Class exclusive feat
Divine Missions

Mission of the Cold Iron Warder
Mission of the Crusader
Mission of the Hierophant
Mission of the Hunter
Mission of Infiltration
Mission of Witchhunter

Judgements

Inquisitor

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.

Answers only to their deity

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.

Class Features

The Inquisitor
-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 Points

Hit Dice: 1d8

Saving Throws

You are proficient with Wisdom and Charisma saving throws.

Skills

Class Skills: Burglary, Investigation, Law, Religion, Speechcraft, Stealth and Underworld

Skill Points: You gain 3 skill points at 1st level.

Skills - Combat

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.

Class specific combat skills The following combat skills are exclusive to inquisitors.
Harvest Judgement You have mastered the art of returning the magic of your judgements.

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.

Equipment

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

Fighting Style

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.

Blessed Warrior

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.

Judgement

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.

Piety

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.

Prayer

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.

Divine Sense

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.

Rest Additions
The following additions are made to the general rest rules.
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.

Spellcasting

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.

Spell Slots

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.

Spells Known

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.

Spellcasting Ability

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

Spellcasting Focus

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.

Inquisitor’s Talent

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).

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sanctified Mind

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.

Beacon of Truth

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.

True Judgement

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:

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.

Divine Missions

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

Mission Features

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.

Mission Spells

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

Bonus Skills

When you join this mission at 3rd level, gain 1 skill point to spend on Arcana.

Abyssal Scourge

Your weapon attacks deal an additional 1d6 radiant damage against fiends.

Translate Telepathy

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.

Track Teleportation

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.

Divine Protection

You have resistance to all damage from fiends.


Mission of the Crusader

Mission Features

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.

Mission Spells

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

Bonus Skills

When you join this mission at 3rd level, gain 1 skill point to spend on Leadership.

Compelling Presence

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.

Crusader’s Cause

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.

Bolster the Faithful

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.

Zealous Inspiration

You can spend 4 Piety to simultaneously grant all allies within 30 ft the effects of Bolster the Faithful.


Mission of the Hierophant

Mission Features

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.

Mission Spells

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

Bonus Skills

When you join this mission, gain 1 skill point to spend on Medicine.

Hierophant’s Blessing

Your training allows you to not only judge your enemies, but your allies as well, and you gain the following judgement.

Hierophant’s Blessing

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.

Jumping Blessing

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.

Armor of Enchantment

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

Hierophant’s Grace

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.


Mission of the Hunter

Mission Features

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.

Mission Spells

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

Wild hunter

When you join this mission at 3rd level, gain 1 skill point each to spend on the Nature and Survival skills.

Hunter’s Judgement

At 7th level, you learn the following Judgement option in addition to the ones already known:

Pursuit

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.

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Cloak of the Wild

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.

Divine Senses

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.


Mission of Infiltration

Mission Features

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.

Mission Spells

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

Honeyed Words

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.

Deceive the Heretic

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.

Convert the Nonbelievers

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.

Trial of the Faith

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.


Mission of Witchhunter

Mission Features

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.

Mission Spells

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

Bonus Skills

When you join this mission at 3rd level, gain 1 skill point to spend on Arcana.

Disrupt

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.

Spell Scent

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.

Spell Aegis

You gain advantage on saves against any spell where you are the only target.

Devourer of Magic

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.

Judgements

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.