Swift's Inquisitor (5e Class)

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Inquisitor[edit]

The Inquisitor is a militant battle caster. She is often sent on quests by a commanding officer to hunt entities that oppose her government and pose a threat beyond mortal comprehension. An inquisitor may hold a mentality that he is above the law as long as his endeavor solves the problem he is sent to solve.

<!-Introduction Leader->[edit]

Creating an Inquisitor[edit]


Class Features

As a Inquisitor you gain the following class features.

Hit Points

Hit Dice: 1d8 per Inquisitor level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Inquisitor level after 1st

Proficiencies

Armor: Light Armor
Weapons: All Simple Weapons, Rapier, Hand Crossbow, Shortbow, Deities Favored Weapon (Favored Weapon found on the Deities wiki page)
Tools: Navigator's Tools
Saving Throws: Wisdom, Charisma
Skills: Choose three from Athletics, Arcana, Bluff, Diplomacy, History, Insight, Intimidation, Investigation, Persuasion, and Religion

Equipment

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

  • (a) a Rapier or (b) Deities Favored Weapon
  • (a) Shortbow and Quiver of 20 Arrows or (b) Hand Crossbow and Quiver of 20 Bolts
  • (a) a Priest's Pack or (b) an Explorer's Pack
  • Studded Leather and Shield

Table: The Inquisitor

Level Proficiency
Bonus
Jury Points Features Cantrips Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Spellcasting, Lore, Fighting Style
2nd +2 2 Judgement
3rd +2 3 Way of the Just 3 3 2
4th +2 4 Ability Score Improvement 3 4 3
5th +3 5 Bane(+2) 3 4 3
6th +3 6 Investigator 3 4 3
7th +3 7 Way of the Just Feature 3 5 4 2
8th +3 8 Ability Score Improvement 3 6 4 2
9th +4 9 Bane(+3) 3 6 4 2
10th +4 10 Rekindle 4 7 4 3
11th +4 11 Way of the Just Feature 4 8 4 3
12th +4 12 Ability Score Improvement 4 8 4 3
13th +5 13 Bane(+4) 4 9 4 3 2
14th +5 14 Exploit Weakness 4 10 4 3 2
15th +5 15 Way of the Just Feature 4 10 4 3 2
16th +5 16 Ability Score Improvement 4 11 4 3 3
17th +6 17 Press the Advantage 4 11 4 3 3
18th +6 18 Bane(+5) 4 11 4 3 3
19th +6 19 Ability Score Improvement 4 12 4 3 3 1
20th +6 20 Executioner 4 13 4 3 3 1

Spellcasting[edit]

An inquisitor is trained in both the arcane and divine schools, having a surface understanding of both. You may choose spells off of both the Sorcerer or Cleric spell lists.

Cantrips

Starting at 3rd level you know 3 cantrips out of the Sorcerer or Cleric spell lists, you learn an additional one at 10th level.

Spell Slots

The Inquisitor Spellcasting 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.

Spells Known of 1st level and higher

You know 3 spells off of the Cleric or Sorcerer spell list. The Spells Known Column shows when you learn new spells of 1st level or higher, each spell you learn must be of one which you have spell slots. When you gain a level in this class you can replace one known spell with one from the Sorcerer or Cleric spell list that is of a spell level you can cast.

Spellcasting Ability

Your spellcasting ability is Wisdom.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting

You can cast a inquisitor spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol (found in chapter 5) as a spellcasting focus for your inquisitor spells.

Lore[edit]

Due to your extensive research in the field you gain advantage on any checks to identify the kinds of creatures you face.

Fighting Style[edit]

Inquisitors may fight in a variety of different ways, just so long as they accomplish their task.

Mounted Combatant

While mounted you may add your Wisdom modifier as a bonus to your mounts AC; as well as being able to attack with your mount as a bonus action on each turn.

Attack Modifier = 8 + your proficiency bonus + 1/2 your Wisdom modifier + your mounts Strength modifier
Damage = Your mount deals 1d4 damage + Strength modifier, whether the attack is delivered through a bite, kick, scratch, etc.
Duelist

While you are adjacent to a creature while no other allies are adjacent to the same creature you gain a +1 bonus to AC and damage rolls. You may also use your reaction to make an attack against that creature whenever they leave a square you threaten, regardless if they use the 'Disengage' action.

Tracker

When you hit an enemy within 30 ft. of you with an advantaged ranged attack roll due to being hidden from them if both dice would hit roll damage twice and add the totals, you may deal that much damage in non-lethal damage or the higher of the two totals in lethal damage.

Judgement[edit]

As an inquisitor you may use a bonus action to pass judgement on yourself or another creature within 30 ft. of you. You must expend a number of Jury points when you make a pass of judgement. You may use this class feature a number of times per day equal to half your Inquisitor level + Your Wisdom modifier.

Destruction: The target loses all resistances and gains vulnerability to all damage types. (Costs 5 Jury points)

Healing: The target regains a number of hit points equal to the number of Jury points expended (min. 1)

Justice: The target gains a bonus to attack rolls against the last creature to damage them equal to half the amount of Jury points expended (min. 2)

Piercing: The target gains a bonus on damage rolls equal to one-third the amount of Jury points expended (min. 3)

Purity: The target gains advantage on the next saving throw he or she would make in the next minute (Costs 3 Jury points)

Resiliency: The target loses all vulnerabilities and gains resistance to all damage types. (Costs 7 Jury points)

Resistance: The target takes less damage than normal from bludgeoning, piercing, and slashing damage. The damage reduction is equal to the points spent/4 (min. 4)

Smiting: The target takes 2D6 Radiant damage if the Inquisitor is good and 2D6 Necrotic damage if the Inquisitor is evil. (Costs 2 Jury points)

Way of the Just[edit]

Upon reaching 3rd level an Inquisitor must choose a path in which to interact with his surroundings.

Ability Score Increase[edit]

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.

Bane[edit]

A number of times equal to the Inquisitor's Wisdom modifier he or she may declare a creature type as a bonus action. Against this creature type the Inquisitor gains advantage on attacks as well as a +2 damage bonus. This effect lasts for 1 minute, or until the Inquisitor is dropped below 1 hit point. At level 9 the bonus damage increases by 1, and again at levels 13 and 18.

Investigator[edit]

An Inquisitor has developed various methods of extracting information from those around him. When trying to gather information from people an Inquisitor is treated as being proficient in all Charisma based skill checks and ability checks. His or her proficiency bonus is doubled for Bluff, Diplomacy, Intimidation, and Persuasion while extracting information.

Rekindle[edit]

After finishing a short rest an Inquisitor may recover a number of Jury points equal to 1/2 his or her Inquisitor level.

Exploit Weakness[edit]

When you have advantage against a creature and both results on an attack would hit you may treat any 1's or 2's on damage dice as 3's.

Press the Advantage[edit]

When you have advantage against a creature and both results on an attack would hit and you roll max damage on a damage dice you may roll that dice again and add the second roll to your total damage (this can only be used once per damage die per attack)

Executioner[edit]

When you have advantage against a creature and you score a critical hit and the second attack roll would also hit the creature that creature must make a Constitution saving throw (DC = 8 + proficiency bonus + your Strength + your Wisdom) or immediately drop to -1 hit points.

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Spell List[edit]

You know all of the spells on the basic spell list and addtional spells based on your archetype.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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