Inquisitor (5e Subclass)
Inquisitor[edit]
Kill the mutant, burn the heretic, purge the unclean. |
Rogue Subclass
Inquisitors are master hunters of all people magical. Some fight for a fanatical god, some fight for an oppressive government, and some fight for revenge. Regardless, inquisitors are the feared hunters and huntresses of mages. They comb the land looking for their enemies, specializing in bringing them down for the sake of god, king, gold, or self. Striking from the shadows and vanishing without a trace these quick, charismatic rogues are unwavering in their devotion to the cause.
- Inquisitorial Training
When you choose this subclass at 3rd level, you become proficient in your choice of two of the following skills: Arcana, History, Investigation, or Religion.
- Mage Hunter
At 3rd level you begin to dedicate your life to the hunting of magic users. When you choose this subclass you gain the following benefits:
- Disruption: When a creature casts a spell within range of a weapon you wield, you can use your reaction to immediately make an attack against it. If the attack hits, it deals damage as normal, and you can interrupt the casting of that spell (negating the spell and wasting their spell slot). You must complete a short or long rest before you can use this feature again. You can negate spells this way as you gain levels in this class: Twice between rests at 9th level, three times between rests at 13th level, and four times between rests at 17th level.
- Mark Weakness: You can use an action to study a creature you can see, and make an Intelligence Arcana, an Intelligence History, or an Intelligence Religion ability check (as appropriate to the target) contested against the creature's Charisma Deception ability check. If you succeed, the target is Marked, and you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, and even if you are not using a weapon with the finesse property, and even if you have disadvantage on the roll. This benefit lasts for 1 minute or until you target another creature with this ability. If you fail, or when the Mark ends on that creature, it is immune to this feature for 1 hour.
- Spell Dampening
As you refine your hunting technique you gain the following benefits at 9th level:
- Ardent Fortitude: You have advantage on all saving throws against magic.
- Iron Mind: You are immune to being charmed or frightened by magical means.
- Veteran Hunter
As you become more experienced, you learn the skills necessary to fight magic users and come out alive. At 13th level you gain the following benefits:
- Piercing Gaze: A Marked target gains no benefit from you being unable to see it, and you know where it is unless it's hidden.
- Sever Weakness: When you hit a Marked target with a weapon attack, you can use a bonus action to hit its weakest point, scoring an automatic critical hit, tripling, instead of doubling the damage dice, and ending the Mark on the creature. You must complete a long rest before you can do this again. At 17th level, you can sever weakness an additional time between long rests.
- Master Inquisitor
At 17th level, you have become a master inquisitor. You now know how to defeat even the most dangerous of magic users. You gain the following benefits:
- Zealous Focus: If you see a creature cast a spell or use magic, you can immediately Mark it without requiring an action or an ability check. Your Sneak Attack damage dice increase to d8's when you use your Sneak Attack on a Marked target.
- Negation: You learn the spell Antimagic Field, you can cast it once without requiring a spell slot, or components. You can do so again when you finish a long rest.
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