Inquirer (5e Subclass)
Inquirer[edit]
Fighter Subclass
A private detective or someone searching for the answers of a mystery, an Inquirer is someone who searches for answers and solves mysteries. Inquirers rely on intelligence and research to discover crimes, and work to ensure that the criminals pay for their mistakes. They operate mainly in urban settings, where they constantly face the danger on the streets, dealing with violence and corruption, the Inquirer is the cornerstone of any civilized society, maintaining the streets clean and enforcing peace and order.
- Thieves' Cant
Starting at 3rd level, you learn 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.
- Sentinel Eye
At 3rd level, you cannot gain disadvantage on Wisdom (Perception) checks that rely on sight, unless you are blinded.
In addition, you gain proficiency in Investigation and Perception, and add twice your proficiency bonus in these skills.
- Analytical Eye
Starting at 3rd level, you can take the Search action as a bonus action. In addition, you can take the Search action to make an Intelligence (Investigation) check, contested by the target's Charisma (Deception). If you win, you gain a bonus equal to 1d4 to your damage rolls against the analyzed target. This damage die increases to 1d6 at 7th level and 1d8 at 15th level.
This benefit lasts for 1 minute, until the target is reduced to 0 hit points or until you use it on a new target.
- Lie Detector
Starting at 7th level, you can see trough the lies of investigated creatures. You ignore Charisma (Deception) checks made against you, and have advantage on saving throws to avoid the charmed condition.
- Deductive Logic
At 10th level, you can try to logic to deduct and piece together evidences to solve a mystery. You can spend 1 minute concentrating on a specific topic. You can make three questions to your DM, that can be answered with a yes or no, and make a Intelligence (Investigation) check with a DC of 15. The DM must truthfully answer those questions on a success. On a failed attempt, you suffer 1 level of exhaustion. On a failure or a success, the DC increases by 5 after whenever you use this feature. The DC resets to 10 after a long rest.
Once you use this feature, you can't use it again until you finish a long rest.
- Sharp Instincts
At 15th level, you add your Wisdom modifier to your Dexterity checks. In addition, creatures hidden from you can't gain advantage on attacks made against you if you aren't incapacitated.
- Sleeplessness
At 18th level, you reduce the amount of sleep needed to benefit from a long rest by half, needing to only sleep 4 hours to get those benefits. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
In addition, you can complete a short rest after 10 minutes of rest, instead of 1 hour. Once you take this short rest, you can't do it again until you complete a regular short rest or a long rest.
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