Path of the Inquisition (5e Subclass)

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Path of the Inquisition[edit]

Barbarian Subclass

There are many heretics in this world. Some may say too many. Path of the Inquisition barbarians, sometimes simply called “inquisitors” or “crusaders”, serve as divine reckoning for their god or gods. They often work with clerics or rangers to hunt down and destroy those who consort with undesirable forces. Unlike their Zealot kinsmen who generally champion their gods’ causes, Inquisitors’ specific purpose is to wreak holy ruination on any who oppose them.


Sacred Champion

3rd-Level Path of the Inquisition feature

At 3rd level, you are granted a mystical sixth sense for tracking down supernatural threats to your world. You can cast detect evil and good twice per long rest, and the range of your spell reaches out to 60 feet. Constitution is your spellcasting ability for this spell. While you are raging, you are under the effects of the protection from evil and good spell. At 10th level the effects of protection from evil and good are always active.

In addition, you learn to speak one of the following languages of your choice: Celestial, Abyssal, Infernal, or Primordial.


Inquisitor’s Smite

3rd-Level Path of the Inquisition feature

Also at 3rd level, you are more efficient at striking down heathens and their patrons alike. Once per turn, when you hit a creature with a melee weapon attack while you are raging, you can roll a number of d6s equal to your proficiency bonus. You deal that amount of psychic damage to the target. If the creature is a fiend or undead, or if they are commanding a fiend or undead, you roll an additional damage die.

You can use this feature a number of times equal to your rage and regain all uses when you complete a long rest.


Render Vengeance

6th-Level Path of the Inquisition feature

At 6th level, you foredoom those who would stand in your way. When you deal damage to a creature with your Inquisitor’s Smite, you can force them to make a Wisdom saving throw. The DC is 8 + your proficiency bonus + your Constitution modifier. On a failure, the creature is frightened of you for 1 minute. While frightened in this manner, its movement speed is reduced by half. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. When you reach 14th level, this feature negates advantage on saving throws against being frightened, and if a creature is immune to the frightened condition, they instead roll this save at advantage.

In addition, if a creature you can see critically fails on an attack roll against you or if they force you to make a saving throw and you roll a 20 on the die, the favor of the gods turns against them. The creature is paralyzed until the start of their next turn, as they are overcome by pure awe.


Hedge of Protection

10th-Level Path of the Inquisition feature

At 10th level, the gods have noticed your fervor and bless you with a divine safeguard. When you are subject to a saving throw against a spell or other magical effect, you can choose to use your Constitution save modifier instead of the required ability score.

You can use this feature a number of times up to your Constitution modifier, and you regain all uses on a long rest.


Inquisitor’s Intuition

10th-Level Path of the Inquisition feature

Also at 10th level, whenever you make a Wisdom (Insight) check to determine if a creature is lying or hiding something from you, you treat any roll of 9 or lower as a 10.


Gods from the Machine

14th-Level Path of the Inquisition feature

At 14th level, when things seem their most dire, you can call upon the divines you’ve served most faithfully to assist you directly. As an Action, you can make a Wisdom check and add your Barbarian level. If the result is less than your current hit points, the effect fails, and you cannot use this feature again until you complete a long rest. If the result is equal to or greater than your current hit points, the gods intervene. Choose one of the following effects:

  • Unstoppable. The DC for your Relentless Rage resets to 10 and does not increase for the next 2d4 rounds.
  • Final Strike. You automatically move up to your movement speed and make an attack at advantage against a creature within range. If you hit, it counts as a critical, and you can use your Inquisitor’s Smite even if you don’t have a use left. You add twice your Barbarian level to the damage.
  • Escape. You cast teleport to a location you are very familiar with, as per the rules of the spell. Your DM rolls the d100 twice and takes the higher roll.
  • Rally. You and each creature you choose within 60 ft of you regain a number of hit points equal to the Wisdom check + Barbarian level you rolled to activate this feature.


If this feature is successful, you cannot use it again for another 2d4 days.


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