Inquisitor Conclave (5e Subclass)
From D&D Wiki
Note: This subclass is intended for use with the Revised Ranger, available here. Some changes may be necessary to adapt it for use with the original ranger found in the Player's Handbook.
Inquisitor Conclave[edit]
The Inquisitor Conclave is a ranger conclave available at 3rd level.
For some, hunting is a sport, a simple wilderness pleasure. For others, a necessary action taken to defend the helpless from evil, or nature's fragile riches from the rapacity and carelessness of the greedy. For rangers of the Inquisitor Conclave, however, it is a sacrament. These rangers serve their churches and deities as master woodsmen and trackers, whether to deliver messages through the dangerous wilderness, to hunt down those who have wronged their faith, or simply to slay the enemies of their gods. To this end, they learn to commune with the sacred and the profane along with the natural.
- Inquisitor's Smite
At 3rd level, you gain the ability to channel some of your magical energy into judgement on your divine master's enemies. When you hit a creature with a 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 one of your Favored Enemies.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Applied Knowledge
At 7th level, you're always considered proficient when making Ability Score checks to question, interrogate, or otherwise acquire information from one of your Favored Enemies.
- Aura of Guidance
At 7th level, you can aid others by calling on your god to help them through the wilderness. You may use your reaction to grant every friendly creature within 30 ft. of you the benefits of your Natural Explorer class feature for one hour. Once you've used this power, you can't use it again until you've completed a long rest.
- Inquisition
At 11th level, you may cast the zone of truth spell at-will, without expending a spell slot. If a creature affected by the spell cast by this ability succeeds on its saving throw, you may choose to treat that creature as though it were one of your Greater Favored Enemies. (That specific creature, not every creature of its type.) If you use this ability to treat a another creature as one of your Greater Favored Enemies, you lose the benefit of this feature on the first enemy.
- Judgement
At 15th level, you may spend a bonus action to immediately treat one creature type as though it were your Favored Enemy or Greater Favored Enemy for one hour. You do not gain the ability to speak their language, but gain all other benefits of this class feature. Once you use this ability, you can't use it again until you complete a short or a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses