Score Improvement
- 7 Extra Attack
- 8 In Gods we trust
- 9 Mark of Heresy
- 10 Unbreakable Faith
- 11 Aura of Redemption
- 12 Second Chance
- 13 Oath to the Gods (Archetypes)
- 14 Oath of Faith
- 15 Oath of Wrath
- 16 Oath of Salvation
- 17 Breaking Your Oath
- 18 Multiclassing
A human swings his enormous war-hammer in one hand, clutching the symbol of a tiny silver sword with his other as a bright light emits from him, engulfing his allies next to him, heals all their wounds and strengthens the trust in this warrior send by the gods themselves. Before anyone can react to their newly found health, the war-hammer crashes down on the last standing enemy sending him back to the depths of the hells.
A young woman looks at a bloody corpse, a sacrifice that was made in the name of a false god. She uncovers her face and the cultists start to panic. Some grab weapons and attack her, unaware of the glaive she is holding. Her mind slips away, entering a trance filled with fury as she swings her weapon wide, cutting through her dark-hooded opponents like a cake. The rest attempt to flee, but there is no escape.
An elf stands in a crowd speaking of the god he serves. As his words flow, he sees the light in the hearts of the crowd flicker and shine brighter than before and he knows that he has returned many souls back into the arms of the gods, even if the shadow of heresy was already lurking above them.
Judge, Jury and Executioner
Inquisitors are holy warriors that gather in grim orders and those who follow this path accept a live of duty, deprivation and solitude but also of honor, faith and in the end salvation. Inquisitors are judges that have been blessed by the gods and are entrusted with the mission to track down heretics and bring them judgement, be it through absolution or through death. They arm themselves with an unbreakable faith in the gods and the work they do in order to be able to resist the corruption of heresy. Inquisitors vow an oath, when they are ready to leave everything they once were behind and choose between the Oath of Faith, the Oath of Wrath and the Oath of Salvation.
Creating an Inquisitor
When creating an Inquisitor, you should ask yourself the following questions: Were you raised as an Inquisitor in a temple, or did you decide willfully to join an order? Were you send to the temple by your parents because they where not able to feed you, or did you go by yourself because it was the only hope for you to have a good education and future? Have you lost someone dear to you to a cult and want to take revenge? Or did a god spare someone you love from a terrible fate and you want to repay his or her favour?
- Quick Build
You can make an Inquisitor quickly by following these suggestions. First Strength should be your highest ability score, followed by Charisma, if you want to vow the Oath of Wrath. If you want to vow the Oath of Faith or the Oath of Salvation Constitution should be your highest ability score followed Charisma. Then choose the Acolyte Background.
As a Inquisitor you gain the following class features.
- Hit Points
Armor: All armour
Weapons: Lance, Glaive, Trident, Greatsword, Warhammers, simple weapons
Saving Throws: Charisma, Strength
Skills: Choose 2 from History, Insight, Investigation, Medicine, Persuasion, Intimidation, Nature and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A glaive or (b) A Trident or (c) A Greatsword
- (a) Breastplate or (b) Chain Mail
- (a) A light crossbow and 20 bolts or (b) Any simple weapon
- (a) Explorer’s pack or (b) Priest's Pack
A a holy symbol
|Features||Cantrips||—Spell Slots per Spell Level—|
|1st||+2||Faith in the divine||2||2||—||—||—||—||—||—||—||—|
|3rd||+2||Spellcasting, Oath (Archetype Feature)||3||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||4||3||—||—||—||—||—||—||—|
|6th||+3||Ability Score Improvement||3||4||3||3||—||—||—||—||—||—|
|7th||+3||In gods we trust, Archetype feature (Oath of Faith, Oath of Salvation)||3||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement||3||4||3||3||2||—||—||—||—||—|
|9th||+4||Mark of Heresy, Archetype Feature (Oath of Wrath)||3||4||3||3||3||1||—||—||—||—|
|12th||+4||Ability Score Improvement, Aura of Redemption||4||4||3||3||3||2||1||—||—||—|
|13th||+5||Archetype Feature (Oath of Faith)||4||4||3||3||3||2||1||1||—||—|
|14th||+5||Archetype Feature (Oath of Wrath, Oath of Salvation)||4||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||4||4||3||3||3||2||1||1||1||—|
|17th||+6||Archetype Feature (Oath of Wrath)||4||4||3||3||3||2||1||1||1||1|
|18th||+6||Archetype Feature (Oath of Faith)||4||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||4||4||3||3||3||3||2||1||1||1|
|20th||+6||Archetype Feature (Oath of Salvation, Oath of Wrath)||4||4||3||3||3||3||2||2||1||1|
Faith in the divine
At 1st level you are imbued with the strengths of the gods. As an action, you can improve your and your allies' abilities.
When the Inquisitor calls upon this power, she must select one type of invocation from those listed below to grant the benefits to her allies within 30 feet. A called invocation cannot be disrupted, but it ends immediately if the Inquisitor is killed, paralyzed, stunned, or knocked unconscious.
The Inquisitor can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The Inquisitor can change her chosen invocation to another type as a bonus action, but doing so expends a 1-minute increment of her invocations.
Destruction: The Inquisitor's allies are filled with divine wrath, gaining a +1 bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the Inquisitor has.
Healing: The Inquisitor radiates a healing light, causing the Inquisitor's allies to recover 1 hit point each round (up to their maximum hit points). The amount of healing increases by 1 for every 3 class levels the Inquisitor has.
Justice: This invocation spurs the Inquisitor's allies to seek justice, granting a +1 bonus on attack rolls. This bonus increases by 1 for every 5 class levels the Inquisitor has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.
Piercing: This invocation gives the Inquisitor's allies great focus and makes their spells more potent. This benefit grants a +1 bonus on concentration checks. This bonus increases by 1 for every 3 class levels the Inquisitor has.
Protection: The Inquisitor radiates a protective aura, granting a +1 bonus to Armor Class. This bonus increases by 1 for every 5 class levels the Inquisitor has.
Purify: The Inquisitor's allies are protected from the vile taint of her foes, gaining a +1 bonus on all saving throws. This bonus increases by 1 for every 5 class levels the Inquisitor has. At 10th level, the bonus is doubled against curses, diseases, and poisons.
At level 1, you have access to the Cleric Spell List.
Inquisitors Spells rely on pure devotion to their deity, so your spellcasting ability is Charisma.
Your Spell Attack modifier is equal to your Charisma modifier + your Proficiency Bonus.
Your Spell save DC is equal to 8 + your Charisma modifier + your Proficiency Bonus.
You start out your adventuring career knowing two cantrips from the cleric spell list. You learn more at higher levels, as seen on Table: The Inquisitor.
Spells Known of First Level or Higher
The Inquisitor table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 cleric spells that are available for you to cast. To do so, choose a number of cleric spells equal to your Charisma modifier + your inquisitor level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you’re a 3rd-level inquisitor, you have four 1st-level and two 2nd-level spell slots. With an Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Guiding Bolt, 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 cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
You can use a holy symbol as a spellcasting focus for your cleric spells
Ability Score Improvement
When you reach 4th level, and again at 6th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
In Gods we trust
Upon reaching level 7 you can put your fate in the hands of the gods. When doing so, you gain advantage on the next saving throw you make. If you still fail the saving throw, you have disadvantage on attack rolls or ability checks made with the same stat you failed until you take a short rest and pray.
For example if you fail a strength saving throw using this feature, you have disadvantage for every strength (athlete) check until your short rest.
Mark of Heresy
Upon reaching level 9 you can make an Intelligence (Religion) check to determine the deity someone is believing in. However, if you fight against demons, fiends or undead, you automatically succeed on the Intelligence (Religion) check. Otherwise the creature you focus on must be a humanoid and intelligent creature. If the creature does not have the same deity as you have, you can mark it as a heretic as long as you fight it. When you attack the heretic your weapon is engulfed with holy energy that deals + 1d8 radiant damage on hit. You cannot mark more than one creature as a heretic at the same time. If you kill the creature you marked, you can transfer the mark of heresy to a hostile creature within 30 feet of your last target. The mark lasts for 1 minute (or a maximum of 10 turns), the mark gains an extra turn if the creature that was targeted was killed by you. You must take a short or long rest before you can use this feature again.
At higher levels: The extra damage you deal with this feature increases to 2d8 at level 13 and 3d8 at level 18.
Upon reaching level 10 you trust your god completely. You believe that his guidance will never fail you. You gain a proficientcy bonus on two of the following Skills: Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception and Survival. This feature does not apply to a Skill you are already proficient with.
Aura of Redemption
Upon reaching level 12 you can make an Intelligence (Religion) check and sense the presence of holy and unholy things within a 60 foot radius, centering the inquisitor. In addition you can see if a paladin or another inquisitor has violated his oath. This aura reaches behind cover.
Upon reaching level 15 your devotion to your deity is so pure and strong that it gives you a second chance when you fall. If you suffer damage that would normally kill you, you are able to make a Constitution saving throw (DC 15). If you succeed the saving throw, your holy Symbol breaks and you survive, but you are still dropped to 0 Hit Points. You don't have to make any death saving throws since you become stable instantly. However, you are not able to cast any spells without holy symbol. When you purchase or receive a new Holy Symbol you must preform a ritual to your god while holding the symbol to ask for them to watch over your life again, this ritual must be done over a long rest without interruption and will cost you 100 gold pieces or an item(s) of similar value.
Oath to the Gods (Archetypes)
Upon reaching the 3rd level, the Inquisitor is ready to vow an oath that will determine the path he follows, similar to the paladin. Every oath must be vowed at a temple but it is not required to be a temple of the god you serve. You must stay at the temple for at least 24 hours, pray and speak the words of your oath. Work with your DM to see if there is a temple in the nearby town. In addition you gain special features granted by the oath you vowed.
Choose between the following oaths:
Oath of Faith
Oath of Wrath
Oath of Salvation
Oath of Faith
An inquisitor that vowed the Oath of Faith, becomes a servant of the gods on earth. Dedicating his life in the name of truth and loyalty, he has been granted holy words that are able to reach the hearts of men. You gain proficiency bonus on Persuasion, if you already are proficient in Persuasion, you add half of your proficiency bonus (rounded down) to any Persuasion check made.
Tenets of Faith
Preach: Those who have lost faith must be returned into the arms of the gods.
Defend: Always stand up to those who speak wrong of the gods.
Steel: Never listen to the words of heretics. There is only one truth.
Words of Faith
Upon reaching 3rd level you can bear the words of faith taught to you by your god. As an action you can cast Words of Faith. Any hostile creature within 30 feet that can see and hear you must make a Charisma saving throw (DC = 8 + Charisma modifier + proficiency bonus) or suffer 2d6 radiant damage. Also if they fail the saving throw, they become frightened until they succeed. On a successful saving throw they take half the damage and they are not frightened. A creature becomes immune to the frightened effect for 24 hours after a successful throw. Creatures that are deaf or blind are immune to the effects of Words of Faith. You must finish a short or a long rest before you can use this feature again.
At higher levels: The damage of this spell grows to 4d6 at level 7, 6d6 at level 11 and 8d6 at level 16. You can use this spell 2 times between rests at level 7, 3 times at level 11 and 4 times at level 16.
Side by Side
Upon reaching level 7, your Word of Faith also finds its way to the hearts of your comrades. Every allied creature within 30 feet that can see and hear you deals an extra 1d8 radiant damage to a creature hit by the effects of your Words of Faith. This Effect lasts until your comrade’s attack. It fades after one round of not make use of it. Allied creatures that are deaf and/or blind don’t benefit from this effect.
At higher levels: The damage of this feature grows to 2d8 at level 14 and to 4d8 at level 20. You can use this feature 2 times between rests at level 14 and 3 times between rests at level 20.
Upon reaching level 13 you gain advantage on history and religion checks for everything that has to do something with gods, the divine or religious background.
Trust in the Multiverse
Upon reaching level 18 you gain advantage on Charisma saving throws and you become immune to mind control spells and being charmed. Words of Faith now also hits targets that can only hear you. A target must not be seen or see you. The damage for non-seen enemies is halved. If an enemy that you can't see or can't see you succeeds a saving throw, he takes no damage at all.
Oath of Wrath
An inquisitor that vowed the Oath of Wrath, becomes a judge and executioner for the will of the gods. Dedicating his life in the name of justice and duty, he has been granted a state of trance that allows him to fight fiercely in battle and purge all heretics in his way. You gain proficiency bonus with martial weapons.
Tenets of Wrath
Seek: Wander through the world and seek the nests of heresy.
Purge: Heretics must not be allowed to live. Destroy their bodies and spirits and everything they touch.
Control: Always control your wrath, never let it control you.
Fight: Until the day the gods call you forth to them, you shall fight.
Prayers of War
Upon reaching level 3 you learn the prayers of war. Before every combat, you must take an action to kneel down and pray for the lives you are about to take, after that you have entered Battle Trance.
You enter a state of trance and let your inner wrath guide your hand. You fight as there is no tomorrow and gain a +2 bonus to your attack and damage roll if you attack with a weapon using Strength or Dexterity. Additionally, you gain an extra attack as a bonus action. The damage caused by your second attack is your weapon damage + strength or dexterity modifier, the +2 bonus to your attack and damage roll does not apply to the second attack. You stay in Battle Trance as long as the last enemy that you can see is dead or has fled. If you are knocked Unconscious the Battle Trance also ends. You are able to cast spells while in trance, but the effect of healing spells is halved and you have a disadvantage for every Wisdom, Charisma or Intelligence saving throw.
At higher levels: The bonus damage of Battle Trance increases at level 10 to +3 and level 16 to +4, this bonus also applies to the second attack roll as well, furthermore you lose the disadvantage on the aforementioned saving throws at level 10 and healing spells are not halved by level 16.
Guided by Wrath
Upon reaching level 9 and if you are wielding a two handed weapon, you can make an attack roll to hit an enemy in front of you with the non-bladed end of your weapon. If you hit, the enemy must succeed a strength saving throw or is otherwise knocked Prone (DC = 8 + strength modifier + proficiency bonus). Additionally you can take a bonus action and attack the enemy who is knocked Prone with your weapon immediately. The hit is automatically a critical hit. The critical hit rule does not apply to enemies knocked prone by an ally. A creature that is more than one size larger than you cannot be knocked prone by this ability.
“Forgive them father for they have sinned”
Upon reaching level 14 you gain a proficiency bonus on Intimidation and Insight checks. If you are already proficient in Intimidation and Insight, add half of your proficiency bonus (rounded down) to your Intimidation and Insight check. You also become imune to magical charm or sleep effects.
Upon reaching level 17 you are familiar with the endless abyss that delves within your soul. You are able to draw power from that darkness and become immune to being frightened, blinded, deafened, incapacitated or otherwise made immobile until the end of your next turn. Additionally your movement speed becomes 60 feet until the start of your next turn. You must finish a long rest before you can use this feature again.
Upon reaching level 20 you become the embodiment of both the judge of your god & their executioner as well. When you use your action to use your Prayers or War feature, you may now make the action last for two (2) turns, in doing so you feel the power of your god begin to flow through you. For the next ten (10) turns of combat you are immune to ALL negative status effects and you gain resistance to all damage except for psychic, furthermore you gain the ability to make three attacks with your attack action. These attacks are imbued with some unseen power that only your god has control over; you deal an extra 6d6 damage that is linked to your god (Good = Fire/Radiant, Neutral = Cold/Lightning, Evil = Psychic/Necrotic). Finally you gain forty (40) temporary hit points. You must take a long rest before using this feature again
Oath of Salvation
An inquisitor that vowed the Oath of Salvation, becomes a protector of the weak and guide for the lost souls. Dedicating his life in the name of hope and salvation, he has been granted a sturdy presence and a holy light that guides everyone that follows him to safety. You gain proficiency with Warhammers, Flails, Mauls, War picks and Shields.
Tenets of Salvation
Protect: You are the flame of hope in the darkness of heresy. Always protect those who cannot protect themselves.
Guide: You are the Light at the end of the tunnel. Guide those who follow you to salvation.
Resist: Never let a thought of heresy corrupt your mind. Resist the words of heresy.
Sacrifice: You are the shield that blocks the darkness. You are the living will of the gods. Always be ready to let your mortal body behind you in order to protect the weak.
Sent by the Gods
Upon reaching level 3 and joining the fight together with your comrades, every allied creature in a radius of 30 feet, centering the Inquisitor, gains advantage on Strength, Constitution and Wisdom saving throws for one minute. This advantage does not apply for the Inquisitor. If you are knocked unconscious or die the effect immediately ends.
Light of the Savior
Upon reaching level 7 you can make an action and cast this spell sending a prayer to the god you serve to grant you salvation. Every allied creature, in a radius of 30 feet, centering the Inquisitor, is healed by 3d8. The healing does not apply to the Inquisitor. You must take a short or a long rest to use this feature again.
At higher Levels: The effect of this feature grows to 6d8 at level 11 and 8d8 at level 16. You can use this feature 2 times between rests at level 11 and 3 times between rests at level 16.
“Forgive them father for they know not what they do“
Upon reaching level 14 you can use a bonus action and roll 3d10 to boost the healing effect of Light of the Savior. Since you have asked for forgiveness for the sins of others, the 3d10 roll x 2 is dealt to you as unavoidable and unreducible damage. You can be killed by this feature. The effects of Second Chance do apply to you non the less. You must take a long or a short rest to use this feature again.
Upon reaching level 20 you are granted the way to salvation through sacrifice. You can make a bonus action and roll 4d12 x 2 to boost the healing effect of Light of the Savior. However, the result of the roll will be taken away from your maximum hit points temporarely. The hit points are comeing back, when you pray for 24 hours in a temple dedicated to the god you serve. You can use this feature to give a 2d12 roll as permanent hit points to an allied creature that you can touch. This will however reduce your maximum hit points permanently by the same amount you give. You can be killed by this feature. The effects of Second Chance do not apply, when you are killed by Salvation. You must take a long rest to use this feature again
Breaking Your Oath
Inquisitors try to hold onto the oath they vowed. But sometimes the situation calls to choose between evil and a much greater evil. So it may happen, that an Inquisitor beaks his oath given in the face of the gods. Lost. An inquisitor that breaks his given oath becomes lost in the face of the gods. Other inquisitors can feel that he has broken his oath and can arrest him and force him to repent in the nearest temple. Normally an inquisitor asks a cleric or another inquisitor for absolution. Or he prays for 3 days and nights, without food or water and ask the gods for forgiveness. On the morning of the 4th day he washes himself in a ritual of confession and purifies his sins with holy water. Then he starts fresh.
If an inquisitor willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent inquisitor might be forced to abandon this class and adopt another starting at level 1 as that new class, in addition they lose all connections to the god that they served & can NEVER become an Inquisitor again.
Prerequisites. To qualify for multiclassing into the Inquisitor class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the Inquisitor, you gain the following proficiencies: None