From D&D Wiki

Jump to: navigation, search


An inquisitor is an official in an Inquisition; an organization or program intended to eliminate heresy and other things contrary to the doctrine or teachings of the faith of that organization. Literally, an inquisitor is one who "searches out" or "inquires". It is also possible to be exiled from the Order, if you are deemed unworthy, a Heretic, or have been proven to be harboring enemies of the Order. This can either be a preset or done in game, and from then on you will be marked with (exiled) in your class description.

(Grand Inquisitor Adeodatus) A member
of The Order of The Light Hammer.

Creating an Inquisitor[edit]

An Inquisitor is usually not that much different than a Paladin, though he can be much more flexible with his morality. Their alignment tends not to go below chaotic Neutral however, since their purpose is to eradicate evil from the world.

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


Armor: None
Weapons: Daggers, darts, long swords, shortswords, slings, quarterstaffs, light crossbows, maces
Tools: Priest Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History, Insight, Intimidation, Investigation and Religion.


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

  • (a) a Warhammer (if proficient) or (b) a longsword
  • (a) a Mace or (b) any Simple Weapon
  • (a) a Breastplate (if proficient) or (b) a Battle Robe
  • a Priest Kit and a Holy Symbol

Table: The Inquisitor

Level Proficiency
Features Cantrips
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1 Spellcasting, Divine Power 4 2
2nd +2 2 Channel Divinity (1/rest) 4 3
3rd +2 3 Sacred Order, Divine Words 4 4 2
4th +2 4 Ability Score Improvement 5 4 3
5th +3 5 Evil Banishment (CR 1) 5 4 3 2
6th +3 6 Channel Divinity (2/rest) 5 4 3 3
7th +3 7 Sacred Order feature 6 4 3 3 1
8th +3 8 Ability Score Improvement 6 4 3 3 2
9th +4 9 Evil Banishment (CR 3) 6 4 3 3 3 1
10th +4 10 Divine Words 7 4 3 3 3 2
11th +4 11 Sacred Order feature 7 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 7 4 3 3 3 2 1
13th +5 13 Evil Banishment (CR 5) 8 4 3 3 3 2 1 1
14th +5 14 The Exorcist 8 4 3 3 3 2 1 1
15th +5 15 Sacred Order feature 8 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 9 4 3 3 3 2 1 1 1
17th +6 17 Divine Words 9 4 3 3 3 2 1 1 1 1
18th +6 18 Channel Divinity (3/rest) 9 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 10 4 3 3 3 3 2 1 1 1
20th +6 20 The Gods Favored One 10 4 3 3 3 3 2 2 1 1


Being an Inquisitor, you have a great knowledge of the Arcane powers, even if you are seeking to destroy it. You have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric and wizard spell list.


At 1st level, you know four cantrips of your choice from the cleric or wizard spell list. You learn additional cleric or wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inquisitor table.


At 1st level, you have a spellbook containing six 1st-level cleric or wizard spells of your choice.

Preparing and Casting Spells

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 or wizard spells that are available for you to cast, choosing from the cleric or wizard spell list. When you do so, choose a number of spells equal to your Wisdom 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 are a 3rd-level inquisitor, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 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 or wizard spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your inquisitor spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a inquisitor spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a inquisitor spell you cast and when making an attack roll with one.

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.

Divine Power[edit]

At 1st level, you receive divine gifts from the gods to your usage. These divine gifts are represented by divine powers, which allow you to create a variety of holy miracles.

Divine Points[edit]

You have 1 divine points, and you gain more as you reach higher levels, as shown in the Divine Points column of the Inquisitor table. You can never have more divine points than shown on the table for your level. You regain divine points equal to your Intelligence modifier every short rest, and you also regain all your spent divine points when you finish a long rest.

Flexible Casting[edit]

You can use your divine points to gain additional spell slots, or sacrifice spell slots to gain additional divine points. You learn other ways to use your divine points as you reach higher levels.

Creating Spell Slots. You can transform unexpended divine points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Spell Slot
Points Cost
1st 1
2nd 3
3rd 5
4th 7
5th 9
Converting a Spell Slot to Divine Points. As a bonus action on your turn, you can expend one spell slot and gain a number of divine points equal to the slot’s level.

Channel Divinity[edit]

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Truth Reveal and an effect determined by your order. Some orders grant you additional effects as you advance in levels, as noted in the order description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your inquisitor spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Judgement[edit]

At 2nd level, when you activate your channel divinity, your weapon engulf itself with holy energy that harm all your enemies that you attack. Your weapon forces the enemy that you attack to roll a Wisdom saving throw when they are hit by it, the enemies of your order that are mentioned in the table below gain a disadvantage to the save throw. On a failed save throw, the target is frightened by you and will start running away from for 1 minute. The target can repeat the saving throw to end the effect of this ability.

Sacred Order Enemy of The Order
The Blazing Hand Undead, Corrupted, and Heretics
The Light Hammer Demons, Devils, and Lawbreakers
The Truthseekers Dishonest, Liars and Secret Keepers
The Witch Hunters Sorceress, Warlocks, and Dark Arts Users

Some of the enemies of your orders might change based on the description given by the DM during the Gameplay.

Divine Words[edit]

At 3rd level, you gain the ability to forward the words of your gods. You gain two of the following Divine Words options of your choice. You gain another one at 10th and 17th level, and you can change your divine words option during a short or long rest. You can use only one Divine favor option on a turn, and you must use you holy symbol so that the uttered word will have effect, unless otherwise noted.

Word of Consciousness

When uttering this word, you can spend 1 divine point to give yourself or a person that you can touch an advantage to Wisdom (Investigation) and (Perception) checks for 1 minute.

Word of Fire

When using a Channel Divinity, you can spend 2 divine points to add fire damage to your Channel Divinity if possible, the damage is equal to 2d4 fire damage.

Word of Force

When using this word, you can spend 2 divine points to force each creature in a 15-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

Word of Health

When uttering this word, you can spend 1 divine point or more to heal a target for an amount of 1d6, the amount of healing is increased by an extra 1d6 for every extra divine point you spend.

Word of Holiness

When using this ability, you can spend 3 divine points to give you a holy randiness which give enemies disadvantage to melee attacks against you for 1 minute.

Word of Prayer

When uttering this word, you can spend 2 divine point to give a prayer to you or a willing person that you can touch, this give them an advantage to one action of their choice.

Word of Stun

When uttering this word, you can spend 3 divine points to give your next melee attack the ability to stun an enemy, this cause you to deal 1d10 extra damage and force the target to make a Constitution saving throw. On a fail roll, the target is stunned for 1 minute or till it take damage, and it can reroll the saving throw.

Word of Thunder

When uttering this word, you can spend 3 divine points to force each creature within 30-foot range originating from you must make a Constitution saving throw. On a failed save, a creature takes 1d8 thunder damage and is deafened. On a successful save, the creature takes half as much damage and isn’t deafened.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

Ability Score Improvement[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.

Evil Banishment[edit]

At 5th level, when you hit the enemy of your order while using the Judgement ability and he fails the save throw, the creature either instantly die or get banished to what ever realm it came from if its challenge rating is at or below a certain threshold, as shown in the Evil Banishment table.

Evil Banishment of CR...
5th 1 or lower
9th 3 or lower
13th 5 or lower

The Exorcist[edit]

At 14th level, you are immune to charm or possession effects, you can also spend your action to remove the charm or possession effect from another character by making the caster roll a Charisma saving throw against your spell-save DC. If failed, the caster's charm or possession effect is removed, if successful, the charmed or possessed character remains under the control of the caster.

The Gods Favored One[edit]

At level 20th, you regain 4 expended divine points whenever you start combat and have not taken a rest, you can also spend an action or a bonus action to utter a prayer asking you deity to strengthening you, giving you 1 extra divine point to use.

Sacred Order[edit]

Order of The Blazing Hand[edit]

Order of the blazing hand focuses on undead and heretics.

Bonus Proficiency[edit]

At 3rd level, you gain proficiency with Light Armor, Torch Maces and Torch Staffs.

Preacher of The Order[edit]

Order of The Light Hammer[edit]

Order of light hammer are focused to destroy both fiends and injustice.

Bonus Proficiency[edit]

At 3rd level, you gain proficiency with Light, Medium Armor, Shields and Warhammers.

Channel Divinity: Light Hammer[edit]

At 3rd level, as an action you create a radiant warhammer made of light (which you gain proficiency with it), the hammer deal 2d8 radiant damage and gain the thrown property with a normal range of 30 feet and a long range of 90 feet. The weapon disappear after 1 minute or after it is been thrown.

Favor of The Hammer[edit]

At 7th level, you are at your best when holding any type of a hammer (such as light hammer, warhammer, or a maul) in your hand and using it as a weapon, it even start to glow and give a humming sound making it appear as glories as it can be. You can add your Charisma modifier to both your attack and damage rolls, you also gain the ability to make your weapon emits bright light in a 15-foot radius and dim light for an additional 15 feet. You can only add the bonus to a weapon that you spent 1 divine point to cast prayer on it, if you try to cast a prayer on another weapon then the previous prayer is immediately wasted and the other weapon loss the bonus. The weapon is counted as a magical weapon, and can only be used by you.

Scourge of the Enemy[edit]

At 11th level, a radiant aura emanates from you, giving you and your allies advantage on all attack roles against enemies of your order. Also, any enemy of your order gets disadvantage on attack roles as long as they are within 30 feet of you.

The Light Hammer's Blessing[edit]

At 15th level, upon throwing your Channel Divinity's Light hammer, if it hits its target, a celestial hammer descends from the heavens, dealing 3d8 radiant damage, and if the target is an enemy of the order, the target takes an extra 1d8 of damage.

Order of The Truthseekers[edit]

Truth Speaker[edit]

At 3rd level, you learn extra languages of your choice equal to your Intelligence modifier. You also become proficient in your choice of two of the following skills: History, Insight, Persuasion, or Religion.

Channel Divinity: Truth Reveal[edit]

At 3rd level, as an action, you present your holy symbol and speak a prayer creating an inquisitive aura. A creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is forced to tell the truth for 1 minute or until it take any damage.

The forced creature must spend its turns standing doing nothing as long as it can, it also can’t take reactions. For its action, it can only try to escape from an effect that prevents it from moving by making a saving throw.

Remember All[edit]

At 7th level, you can remember all that is told to you, you also remember all event even things that you might missed or skipped as not important, but only when you focus on them out of combat do you remember every detail. This give you advantage on Intelligence (History) checks to any information that you might have read once.

Truth Awareness[edit]

At 11th level, you knows if you hear a lie, and you can also know the reasons and motives of telling that lie by simply allowing you to make a Wisdom saving throw with your spell DC. On a successful save throw, you know the reasons and motives by yourself.

Temple of Truth[edit]

At 15th level, you create a 100 ft. temple like aura centered around you that force truthful and honest, every creature within the temple must make a Wisdom saving throw. On failed saving throw, the creature take a 2d10 psychic damage every time it try to lie. The temple remains for 1 minute before it disappear.

Order of The Witch Hunters[edit]

Bonus Proficiency[edit]

At 3rd level, you gain proficiency with Light Armor, Greatswords, and Rapiers (Flintlocks and Pistols under the DM supervision).

Channel Divinity:The Stake[edit]

Target Evil creature within 30 ft must make a Wisdom saving throw, if they fail they take 1d8 fire damage and are on fire. On a successful save, creature takes no damage.


All spells that are not linked are from the PHB


Sacred Flame, Resistance, Fire Bolt, Mending, Friends, True strike, and Chill Touch.

First level[edit]

Disarm, Mana Shield


Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites:

Proficiencies. When you multiclass into the class, you gain the following proficiencies:

Home of user-generated,
homebrew pages!