Inquirer (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: The class features need to be cleaned up. This class could benefit from some fluff.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


A private detective or someone searching for the answers of a mystery, an Inquirer is someone who searches for answers and solves mysteries.

Creating an Inquirer[edit]

Quick Build

You can make an Inquirer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Inquirer background.

Class Features

As a Inquirer you gain the following class features.

Hit Points

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


Armor: Light Armor
Weapons: Dagger, Light Hammer, Hand Crossbow, Simple Ranged Weapons, Simple Melee Weapons
Tools: Thieves's tools
Saving Throws: Dexterity, Intelligence
Skills: Investigation and choose two from Acrobatics, Athletics, Insight, Perception, Stealth, and Survival


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

  • Leather Armor and Thieve's Tools
  • (a) Shortbow and 20 arrows or (b) Handcrossbow and 20 bolts
  • (a) Two dagger or (b) One simple melee weapon
  • (a) Explorer's Pack or (b) Dungeoneer's Pack

Table: The Inquirer

Level Proficiency
1st +2 Expertise, Thieve's Cant
2nd +2 Skilled Action
3rd +2 Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Expertise (2)
7th +3 Historical Knowledge
8th +3 Ability Score Improvement
9th +4 Archetype Feature
10th +4 Hands on Learning
11th +4 Extra Attack (2), Endurance
12th +4 Ability Score Improvement
13th +5 Archetype Feature
14th +5 Sleeplessness
15th +5 Lay of the Land
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Sleep with One Eye Open
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)


At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools or disguise kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools or disguise kit) to gain this benefit.

Thieves' Cant[edit]

During your inquirer training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Skilled Action[edit]

Starting at 2nd level, your experience with certain skills allows you to do them easily, even in combat. During your turn, you may use your bonus action to make either an Intelligence (Investigation) or a Wisdom (Perception) Check to spot enemy weaknesses or hidden secrets.

Inquirer Archetype[edit]

At 3rd level, you choose an archetype that you emulate in the exercise of your inquirer abilities: Fighter or Alchemist, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level. The number of attacks increases to four when you reach 20th level.

Historical Knowledge[edit]

At 7th level, based on your many years of practice and hard work and determination, you can now recall things from the past more easily. Gain proficiency in History, if you already have proficiency, you gain expertise in this skill.

Hands on Learning[edit]

At 10th level, having traveled to many places all over the world, you can now speak more languages. Choose 2 languages of your choice, you can now speak these two languages, but not read or write them.


At 11th level, from constantly traversing difficult terrains, climbing up and down caverns and into caves, you have trained your body to move more easily. Add 10 to your movespeed. Choose one favoured terrain, and one unfavoured terrain. Your favoured terrain acts the same way as the ranger's (PHB), and you unfavoured terrains works as follows: ▪ You have half movespeed in this terrain ▪ You have disadvantage on Acrobatics & checks that require you to maintain stability or balance ▪ Whenever attempting a long rest, you must make a Wisdom saving throw, DC = your Spell Save DC, if you fail you cannot complete a long rest until you leave this area. If you succeed you complete the rest as normal. ▪ You are unsure of some of the creatures that reside in this environment, and cannot follow tracks through this terrain.


At 14th level, whenever your short or long rest is interrupted, you still gain half the benefits you normally would. For example: ▪ 4 spell slots are missing, on a long rest (normally) 4 would regain, with an interruption, you would regain 2 spell slots. ▪ You would regain 6 hit dice normally, however with interruption you would still regain 3 hit dice. ▪ If you use hit dice to restore HP during a short rest, you would restore half the number you rolled in HP. ▪ You rolled a 12 to restore, instead restore 6.

Lay of the Land[edit]

At 15th level, you can now spend a long rest (you will gain half the benefits, as if you were interrupted) to find the highest peak (within 1500 ft. radius around where you began your long rest) to survey the area around you, and make a Wisdom (Perception) check, DC = 30 - your passive wisdom. If you do this, you gain these benefits and drawbacks: ▪ You cannot get lost while you are within 10 miles (or 16.0934 kilometers) of your camp. ▪ If you succeeded on the Perception check, you can see any caves or buildings that are within 5 miles (8.04672 kilometers) of your location. ▪ If you failed on the Perception check, you don't see any important features (caves, buildings, landmarks, etc.) and must make an Intelligence saving throw in the morning or forget what you saw last night, and lose any benefit you gained from this ability. ▪ Obviously, you only gain half the benefits from the long rest. ▪ You gain one level of exhaustion.

Sleep with One Eye Open[edit]

At 18th level, when (if) your rest is interrupted, you may take a reaction against whatever woke you, if it is within 10 feet. This reaction may include a Charge action, which acts as a sneak (or surprise) attack, unless it is aware that you are there, and/or intentionally woke you up, which gives you advantage on the first attack you make against the target.


You are used to getting in dangerous situations as an Inquirer.

Bonus Proficiency

You gain proficiency with medium armor.

You may choose one of the archetypes below:


Masters of melee, becoming whirlwinds of blades in battle.

Skilled Blade

At 3rd level, you gain proficiency in all melee weapons


At 3rd level, all one-handed weapons that you use are considerered to be finesse and light weapons. You can also add your proficiency bonus a second time to your stealth checks.


At 9th level, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You cannot use surprise attack while using this feature. You can use this feature a number of times a day equal to 1 + your Dexterity modifier (minimum of once).

Surprise Whirlwind

At 13th level you can use surprise attack while using whirlwind. As usual, you can only effect two creatures in this way (three at 20th level). Whirlwind radius is increased to 10 feet of you.

Blade Tornado

At 17th level you can hit creatures multiple times when using whirlwind. When you use whirlwind, you do 2d12 + your Dexterity modifier damage, plus the usual amount of damage dealt by that weapon.


Masters of ranged weapons, picking enemies off from afar.

Skilled Aim

At 3rd level, when you take this archetype, you gain proficiency in all ranged weapons and receive a +1 bonus to all ranged attack rolls

Precise Aim

Also, at 3rd level, you have learned to take your time on the battle field and line up the perfect shot. Once per combat, you may sacrifice your move action to make any attack you make this round, automatically hit. If you are moved, for any reason, during your attack barrage, you lose this ability. You regain all uses of this ability after a long rest. The number of uses of this ability increases to two at 7th level, three at 13th, and four at 20th.


At 9th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You cannot use this attack during a surprise round. You can use this feature a number of times a day equal to 1 + your Dexterity modifier (minimum of once).

Surprise Volley

At 13th level you can use this feature during a surprise attack. Volley gains an increased radius to 15 feet of a point you can see within your weapons range.

Arrow Storm

At 17th level you can hit creatures multiple times when using volley. When you use volley, you do 2d12 + your Dexterity modifier damage, plus the usual amount of damage dealt by that weapon, at the cost of twice the ammunition.

Unarmed master[edit]

Sometimes you find yourself weaponless, but you always have your fists.

Skilled Strike

At 3rd level, you gain proficency with unarmed strikes, in addition your unarmed strikes now deal 1d6 + str mod bludgeoning damage.

Dazing Strike

At 3rd level when you make an unarmed strike against a target you can choose to make it a dazing strike, making it so they have disadvantage to attack rolls for a minute, they can end this effect early if the succeed a a con saving throw DC = 10 + your Proficiency bonus + your strength modifier, you can use dazing strike equal to you strength mod, you regain these after a long rest

Brute Force

At 9th level when you are in a situation that would call for a strength check you can add your con mod to the roll, in addition you are now proficient in intimidation, if you are already proficent then double the proficiency bonus.

steel knuckles

At 13th level you have developed your skills and strenghtened your fists, your unarmed attacks now deal 1d8 + str mod bludgeoning damage, in addition provided you have used your action to make an unarmed attack you can make another as a bonus action.

Legendary Gumshoe

You are legendary amongst other in the same profession as you and word about you and your deeds has been spread, at 17th level when you attempt a charisma check against someone who has heard of your exploits you gain advantage to the check, in addition your insight gains a + 2 and deception checks made against you have disadvantge


You are used to having to make concoctions to help solve crimes. Alchemist are masters of concoctions, potions and reagents, they can make potions faster than other Artificers, and are skilled in enhancing creatures' potential. They have some healing abilities and coupled with the Agent Minion, an effective delivery device for the battlefield.

Bonus Proficiency

You gain proficiency with the Alchemist Kit & Glassblower’s Tools.

Bonus Infusion

You gain 1 additional Infusion with each level. The infusion must be of the type “Consumable”.

Alchemist's Knowledge

At 3rd level, you learn either Acid or Potion of Health, fingerprint powder, and the Potion of¹.. Infusions. At 9th level, you learn fingerprint copier and Potion of².. or the Flashbang Infusion Infusions. At 13th level, you learn DNA solution and Potion of³.. or the Potion of Vitality Infusions. At 17th level, you learn magnifying glass polishing solution and Potion of⁵.. or the Bottled Storm Infusion.

Quick and Unstable Consumables

At 3rd level you are able to spend a bonus action to two of the following Infusions that you know: Acid, Alchemist's Fire, Alchemist's Frost, Holy Water, Holywrath Stone, ICB, Poison, Sympathetic Balm, Phosphorus Stick, Tanglefoot Bag, Thunderstone, or Universal Antidote, for no infusion cost. The Unstable Consumable created degrade into uselessness at end of your turn. The Unstable Consumable may be generated as powerful as if you had spent two points at 6th level, and as powerful as if four point at 14th level. At 9th level, you may pick another from the additional Unstable Consumable list. At 13th level, you add another Unstable Consumable List; which now expands to include: Alchemist's Acid, Greasebomb, and Smokebomb. At 17th level, you add another Unstable Consumable that you've figured out how to quickly craft.

Combine Consumables

At 9th level, when you create a Consumable, you can create a single Consumable out of the effects of two Consumables. If both Consumables require a ranged attack, you resolve the Consumable with a single attack roll. For example, you can spend 2 points on an Acid effect, and 2 point on an Alchemist's Fire effect. On a hit, this Consumable would deal 4d6 + 2 acid damage, and cause the target to begin taking 1d4 fire damage at the start of each of its turns. (Note normally mixing magical potions results in very possible Miscibility Misfires See DMG) At 13th level, you can combine 3 Consumable effects.

Enhanced Consumables

At 13th level, the dice used by your Consumables increases by 1 size (d4 increases to d6, d6 increases to d8, d8 increases to d10, d10 increases to d12, and d12 increases to 2d8).

Healing Infusion

At 17th level, whenever you create a potion, you can also infuse it with one of the following effects: Curative Admixture: The character that drinks the potion heals 1 hit points per Infusion Point spent on the potion. Resistive Formula: The character that drinks the potion gains resistance to acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage until the start of your next turn. Shielding Elixir: The character that drinks the potion gains 1 temporary hit point per Infusion Point it cost.

Doubled Output

At 17th level, you create two of that consumable for the single cost.


Prerequisites. To qualify for multiclassing into the <!-Inquirer-> class, you must meet these prerequisites: Intelligence 13 and Proficiency in Thieves' Tools or Disguise Kit

Proficiencies. When you multiclass into the <!-Inquirer-> class, you gain the following proficiencies: Proficiency in Thieves' Tools and Disguise Kit

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!