Inquisitor, Variant (5e Class)
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The Inquisitors are entrusted with the mission to track down heretics and bring them judgement in the name of the gods. Inquisitors are mostly male but there have been recorded appearances of female Inquisitors through the years. Armed with an unbreakable faith in the gods and the work they do, Inquisitors have become a wellknown and feared order of holy warriors and they show no mercy for their prey. Inquisitors vow an oath, when they seem ready and choose between the Oath of Faith, the Oath of Wrath and the Oath of Salvation.
You can make an Inquisitor quickly by following these suggestions: Strengh should be your highest ability score, followed by Wisdom, if you want to vow the Oath of Wrath. If you want to vow the Oath of Faith or the Oath of Salvation make Wisdom your highest ability, followed by Strengh or Constitution. Then choos the Acolyte Background.
As an inquisitor, you gain the following class features:
As a Inquisitor you gain the following class features.
- Hit Points
Armor: Any armour
Weapons: Lance, Glaive, Trident, simple weapons
Saving Throws: Wisdom, Strength
Skills: Choose 2 from History, Insight, Investigation, Medicine, Persuasion, Intimidation, Nature and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A glaive or (b) A Mace
- (a) Scale Mail or (b) Chain Mail
- (a) A light crossbow and 20 bolts or (b) Any simple weapon
- (a) Explorer’s pack or (b) Priest's Pack
A spell book and a holy symbol
|Features||Cantrips||—Spell Slots per Spell Level—|
|1st||+2||Faith in the divinity||2||2||—||—||—||—||—||—||—||—|
|3rd||+2||Spellcasting, Oath (Archetype Feature)||3||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||4||3||—||—||—||—||—||—||—|
|6th||+3||In gods we trust||3||4||3||3||—||—||—||—||—||—|
|7th||+3||Archetype feature (Oath of Faith, Oath of Salvation)||3||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Scourge of Heresy||3||4||3||3||2||—||—||—||—||—|
|9th||+4||Archetype Feature (Oath of Wrath)||3||4||3||3||3||1||—||—||—||—|
|12th||+4||Ability Score Improvement||4||4||3||3||3||2||1||—||—||—|
|13th||+5||Archetype Feature (Oath of Faith)||4||4||3||3||3||2||1||1||—||—|
|14th||+5||Aura of Redemption, Archetype Feature (Oath of Wrath, Oath of Salvation)||4||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||4||4||3||3||3||2||1||1||1||—|
|18th||+6||Second Chance, Archetype Feature (Oath of Faith)||4||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement, Archetype Feature (Oath of Wrath)||4||4||3||3||3||3||2||1||1||1|
|20th||+6||Archetype Feature (Oath of Salvation)||4||4||3||3||3||3||2||2||1||1|
As a gift for your faith, you can cast cleric spells. To see the restrictions, take a look at the Faith in the divinity feature below.
Faith in the divinity
At 1st level you choose the God you serve. Depending on your choice you gain two cantrips from the Cleric Spells list. In addition you gain up to three 1st level spells from the Cleric Spell list depending on the god you choose. The spells chosen, can’t be changed until you vow an oath at 3rd level. You are not able to learn new spells until you vowed your oath.
Choose to serve one of following gods:
Helm, God of Protection (Learn Guidance and Resistance cantrips from the Cleric Spell list. Also learn Detect Magic, Create or Destroy Water and Command spells from the Cleric Spell list.)
Tempus, God of War (Learn Sacred Flame and Light cantrips from the Cleric Spell list. Also learn Guiding Bolt, Inflict Wounds and Shield of Faith spells from the Cleric Spell list)
Ilmater, God of Endurance (Learn Spare the Dying and Thaumaturgy cantrips from the Cleric Spell list. Also learn Healing Word, Cure Wounds and Sanctuary spells from the Cleric Spell list)
Tyr, God of Justice (Learn Sacred Flame and Guidance cantrips from the Cleric Spell list. Also learn Detect Evil and Good, Detect Magic and Protection from Evil and Good spells from the Cleric Spell list)
After you reached level 3 and vowed your Oath, you are granted full access to the cleric spell list. You are able to cast all the spells and cantrips of the cleric spell list following the same rules as the cleric. The same goes for preparing and unpreparing spells, as well as learning new spells. Exceptions are all the domain spells that the cleric can cast, as well as the Channel Divinity feature. Spells granted by the oath you vow are always prepared and don't count against the number of spells you can prepare each day.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You use a holy symbol (see Adventuring Gear) as a spellcasting focus for your cleric spells.
Oath to the Gods (Archetypes)
Upon reaching the 3rd level, the Inquisitor is ready to vow an oath that will determine the path he follows, similar to the paladin. Every oath must be vowed at a temple. It must not be the temple of the god you serve, but you gain a temporary bonus if you do so. You must stay at the temple for at least 24 hours, pray and speak the words of your oath. Work with your DM to see if there is a temple in the nearby town. In addition you gain special features granted by the oath you vowed.
Choose between the following oaths:
Oath of Faith
Oath of Wrath
Oath of Salvation
Oath of Faith
An Inquisitor that vowed the Oath of Faith, becomes a servant of the gods on earth. Dedicating his life in the name of the gods, he has been granted holy words that are able to reach the hearts of men. You gain proficiency bonus on Persuasion, if you already are proficient in Persuasion, you add half of your proficiency bonus (rounded down) to any abillity check made. If you vow your oath in a temple dedicated to your god, you gain temporary hit points equal to 1d10 + constitution modifier + the Inquisitor level for one week.
Tenets of Faith
Preach: Those who have lost faith must be returned into the arms of the gods.
Defend: Always stand up to those who speak wrong of the gods.
Steel: Never listen to the words of heretics. There is only one truth.
Words of Faith
Upon reaching 3rd level you can bear the words of faith taught to you by your god. As an action you can cast Words of Faith. Any hostile creature within 30 feet that can see and hear you must make a wisdom saving throw or suffer 2d6 radiant damage. Also if they fail the saving throw, they are unable to move until they succeed. On a successful saving throw they take half the damage and their movement is not stopped. A creature becomes immune to the movement effect for 24 hours after a successful throw. Creatures that are deaf or blind are immune. You must finish a short or a long rest before you can use this feature again.
At higher levels: The damage of this spell grows to 4d6 at level 7, 6d6 at level 11 and 8d6 at level 16. You can use this spell 2 times between rests at level 7, 3 times at level 11 and 4 times at level 16.
Side by Side
Upon reaching level 7, your Word of Faith also finds its way to the hearts of your comrades. Every allied creature within 30 feet that can see and hear you deals an extra 1d8 radiant damage to a creature hit by the effects of your Words of Faith. This Effect lasts until your comrade’s attack or until the beginning of your next turn, whichever happens first. You must finish a short or a long rest before you can use this feature again.
At higher levels: The damage of this feature grows to 2d8 at level 14 and to 4d8 at level 20. You can use this feature 2 times between rests at level 14 and 3 times between rests at level 20.
Upon reaching level 13 you gain advantage on history and religion checks for everything that has to do something with gods, the divine or religious background.
Trust in the Multiverse
Upon reaching level 18 you gain advantage on Wisdom saving throws and you become immune to mind control spells and being charmed. Words of Faith now also hits targets that can only hear you. A target must not be seen or see you. The radius and damage for non-seen enemies is halved. If an enemy that you can't see or can't see you succeeds a saving throw, he takes no damage at all.
Oath of Wrath
An Inquisitor that vowed the Oath of Wrath, becomes a judge of the gods on earth. Dedicating his life in the name of the gods, he has been granted a state of trance that allows him to fight fiercely in battle and purge all heretics in his way. You gain proficiency bonus with martial weapons. If you vow your oath in a temple dedicated to your god, you gain a bonus action that allows you to pray while fighting for one week.
Tenets of Wrath
Seek: Wander through the world and seek the nests of heresy.
Purge: Heretics must not be allowed to live. Destroy their bodies and spirits and everything they touch.
Control: Always control your wrath, never let it control you.
Fight: Until the day the gods call you forth to them, you shall fight.
Prayers of War
Upon reaching level 3 you learn the prayers of war. Before every combat, you must take an action to kneel down and pray for the lives you are about to take. The prayer last until the beginning of your next turn. After that you have entered Battle Trance. If you are not able to pray you can fight without the prayers but you have a disadvantage on every attack roll you make. Creatures that attack you during your prayers have an advantage for every attack roll they make.
You enter a state of trance and let your inner wrath guide your hand. You fight as there is no tomorrow and gain an extra attack as a bonus action. The damage caused by your second attack is your weapon damage + strength modifier +2 and the bonus on attack rolls does not apply to the second attack. You stay in Battle Trance as long as the last enemy that you can see is dead or has fled. If you are knocked Unconscious the Battle Trance also ends. You are able to cast spells while in trance, but you have a disadvantage on healing spells and you have a disadvantage for every Dexterity, Wisdom, Charisma or Intelligence saving throw.
At higher levels: The bonus damage of Battle Trance increases at level 14 to +3.
Guided by Wrath
Upon reaching level 9 and if you are wielding a glaive or a lance, you can use an action to hit an enemy in front of you with the non-bladed end of your weapon. The enemy must succeed a strength saving throw or is otherwise knocked Prone (DC = 8 + strength modifier + proficiency bonus). Additionally you can take a bonus action and attack the enemy who is knocked Prone with your weapon immediately. The hit is automatically a critical hit. The critical hit rule does not aply to enemies knocked prone by an ally. A creature that is more than one size larger than you cannot be knocked prone by this ability.
“Forgive them father for they have sinned”
Upon reaching level 14 you gain a proficiency bonus on Intimidation and Insight checks. If you are already proficient in Intimidation and Insight, add half of your proficiency bonus (rounded down) to your ability check. You have also advantage against being charmed or put to sleep with magic.
Upon reaching level 19 you are familiar with the endless abyss that delves within your soul. You are able to draw power from that darkness and become immune to every status effect until the beginning of your next turn. Additionally the disadvantages for Dexterity, Wisdom, Charisma or Intelligent saving throws of Battle Trance are no longer affecting you. You must finish a long rest before you can use this feature again.
Oath of Salvation
An Inquisitor that vowed the Oath of Salvation, becomes a protector of the weak and guide for the Lost. Dedicating his life in the name of the gods, he has been granted a sturdy presence and a holy light that guides everyone that follows him to safety. You gain proficiency bonus with Warhammers, Flails, Mauls, War picks and Shields. If you vow your oath in a temple dedicated to your god, the AC that is given from a Shield is doubled for the course of one week.
Tenets of Salvation
Protect: You are the flame of hope in the darkness of heresy. Always protect those who cannot protect themselves.
Guide: You are the Light at the end of the tunnel. Guide those who follow you to salvation.
Resist: Never let a thought of heresy corrupt your mind. Resist the words of heresy.
Sacrifice: You are the shield that blocks the darkness. You are the living will of the gods. Always be ready to let your mortal body behind you in order to protect the week.
Send by the Gods
Upon reaching level 3 and joining the fight together with your comrades, every allied creature in a radius of 30 feet, centering the Inquisitor, gains advantage on Strength, Constitution and Wisdom saving throws for one minute. This advantage does not apply for the Inquisitor. If you are knocked Unconscious or die the effect imediately ends.
Light of the Savior
Upon reaching level 7 you can make an action and cast this spell sending a prayer to the god you serve to grant you salvation. Every allied creature, in a radius of 30 feet, centering the Inquisitor, is healed by 2d8. The healing does not apply to the Inquisitor. You must take a short or a long rest to use this feature again.
At higher Levels: The effect of this feature grows to 3d8 at level 11 and 4d8 at level 16. You can use this feature 2 times between rests at level 11 and 3 times between rests at level 16.
“Forgive them father for they know not what they do“
Upon reaching level 14 and casting Light of the Savior you can use a bonus action and roll 2d10 to boost the healing effect of Light of the Savior. Since you have asked for forgiveness for the sins of others, the 2d10 roll x 2 is dealt to you as unavoidable and unreducible damage. You must take a long rest to use this feature again.
Upon reaching level 20 you are granted the way to salvation through sacrifice. When you use Light of the Savior you can make a bonus action and roll 4d12 x 2 to boost the healing effect of Light of the Savior. However, the result of the roll will be taken away from your maximum hit points temporarily. The hit points come back when you pray for 24 hours in a temple dedicated to the god you serve. You can use this feature to give a 2d12 roll as permanent hit points to an allied creature that you can touch. This will however reduce your maximum hit points permanently by the same amount you give. You can be killed by this feature. The effects of Second Chance do not apply, when you are killed by Salvation. You must take a long rest to use this feature again
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
In Gods We Trust
Upon reaching level 6 you can put your fate in the hands of the gods. When doing so, you gain advantage on the next saving throw you make. If you still fail the saving throw, you must suffer 2d6 necrotic damage, increasing by 2d6 damage at 12th and 18th levels. You gain re-use of this ability on a long rest.
Scourge of Heresy
Upon reaching level 8 you can make a Wisdom (Perception) throw to determine the deity someone is believing in. The creature you focus on must be a humanoid and intelligent creature. If the creature does not have the same deity as you have, you can mark him as a heretic as long as you fight it. When you attack the heretic your weapon is engulfed with holy energy that deals + 1d8 radiant damage on hit. You cannot mark more than one creature as a heretic at the same time. If you kill the creature you marked, you can transfer the mark of heresy to a hostile creature within 30 feet of your last targed. You must take a short rest before you can use this feature again.
At higher levels: The extra damage you deal with this feature increases to 2d8 at level 15 and 3d8 at level 20.
Upon reaching level 10 you trust your god completely. You believe that his guidance will never fail you. You gain a proficientcy bonus on two of the following Skills: Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception and Survival. This feature does not aply to a Skill you are already proficient with. You also gain advantage against being charmed or controlled such as against the Command spell.
Aura of Redemption
Upon reaching level 14 you can make a wisdom (Perception) throw and sense the presence of holy and unholy things within a 60 foot radius, centering the Inquisitor. In addition you can see if a Paladin or another Inquisitor has broken his oath. This aura reaches behind cover as well.
Upon reaching level 18 you will get a second chance granted by your god. If you suffer damage that would normally kill you, you are able to make a Wisdom saving throw (DC 17). If you succeed the saving throw, your holy Symbol breaks and you survive, but you are still dropped to 0 Hit Points and you must make death saving throws as explained in the PHB. You are not able to cast any spells without holy symbol.
Breaking Your Oath
Inquisitors try to hold onto the oath they vowed. But sometimes the situation calls to choose between evil and a much greater evil. So it may happen, that an Inquisitor beaks his oath given in the face of the gods. Lost. An Inquisitor that breaks his given oath becomes lost in the face of the gods. Other Inquisitors can feel that he has broken his oath and can arrest him and force him to repent in the nearest temple. Normally an Inquisitor asks a Cleric or another Inquisitor for absolution. Or he prays for 3 days and nights, without food or water and ask the gods for forgiveness. On the morning of the 4th day he washes himself in a ritual of confession and purveys his sins with holy water. Then he starts fresh.
If an Inquisitor willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent Inquisitor might be forced to abandon this class and adopt another.
Here is a link to the Inquisitor Lists with all features and spell slots available for this class.