Mission of the Cold Iron Warder
Mission of the Crusader
Mission of the Hierophant
Mission of the Hunter
Mission of Infiltration
Mission of Witchhunter
Most people of the world are familiar with clerics; the healers and preachers who spread the word of the Gods. Most also are familiar with paladins, who uphold virtuous principles and protect the meek. Inquisitors, while undoubtedly devoted to their god, is neither of these. Inquisitors are holy hunters; they seek to strike out into the world and unleash the wrath of their god upon those who defy them.
The inquisitor is in many ways similar to the paladin, but where the paladin serves his cause by being a shining example for others, the inquisitor work in the shadows, doing the dirty work that is necessary. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals. An inquisitor is not always the follower that the church wants, but the follower that the church needs.
Each inquisitor has different goals, largely based on their god and their god’s desires. An inquisitor of Pelor, for example, may seek out and destroy undead, while and inquisitor of Silvanus may hunt those who would harm or destroy nature. All inquisitors have a divine mission.
-Level- | -PB- | -Features- | -Piety- | -Spells- | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Fighting Style, Judgement | 4 | - | - | - | - | - | - |
2nd | +2 | Divine Sense, Spellcasting | 4 | 2 | 2 | - | - | - | - |
3rd | +2 | Divine Mission | 4 | 3 | 3 | - | - | - | - |
4th | +2 | Inquisitor’s Talent | 5 | 3 | 3 | - | - | - | - |
5th | +3 | Extra Attack | 5 | 4 | 4 | 2 | - | - | - |
6th | +3 | Sanctified Mind | 5 | 4 | 4 | 2 | - | - | - |
7th | +3 | Divine Mission Feature | 6 | 5 | 4 | 3 | - | - | - |
8th | +3 | - | 6 | 5 | 4 | 3 | - | - | - |
9th | +4 | - | 6 | 6 | 4 | 3 | 2 | - | - |
10th | +4 | Beacon of Truth | 8 | 6 | 4 | 3 | 2 | - | - |
11th | +4 | Divine Mission Feature | 8 | 7 | 4 | 3 | 3 | - | - |
12th | +4 | - | 8 | 7 | 4 | 3 | 3 | - | - |
13th | +5 | - | 10 | 8 | 4 | 3 | 3 | 1 | - |
14th | +5 | Sanctified Mind Improvement | 10 | 8 | 4 | 3 | 3 | 1 | - |
15th | +5 | - | 10 | 9 | 4 | 3 | 3 | 2 | - |
16th | +5 | - | 14 | 9 | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 14 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Divine Mission Feature | 14 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | - | 18 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | True Judgement | 18 | 11 | 4 | 3 | 3 | 3 | 2 |
As an inquisitor, you gain the following class features
Hit Dice: 1d8
You are proficient with Wisdom and Charisma saving throws.
Class Skills: Burglary, Investigation, Law, Religion, Speechcraft, Stealth and Underworld
Skill Points: You gain 3 skill points at 1st level.
Weapon Groups: You have rank 2 with Fencing sword, Knife, Sword, Crossbow, Sling and Thrown weapon. Additionally you have rank 1 with Club, Spear, Staff, Whip and Bow.
Combat Skills: You gain the Light armor and Medium armor skills.
After 1st level: You gain 1 skill point to spend on combat skills every even level.
When you reduce a creature with an active judgement to 0 hit points with a weapon attack, you can use a reaction to regain 4 piety.
You start with the following equipment, in addition to the equipment granted by your background:
At 1st level, you adopt a style of fighting as your specialty. Choose one of the fighting style options from the Fighter class description. In addition, the Blessed Warrior style is also added to your options.
You learn two cantrips of your choice from a cleric spell list appropriate to your deity. They count as Inquisitor spells for you, and Wisdom 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 same spell list.
Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
As an instrument of your deity’s will, you are empowered to pass judgment on those around you. You learn two judgement of your choice, which are detailed at the end of the class description.
As a bonus action, you may spend Piety to direct your righteous fury at any creature within 60 ft by pointing your finger at them and judge them verbally. The target must be able to hear you, but does not have to understand you.
Unless otherwise stated, a Judgement last for 1 minute. If the target of your judgment dies or enters a different plane of existence before the duration has elapsed, as a reaction, you may shift your judgment to another creature within range for the remainder of the duration.
You learn one additional Judgement of your choice at 7th, 11th, and 18th level. Each time you learn a new Judgement, you can also replace a Judgement.
In order to use a Judgement, you have to spend 4 Piety, or 6 for its greater Judgement effect. The amount of Piety you have per level is shown in the Inquisitor table.
See Rest Additions for details on when Piety is regained.
As an action on your turn, if you have access to a holy symbol or a place of worship, you can say a short prayer to expend your highest available spell slot and regain 4 Piety.
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.
Beginning at 2nd level, you can use your action to open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend or undead within 60 ft of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
After you have used this feature, you have to complete a short rest to use it again.
Short rest |
---|
After a short rest: |
* Regain 1 Piety. |
* Regain use of Divine Sense. |
Long rest |
---|
After a long rest: |
* Regain 2 Piety. |
Add the following form specific benefits to choose from: |
* Regain 4 Piety. |
* Regain use of Beacon of Truth. |
* Regain use of True Judgement. |
Your years of study and communion with your deity has imbued you with a measure of divine power, allowing you to cast spells starting at 2nd level.
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 spell slot of the spell’s level or higher. You regain expended spell slots when you finish a long rest.
At 2nd level, you know two 1st-level spells of your choice from the paladin spell list. The Spells Known column of the inquisitor table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the paladin spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your inquisitor spells.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can use a holy symbol as a spellcasting focus for your inquisitor spells.
Your choice grants you features at 3rd level, and again at 7th, 11th, and 18th level.
You are trained in getting the information you seek out of others. At 4th level, gain 1 skill point to spend on Speechcraft - Intimidation (if you have the prerequisite Speechcraft).
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, your mind has been tempered and is supernaturally resilient. You gain resistance to psychic damage, and you have advantage on saving throws against being enchanted or frightened.
At 14th level, you become to any effect that would sense your emotions or read your thoughts, divination spells, and the charmed condition.
Starting at 10th level, as an action, you can emanate an aura of truth. For 1 minute, all creatures within 10 feet of you are subjected to the effects of the zone of truth spell.
You can use this feature once and can recover the use when you finish a long rest.
At 20th level, you can act as a conduit for the full power of your faith. As an action, you may pass a final judgment on any creature within 30 ft. At the time of casting, choose one of the following final judgments:
Life. The creature is forgiven, and is affected by the spell Power Word Heal.
Death. The creature is found irredeemable, and is affected by the spell Power Word Kill.
Imprisonment. The creature is left with only a faint glimmer of hope, and is affected by the spell Imprisonment.
A creature so judged cannot be affected by this ability again for 1 year after the time of casting. You can use this feature once and can recover the use when you finish a long rest.
At 3rd level, you commit yourself to a Divine Mission. Your misson shapes the path your inquisition takes, and reflects your study and obsession with your faith.
Mission of the Cold Iron Warder. Dedicated to eradicating demonkind and cultists of fiendish forces.
Mission of the Crusader. Rally the common people to take up the fight.
Mission of the Hierophant. Makes sure that allies in the crusade remain fit for the holy fight.
Mission of the Hunter. Stalks their prey in the wild.
Mission of Infiltration. Destroys heretical cults and vile organizations from the inside.
Mission of the Witchhunter. Becomes the scourge of those who use magical powers against your faith.
Inquisitor Level | Feature |
---|---|
3rd | Bonus Skills, Abyssal Scourge |
7th | Translate Telepathy |
11h | Track Teleportation |
18th | Divine Protection |
Your devotion to your deity is matched only by your hatred for fiends. Cold iron wardens are inquisitors who dedicate their lives to eradicating demonkind and cultists of fiendish forces.
Your divine mission lets you choose from an expanded list when you learn an Inquisitor spell. The following spells are added to your spell list.
Class Level | Spells |
---|---|
3rd | guiding bolt, protection from evil and good |
5th | blur, lesser restoration |
9th | dispel magic, haste |
13th | absorb strength, confusion |
17th | hallow, hold monster |
When you join this mission at 3rd level, gain 1 skill point to spend on Arcana.
Your weapon attacks deal an additional 1d6 radiant damage against fiends.
You can sense when a creature within 30 ft receives or sends a telepathic message. By making a Wisdom (Perception) check (DC 5 + the highest CR of the creatures using telepathy), you may listen to telepathic messages sent to and by a target creature.
Starting at 11th level, you may acquire a sense about a teleporting creature’s destination by closely examining the place it once stood. As an action while standing on the spot that a creature occupied when it teleported, you may attempt a Wisdom (Arcana - Conjuration - Apportation) check (DC 5 + the teleporting creature’s CR) to divine the direction and distance of the creature’s destination. You must use this ability within a number of rounds after the creature’s teleportation equal to half your inquisitor level, after which the trail goes cold.
You have resistance to all damage from fiends.
Inquisitor Level | Feature |
---|---|
3rd | Bonus Skills, Compelling Presence |
7th | Crusader’s Cause |
11h | Bolster the Faithful |
18th | Zealous Inspiration |
Those who take this divine mission are typically those whose zealous devotion is so abundant that it spills unto those around them. They channel their god’s might in undeniable ways and rally commoners to assist them in a singular, divine task.
Your divine mission lets you choose from an expanded list when you learn an Inquisitor spell. The following spells are added to your spell list.
Class Level | Spells |
---|---|
3rd | healing word, protection from evil and good |
5th | action, prayer of healing |
9th | beacon of hope, mass healing word |
13th | guardian of faith, moment |
17th | hallow, mass cure wounds |
When you join this mission at 3rd level, gain 1 skill point to spend on Leadership.
From at 3rd level, your presence alone is strong enough to compel creatures with similar ideals to your whims, granting you advantage on all Charisma ability checks as long as your targets share your base beliefs.
Also, you can spend 4 Piety to cast the spell suggestion, which can be used against a target influenced by your presence.
You can attempt a DC 15 Charisma (Leadership) check to convince an amount of people up to you Inquisitor level to take up arms. These people become inspired by your cause and will attempt to fulfill a singular purpose that must be related to your deity or to ending an immediate threat to the people. These people are treated as Skilled Hirelings.
As a bonus action you may spend 2 Piety to grant a friendly creature a holy boon. You may only bolster only one creature at a time, and all effects end on the first creature if you bolster a second. Choose from the following:
Bolster the Will. Until the beginning of your next turn, the creature has advantage on all attacks.
Bolster the Flesh. Grants temporary hit points equal to your Wisdom modifier + twice your Inquisitor level. These hit points disappear if you Bolster another creature.
Bolster the Spirit. Until the beginning of your next turn, the creature’s movement speed increases by 10, and attacks of opportunity against them are made at disadvantage.
You can also spend 2 Piety when an ally you see would be hit by an attack to call out a warning. The attacker must reroll the attack just made and use the results of the second roll.
You can spend 4 Piety to simultaneously grant all allies within 30 ft the effects of Bolster the Faithful.
Inquisitor Level | Feature |
---|---|
3rd | Bonus Skills, Hierophant’s Blessing |
7th | Jumping Blessing |
11h | Armor of Enchantment |
18th | Hierophant’s Grace |
Sometimes the best way to combat evil is to bolster your allies, and make sure that they can continue dealing out justice against the enemies of your faith. They are but tools of your lord, and your holy mission is to make sure these tools stay sharp.
Your divine mission lets you choose from an expanded list when you learn an Inquisitor spell. The following spells are added to your spell list.
Class Level | Spells |
---|---|
3rd | healing word, protection from evil and good |
5th | action, prayer of healing |
9th | beacon of hope, mass healing word |
13th | guardian of faith, moment |
17th | hallow, mass cure wounds |
When you join this mission, gain 1 skill point to spend on Medicine.
Your training allows you to not only judge your enemies, but your allies as well, and you gain the following judgement.
You judge an ally worthy of your cause. At the beginning of that creature’s turn, if they have no temporary hit points, they gain temporary hit points equal to your level + your proficiency bonus. These temporary hit points last for 1 minute.
Greater Judgement. While the judgement is active, you can can use your bonus action and spend up to 4 Piety to heal the target 1d6 hp per Piety spent.
When a friendly creature drops below half its hit point maximum, you can use your reaction or a bonus action on a subsequent turn, to move your Hierophant’s Blessing from its current target to the specified creature. The new target heals an amount of hp equal to your level + your proficiency bonus.
Your Hierophant’s Blessing also armor those it protects. While a creature is judged by this blessing, it has resistance to nonmagical slashing, piercing, and bludgeoning damage
You can use your blessing’s restorative power to stave off death. Whenever a creature within 30 feet judged by your Hierophant’s Blessing drops to 0 hit points, you can use your reaction to consume the blessing. When you do, the target regains an amount of hp equal to your level + your proficiency bonus.
Inquisitor Level | Feature |
---|---|
3rd | Wild Hunter |
7th | Hunter’s Judgement |
11h | Cloak of the Wild |
18th | Divine Senses |
Inquisitors following the mission of the hunter focus on dealing with more uncivilized threats to their faith, such found in the wilds. Those few Inquisitors who take this mission tend to be lone wolves, preferring to stalk their prey away from the people of the cities and towns. They move seamlessly in the wild, remaining hidden while they study their target, only attacking when the time is right.
Your divine mission lets you choose from an expanded list when you learn an Inquisitor spell. The following spells are added to your spell list.
Class Level | Spells |
---|---|
3rd | circle of privacy, longstrider |
5th | augury, pass without trace |
9th | clairvoyance, nondetection |
13th | freedom of movement, polymorph |
17th | commune with nature, tree stride |
When you join this mission at 3rd level, gain 1 skill point each to spend on the Nature and Survival skills.
At 7th level, you learn the following Judgement option in addition to the ones already known:
You mark the judged creature as your Prey. This judgement remains active until you use another judgement. Your speed is increased by 10 ft while moving towards your Prey, and your weapon attacks against it deal an additional 1d6 radiant damage.
Greater Judgement. You know the exact direction to your prey, and the additional damage increases by 1d6.
You have learned to become one with nature. When you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena, you can use your action and spend 4 Piety to become invisible. You remain invisible until you make an attack, cast a spell, or move into an open area.
You gain heightened senses that help you find creatures you can’t see. You are aware of the location of any creature within 30 ft of you.
When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls.
Inquisitor Level | Feature |
---|---|
3rd | Honeyed Words |
7th | Deceive the Heretic |
11h | Convert the Nonbelievers |
18th | Trial of the Faith |
You have dedicated yourself to destroying heretical cults and vile organizations from the inside. By gaining their trust, you can destroy them before they have a chance to escape.
Your divine mission lets you choose from an expanded list when you learn an Inquisitor spell. The following spells are added to your spell list.
Class Level | Spells |
---|---|
3rd | disguise self, paint memory |
5th | detect thoughts, invisibility |
9th | dispel magic, nondetection |
13th | dimension door, greater invisibility |
17th | false vision, modify memory |
When you choose this mission at 3rd level, gain 1 skill point to spend on Speechcraft. You also have advantage on any ability check or saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.
When you reduce a humanoid creature to 0 hit points, you may immediately assume their form as per the alter self spell as a reaction. You also gain a glimpse of the creature’s general demeanor. This insight into their personality grants you advantage on all checks made to pass yourself off as the creature for 1 week.
Years of thwarting indoctrination have given you the ability to convince anyone to fight for your convictions. You can spend 4 Piety to cast the dominate person spell as a 6th-level spell.
When you successfully down an enemy you can choose to not kill him. When you do this, you spend 6 Piety to immediately cast the spell geas on him. He is allowed a save, but with disadvantage. This geas lasts for ten years or until the enemy achieves the desired mission.
Inquisitor Level | Feature |
---|---|
3rd | Bonus Skills, Disrupt |
7th | Spell Scent |
11h | Spell Aegis |
18th | Devourer of Magic |
The Witchhunter has chosen as his divine mission to destroy all heretical wizards, clerics and witches. You become the scourge of those who use magical powers against your lord.
Your divine mission lets you choose from an expanded list when you learn an Inquisitor spell. The following spells are added to your spell list.
Class Level | Spells |
---|---|
3rd | erase, pain transfixation |
5th | Nystul’s magic aura, silence |
9th | counterspell, dispel magic |
13th | dimension door, Otiluke’s resilient sphere |
17th | false vision, wall of force |
When you join this mission at 3rd level, gain 1 skill point to spend on Arcana.
If you have an active Judgment and you hit an enemy who is at the moment concentrating on a spell, you deal an additional 1d4 radiant damage for each level of the spell he is trying to concentrate on.
You learn how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. When you come into contact with or are exposed to a spell effect or a magic item, you can spend an action to examine the spell effect or magic item, and then gain the effect of a locate creature spell.
You can do this even if the spell effect was instantaneous, but must start the examination within 1 round after you experienced the spell’s effect. Instead of locating a known creature, you locate the caster of the spell effect or magic item you examined.
You gain advantage on saves against any spell where you are the only target.
When you are the target of a hostile or offensive spell of 5th level or lower and you succeed on your saving throw, you may use your reaction and spend a spell level of the same spell level used, to copy and recast that spell against the original caster.
If you do not have spell slots of that level at the moment, you cannot use this feature. Succeeding at the saving throw does not mean the spell has no effect.
Also, you learn that spell as if it was an Inquisitor spell of the same level. This learned spell will vanish after a period of 24 hours.
As an instrument of your deity’s will, you are empowered to pass judgment on those around you. You learn two judgement of your choice as a 1st level Inquisitor.
As a bonus action, you may spend Piety to direct your righteous fury at any creature within 60 feet by pointing your finger at them and judge them verbally. The target must be able to hear you, but does not have to understand you.
In order to use a Judgement, you have to spend 4 Piety, or 6 for its greater Judgement effect.
Unless otherwise stated, a Judgement last for 1 minute. If the target of your judgment dies or enters a different plane of existence before the duration has elapsed, as a reaction, you may shift your judgment to another creature within range for the remainder of the duration.
You learn one additional Judgement of your choice at 7th, 11th, and 18th level. Each time you learn a new Judgement, you can also replace a Judgement.
You can sear a message in the flesh of the judged creature with a touch. On a successful melee spell attack, the creature takes fire damage equal to 1d4 + your Wisdom modifier and is branded with a small symbol or short word. This marks it and professes its sin outwardly to the world. The creature may take 1d6 damage to scrape the outward sign of the brand off, but it returns if they regain any hit points. The brand persists for 48 hours and can only be removed early by a remove curse spell or if you use this feature on another creature.
You may spend 10 minutes in meditation to determine the approximate direction of the creature as long as the brand persists and you are within 5 miles of it. If you detect the creature in this manner after 24 hours have elapsed, you may attempt to renew the brand. The creature becomes acutely aware of your intent to rebrand it, and makes a Wisdom saving throw against your spellcasting DC. On a success, the brand remains until its time has elapsed, but you cannot make another attempt to brand it remotely. On a failure, the creature takes 1 fire damage and is branded for an additional 48 hours, and may be branded in this manner again after 24 hours.
Greater Judgement. You can apply the brand in an painless manner, allowing you to brand your target without it knowing.
You are filled with divine wrath against this creature. On a successful weapon attack, you deal additional 1d6 radiant damage to that creature.
Greater Judgement. Damage increases to 2d6.
If the judged creature fails a Wisdom save against your Inquisitor spell save DC, it is frightened for the duration of the judgement. The target may attempt a new save at the end of each of its turns to end the effect.
Greater Judgement. All creatures within 30 ft that can see and hear you are affected by this judgement.
Whenever the judged creature deals damage to you, you gain temporary hit points equal to the amount of damage you received. These hit points remain until the end of the creature’s next turn.
Greater Judgement. You can use your action to heal an amount of hit points equal to half the temporary hit points you currently have from this judgement. This expends all temporary hit points.
Gain advantage on Stealth and Speechcraft checks against the target. If you act in the surprise round, you have an advantage on attack rolls against the target until it has acted. In addition, if you score a hit against the target during the surprise round, it is a considered a critical hit.
Greater Judgement. You gain the bonuses from this judgement against all allies of the target.
This judgment gives you great focus and makes your spells more potent. Whenever you target the judged creature with a spell, or the creature is affected by an area spell effect by a spell cast by you, it has disadvantage on saves against those spells.
Greater Judgement. When you deal spell damage to the judged creature, add your Wisdom modifier to the damage.
The judged creatures pride shines through and it boastfully opens its guard to you. You may add 1d4 to your attack rolls made against this creature.
Greater Judgement.The judged creature’s nonchalance against you causes it to have disadvantage on all attacks against you.
You are surrounded by a protective aura, granting a +2 bonus to AC against the judged creature. In addition, any critical hit made by that creature is considered a normal hit.
Greater Judgement. You have advantage on saves against spells cast by the judged creature.
This mission calls Inquisitors to stamp out any creature who has threatened the Church. Whenever the judged creature hits you with an attack, that creature takes radiant damage equal to your Wisdom modifier.
Greater Judgement. You can can use your reaction to make an attack against the judged creature when it attacks you.
Weighed down by their sin, the judged creature’s movement speed is reduced by half.
Greater Judgement. If the target fails a Wisdom save against your spellcasting DC, it has disadvantage on all melee attacks.
This judgment bathes your weapons in a divine light. When you hit the judged creature, you can expend one inquisitor spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
Greater Judgement. You can smite any target, not just the judged creature.