Inquisitor, 2nd Variant (5e Class)
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The Will of God
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
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.
As a Inquisitors you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Dexterity, Wisdom
Skills: Religion and choose any two from Athletics, Acrobatics, Deception, Insight, Investigation, Perception, Stealth and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) two simple weapons
- (a) scale mail armor or (b) studded leather armor
- an explorer’s pack
- a holy symbol and a shield
- If you are using starting wealth, you have 3d4 x 10 gp. in funds.
|Features||—Spell Slots per Spell Level—|
|1st||+2||The Hunters of The Unkown,The Blood of Christ||—||—||—||—||—|
|2nd||+2||Fighting Style, Divine Flames||2||—||—||—||—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|6th||+3||Flames of Submission ,Brand of Heretics,The Blood of Christ||4||2||—||—||—|
|8th||+3||Ability Score Improvement||4||3||—||—||—|
|12th||+4||Ability Score Improvement||4||3||3||—||—|
|13th||+5||Judgement of god,The Blood of Christ||4||3||3||1||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|17th||+6||The Blood of Christ||4||3||3||3||1|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
The Hunters of The Unkown
Beginning at 1st level, you can use the information gathered during your arduous training to track and kill profane beings. You have advantage on all you Wisdom (Survival) checks made to track and find fiends, undead, fey and aberrations.
In addition, whenever you encounter a creature from one of these types, you can use your bonus action to recall information about it. Make a Intelligence (Religion) check against 10 + the creature's CR. On a success, you can learn one of the following informations:
- The creature's AC.
- The creature's hit point maximum.
- One of the creature's resistance or immunity to damage.
- One of the creature's immunities to conditions.
- One of the actions described in the creature's statblock.
After learning one of these information or after a failed check, you can try again. For each new use of this feature, the DC increases by 5. The DC resets to 10 + the creature's DC after a short or a long rest.
The Blood of Christ
At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.
When you use your Blood Of christ, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.
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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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 non-rite 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.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of radiance or fire that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.
In addition, you can, at will, generate these flames with your touch. As an action, you can touch a creature by making a melee spell attack. On a hit, you deal damage equal to 1d4 + your Wisdom modifier.
At 3rd level, you devote your life to a particular order, that molds your style of combat and conduct as a hunter. Choose ,or , all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.
Spellcasting By 3nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Wisdom modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability Wisdom is your spellcasting ability for your paladin spells since their power derives from the strength of your convictions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a paladin 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
Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.
Ability Score Improvement
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Flames of Submission
At 6th level, whenever you damage a creature with your Divine Flames feature, you can choose to engulf that creature in divine flames. The immolated creature have disadvantage on Wisdom and concentration checks it makes.
The creature also sheds the same light of your blade ignited in divine flames. While within 30 feet of the target, you can use your bonus action to brighten the fire with radiant energy. When you do this, the creature can't benefit from being invisbile and has disadvantage on all Dexterity (Stealth) checks that rely on sight until the start of your next turn.
When that creature makes an attack against you or against any creature within 30 feet, you can use your reaction to stoke the flames. When you do so, the creature must make a Wisdom saving throw against your spell save DC, or will lose its action due to the severe pain of the burning and take your divine flames damage.
This flames of submission last for 1 hour or until you destroy the creature. Once you use this feature, you can’t use it again until you finish a short or long rest.
Brand of Heretics
At 6th level, whenever you damage a creature with your Divine Flame feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes radience damage equal to your Wisdom modifier (minimum of 1 damage).
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
Once you use this feature, you can’t use it again until you finish a short or long rest.
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity 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.
Starting at 9th level, you have finished your training and pledged alliance to the forces of good in the eternal battle against the evil, being protected by these forces in return. You have advantage on Wisdom saving throws against effects generated by fey, fiends, or undead.
Due to this constant mind shield, you become extremely aware of the presence of evil without it. As an action, you can choose to refuse the blessing, becoming able to sense any of those creatures within 60 feet of you, while you are not unconscious. Once you do this, the bless return after 1 hour of prayer, that can be done as part of a short rest. moreover you gain a bonus to initiative equal to your proficiency bonus.
Upon reaching 10th level, The blood and body of christ suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).
In addition, whenever you fail a saving throw, you can use your reaction to re-roll the save, adding your Wisdom modifier to the result. You must use the new result.
Judgement of god
Starting at 13th level, the Radiance damage from your Brand of Herecey to 4d6+ Wisdom modifier radience damage to that creature for as long as you fight it. (minimum of 2 damage).
In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 radience damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.
When you reach 14th level, you have advantage on saving throws against being charmed and frightened.
At 20th level, you become the absolute champion of your god. Your divine flames are always active, and you can use your Flames of Submission feature without limitations.you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet. You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest.
Watchers of The Undead
The Watchers are Inquisitors that have been indoctrinated shape its method of fighting and general conduct through life to battle against the forces of the undead.
Starting at the 3nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes.
You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).
You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.
Starting at the 11th level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
In God we trust
At 15th level, you've learned how to link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to necrotic damage, and when you cast a spell that deals radiant or fire damage, you add your Wisdom modifier to one radiant or fire damage roll of that spell against one of its targets.
May The Dead walk
Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active Crimson Rite, but don’t die outright, the rite ends and you drop to 1 hit point instead. If you have rites active on multiple weapons, you choose which one ends.