Holy Inquisitor (5e Class)

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Holy Inquisitor[edit]

You are, or once were, a servant of the inquisitorial arm of organized religion. The job involves hunting down cultists of dark powers, heretics within your own faith, and blasphemers among the faithful. Mercy is the work of your superiors; inquisitors carry out the work of God. You are the sword of the god you are his hunter. there are lots of known and trusted warriors dedicated to ending evil wherever they can find it. Less known, however, are the order of the Inquisition, sacred warriors gifted with powers by their gods, not due to the devotion, nor receive powers from adhering to a strict code of honor, but who undergo strict training in both religious secrets and martial combat to become living weapons at the service of the forces of good. Holy hunters serve their god not through mere belief in a divine being, but through actions, enacting a vigorous hunt against the forces of darkness as god's wrath.

The path to becoming a hunter of god is marked with discipline and pain. Commonly from a very young age, the candidates to become inquisitors are diligently prepared, with long days of physical activity and combat training, and long nights of prayer and meditation. The accommodations on these temples tend to be rough and uncomfortable, and sometimes even purposefully harmful, in order to prepare their minds and bodies for a life of hardship. In other cases, a personal tragedy can lead to a sense of hate and retribution towards supernatural evil creatures, making a person abandon her previous life and commit to the hunt of those creatures. These holy hunters may have learned from a religious order, but there are those who learned by themselves the practice by researching religious texts, meditating and praying for a revelation.

The Eye's of God[edit]

Inquisitors are holy warriors that gather in grim orders and those who follow this path accept a life 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 judgment, be it through absolution or through death. They arm themselves with unbreakable faith in the gods and the work they do in order to be able to resist the corruption of heresy.

Creating a Holy Inquisitor[edit]

When creating a Holy Inquisitor, the most important question is: what religion or god do you follow. Since inquisitors are defined by their hunt of sinners and heretics, and of enemies of god, is crucial to define your faith so you can better know who do you oppose. Gods of Order, Vengeance and Justice are often prefered by holy inquisitors.

Quick Build

To quickly build your holy inquisitor, follow these steps: First, Strength should be your highest ability score, followed by Wisdom and Constitution. Then, choose the acolyte background.

Class Features

As a holy inquisitor you gain the following class features.

Hit Points

Hit Dice: 1d10 per holy inquisitor level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per holy inquisitor level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Torture Tools
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Perception, and Religion

Equipment

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

Table: The holy inquisitor

Level Proficiency
Bonus
Features
1st +2 Eye for Deceit, Inquisitorial Hands
2nd +2 Fighting Style, Immolation
3rd +2 Inquisitive Eyes, Inquisitorial Duties
4th +2 Ability Score Improvement
5th +3 Extra Attack, Inquiry
6th +3 Duty Feature
7th +3 Mettle, Stillness of Mind
8th +3 Ability Score Improvement
9th +4 Pyre Keeper
10th +4 Holy Flames
11th +4 Perpetual Pyre
12th +4 Ability Score Improvement
13th +5 Duty Feature
14th +5 Lift the Veil
15th +5 Miracle
16th +5 Ability Score Improvement
17th +6 Duty Feature
18th +6 Maddening Torture
19th +6 Ability Score Improvement
20th +6 Wrath of God

Ear for Deceit[edit]

At 1st level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

If the creature is a fiend (regardless of whether you know its true nature or not) or is under the influence or order of a fiend, you treat a roll of 9 or lower as a 10.

Inquisitorial Hand[edit]

At 1st level, you gain the ability to use pain in order to extract truth from your targets - or just to punish them. As an action, touch a creature of your choice.

You can use this feature a number of times equal to half your Holy Inquisitor level (rounded down, minimum of 1). You regain all uses of this feature when you finish a long rest.

You calculate your Insquistorial Save DC as follows: DC 8 + your proficiency bonus + your Wisdom modifier. Whenever a class feature require a save DC, use this formula.

Interrogation

You touch the creature, causing 1d10 psychic damage, and the creature must succeed on a Wisdom saving throw. On a failed save, it must truthfully answer a question of your choice.

You can spend additional uses of this feature to make more questions, increasing the save DC in 5 and adding one question per use spent. The DC reduces in 5 for each new subsequent question.

Punishment

You touch the creature, causing 2d10 psychic damage, and the creature can make a Constitution saving throw to reduce the damage to half.

You can spend additional uses of this feature to intensify the torture, increasing the damage in 2d10 per use spent.

Fighting Style[edit]

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Immolation[edit]

Starting at 2nd level, you can invoke the power of the gods to punish the sinners with sacred flames. As a bonus action, you can choose one hostile creature you can see within 30 feet. The creature takes 1d6 fire damage, plus 1d6 fire damage at the end of each of its turns for 1 minute. The creature (or another creature within 5 feet) can use an Action to douse the flames.

When used against aberrations, fiends, undeads and creatures who have their true forms concealed (through the use of shapechange trait, illusion or transmutation spells or another method), the fire damage from this ability ignore resistance to fire, and on the creature also takes 1d6 radiant damage on the turn you used this feature.

You can use Immolation a number of times equal to your Wisdom modifier (minimum of 1), and regain your uses after completing a short or a long rest.

Inquisitive Eyes[edit]

Starting at 3rd level, you can use a bonus action to take the Search action.

In addition, your intense gaze inspire fear. Whenever you take the Search action, you can use your Wisdom, rather than Charisma, for Intimidation checks.

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.

Extra Attack[edit]

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

Inquiry[edit]

At 5th level, you gain the ability to interrogate a creature. You can spend 10 minutes talking to a creature to break it and cause it to open up to your questions. If the creature is restrained for the duration, you don't need to make a check.

During this part of interrogation, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. You also gather the surface thoughts of that creature, as if you had cast detect thoughts on that creature.

After this 10 minutes, you can spend 1 hour to use advanced tactics of interrogation, such as manipulation or torture. If you choose manipulation, you must succeed on a Charisma (Deception), (Persuasion) or (Intimidation) contested by the target's Wisdom (Insight).

If you choose torture, the target must succeed on a Constitution saving throw against a DC equal to half the damage caused by you. The damage caused during a torture is cumulative, so, if you have caused 30 points of damage over 10 rounds, the DC is still 15. The DC only resets if the creature recover hit points during a short or a long rest. Intimidation during torture is more effective. You gain a bonus of +1 on Charisma (Intimidation) checks for each 10 points of damage caused on the victim.

If the target has three consecutive successes, this feature don't works on that creature for the next 24 hours. On a success, trough either manipulation or torture, you break the target. The target can't speak a deliberate lie for 1 hour, and will immediately answer all questions asked directly if it knows the answer truthfully for the next 10 minutes.

Mettle[edit]

At 7th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind[edit]

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Pyre Keeper[edit]

At 9th level, when you use Immolation, you can also apply one of the following effects. You must choose one whenever you use this feature:

Flames of Submission

The target of your Immolation must succeed on a Wisdom saving throw or have its movement speed reduced to 0 and is knocked prone for the duration of the flames, as their guilty weight on them.

Revealing Flames

As a reaction when a creature becomes invisible, or makes an attack while unseen by you, invisible or with its true form concealed, you can use Immolation on it.

In addition, targets of Immolation can't become invisible, change form, Hide or become the target of beneficial Illusion spells for the duration.

Soothing Flames

You can cast Immolation on a friendly creature of your choice (including yourself), instead of an enemy. When you do so, the flames mend the creatures wounds, burning with a soft and comfortable warmth. These flames can't be doused.

For the duration, at the start of each of that creature's turn, the creature regains 1d6 hit points.

Holy Flames[edit]

At 10th level, your Immolation causes additional 1d6 radiant damage on the turn you placed the flames on your target.

In addition, When used against aberrations, fiends, undeads and creatures who have their true forms concealed (through the use of shapechange trait, illusion or transmutation spells or another method), the Immolation damage dice becomes 1d10, rather than 1d6.

Perpetual Pyre[edit]

At 11th level, when a enemy within range of your Immolation or another creature within 5 feet manage to douse the flames, you can use your reaction to keep the flames burning. When you do so, the flames can't be put out again until the start of your next turn.

Lift the Veil[edit]

At 14th level, you can use your action to end one illusion, or spell or magical effect that conceal your senses, or revert a shapechanger or transmuted to their original form.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.

In addition, as long as you have one use of this feature, you have Advantage on any checks or saves made to avoid being tricked by illusions or to detect the true form of creatures.

Miracle[edit]

Beginning at 15th level, as an Action, you can ask for a miracle to your deity, that answers in the form of a spell. The spell cast can be a spell of 5th-level or lower, from any spell list. Casting this spell doesn't require any material components, and if it can be upcast, it is cast as if using a 7th-level slot.

Once you use this feature, you can't use it again for the next 7 days.

Maddening Torture[edit]

At 18th level, when you use your Inquisitorial Hand to "punish" a creature, you inflict madness upon it. Roll on the table of short term madness once for each use of the feature spent on the punishment (up to a maximum of 3). If you roll twice the same madness, add their duration.

Wrath of God[edit]

When you reach the 20th level, you can use an Action to become an avatar of punishment from your God for 1 minute. For the duration, you gain the following benefits:

  • Your creature type changes to celestial. Dying in this form send you to the plane of your deity, instead of killing you.
  • Your melee weapon attacks cause additional 2d6 fire damage, and have 10 feet of reach.
  • You have Advantage on Constitution and Wisdom saving throws.
  • Any creature that damages you with an attack must succeed on a Wisdom saving throw or is overcome with guilt, suffering 4d6 psychic damage and become stunned until the end of your next turn. A success on this save makes the creature immune to this ability for the next 24 hours.

Once you use this feature, you can't use it again until you finish a long rest.

Inquisitorial Duties[edit]

Holy Executor[edit]

Armed with iron and faith, holy executors face the hidden evils with fierce dedication and righteous anger. As the name implies, they have the execution of sinners, fiends and enemies of their faith, cleansing them from their transgressions with sacred fire.

Searing Blade

Starting at 3rd level, when you use Immolation on a creature, a melee weapon you are holding bursts into flame. Your next successful attack with the burning weapon causes additional 2d8 fire damage on a hit, that ignores resistance to fire.

Fiery Slaughter

At 6th level, the light of the flame guide your strikes. When you are wielding a melee weapon engulfed in Searing Blade flames, you make the attack with Advantage.

Torturous Strike

At 13th level, whenever you hit a creature with a melee weapon attack, you can spend one use of Inquisitorial Hand without requiring an action, to inflict that creature with "Punishment".

Truthful Slaughter

At 17th level, when you make an attack against a creature under the effects of immolation, or under the effects of a trait, spell or magical effect that conceal their true form, you have Advantage the attack.

Temple's Inquirer[edit]

Temple inquirers are the subtle arm of the church - or as subtle as allowed by the screams of pain that echo from monasteries dungeons, where sinners are "coerced" into revealing their profane practices. Temple Inquirers seek enemies of their faiths through investigation and interrogation, much like detectives, seeking clues that reveal the presence of evil nearby - or pain, when needed be.

Torturer

Starting at 3rd level, you are skilled in the art of inflicting pain upon your victims. You add twice your proficiency bonus in checks made with it the Torture Tools.

When you have a restrained or otherwise helpless target that is unconscious, you can use your proficiency with Torture Tools to torture your opponents. You can choose to intimidate the target with the threat of torture, by making a Charisma (Torture Tools) contested by the target's Wisdom or Constitution saving throw (his choice). On a success, the target must answer a single question.

Alternatively, as an action, you can choose to inflict any amount of damage, up to a maximum equal to twice your proficiency bonus + your Wisdom modifier. If the amount inflicted is equal or higher the target's Constitution or Wisdom score (whichever is lower), you can make a Dexterity (Torture Tools) check, contested by the target's Constitution or Wisdom saving throw (whichever is higher). If the damage is caused with your Inquisitorial Hands, the target has Disadvantage on the save. On a success, the target must reveal any question of your choice.

Pain Bringer

Starting at 3rd level, whenever you damage a creature with Immolation or your Inquisitorial Hand, you can send a wave of pain through it. The target must succeed on a Constitution saving throw, or fall prone, becoming incapacitated and unable to stand up until the end of your next turn. This only works on living creatures.

Lie Detector

Starting at 6th level, you can see through the lies of investigated creatures. You ignore Charisma (Deception) checks made against you.

In addition, you gain proficiency with Charisma saving throws.

Sanctified Mind

At 13th level, you become particularly resistant to manipulation and mind control. You have advantage on Wisdom (Insight) checks made to detect a lie, and on Wisdom saving throws against spells from the enchantment and illusion schools.

In addition, you can use Stillness of Mind as a reaction to being charmed or frightened.

Eyes of Truth

At 17th level, when you take the Search action, you gain the benefits of truesight up to a range of 30 feet until the end of your turn.

Enlightened Litigator[edit]

These inquisitors are often tasked with finding evil amongst their own ranks, which makes necessary a deeper understanding of divine magic. They are acolytes, initiated in the teachings of their religion, and use spells, specially divination spells, to detect evil and reveal the truth concealed by the veil of deceit employed by their heretical enemies.

Enlightened Litigator Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
When you reach 3rd level, you have been blessed with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the Cleric spell list. You learn an additional Cleric cantrip of your choice at 10th level.
Spell Slots
The Enlightened Litigator 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 three 1st-level Cleric spells of your choice. The Spells Known column of the Enlightened Litigator spellcasting table shows when you learn more Cleric spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the Cleric spells you know with another spell of your choice from the Cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for the Cleric spells, since you gain this power through devotion and faith. You use your Wisdom whenever a spell refers to his spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Cleric 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
Domain Spells

Also at 3rd level, choose one of the Divine Domains available to the Cleric, from the following list: Light, Order or War. You gain the domain spells from that domain. The spells from the chosen domain are considered known spells for you, so long as they are of a level you can cast, but they don't count against the number of Cleric spells you know.

You don't gain any other feature related to that domain.

Divine Flames

Starting at 6th level, the flames of your Immolation can't be extinguished while you are concentrating on a spell. The flames still put out when minute passes.

Truth Revealer

At 13th level, you are master at using your magic to reveal the truth. You no longer need to use somatic, material or verbal components to cast spells from the Divination school.

In addition, when you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 4th level.

Minor Miracle

At 17th level, you can ask for a smaller intervention from your god. You can cast any spell of 4th-level or lower as an Action, without spending a spell slot.

The spell cast may be from any spell list, and don't require spell slots to be cast. Once you use this feature, you can't do it again until you finish a long rest.

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