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The Inquisitor

In a land of corruption, none are truly innocent.


The Inquisitor
Level Proficiency Bonus Features Cantrips Known Prepared Spells 1st 2nd 3rd 4th 5th
1st +2 Inquisitorial Order, Judgement (one use) — — — — — — —
2nd +2 Spellcasting 1 2 2 — — — —
3rd +2 Order Feature 1 3 3 — — — —
4th +2 Ability Score Improvement 1 3 3 — — — —
5th +3 Extra Attack 1 4 4 2 — — —
6th +3 Order Feature 1 4 4 2 — — —
7th +3 — 2 5 4 3 — — —
8th +3 Ability Score Improvement 2 5 4 3 — — —
9th +4 Judgement (two uses) 2 6 4 3 2 — —
10th +4 Order Feature 2 6 4 3 2 — —
11th +4 Cunning Initiative 2 7 4 3 3 — —
12th +4 Ability Score Improvement 2 7 4 3 3 — —
13th +5 ─ 2 8 4 3 3 1 —
14th +5 Expert Interrogator 3 8 4 3 3 1 —
15th +5 Order Feature 3 9 4 3 3 2 —
16th +5 Ability Score Improvement 3 9 4 3 3 2 —
17th +6 Judgement (three uses) 3 10 4 3 3 3 1
18th +6 Order Feature 3 10 4 3 3 3 1
19th +6 Ability Score Improvement 3 11 4 3 3 3 2
20th +6 Final Judgement 3 11 4 3 3 3 2

Quick Build Equipment


You can make an inquisitor quickly by following these You start with the following equipment, in addition to the
suggestions. First, make Wisdom your highest ability score. equipment granted by your background:
Second, depending on what fighting style you want to use, (a) a longsword, (b) a rapier, (c) a shortsword, (d) a
choose either Strength or Dexterity. Third, choose the acolyte warhammer or (e) any simple melee weapon
background. (a) a hand crossbow and 20 bolts or (b) a light crossbow
and 20 bolts
Class Features (a) leather armour, (b) scale mail or (c) chain mail (if
proficient)
As an inquisitor, you gain the following class features (a) a dungeoneer's pack or (b) a scholar's pack
Holy symbol, inquisitorial seal of office and a dagger
Hit Points
Hit Dice: 1d8 per inquisitor level Alternatively, you could begin with a starting wealth of 5d4 x
Hit Points at 1st Level: 8 + your Constitution modifier 10gp and purchase starting items of your choice.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per inquisitor level after 1st Inquisitorial Order
Proficiencies Pick from one of three orders, each of which focuses on
Armor: Light armor, medium armor hunting one particular type of foe and gives you features at
Weapons: Simple weapons, hand crossbows, rapiers, 1st, 3rd, 6th, 10th, 15th and 18th levels.
longswords, shortswords, warhammers
Tools: None Judgement
Saving Throws: Strength, Wisdom Starting at 1st level, you can pronounce judgement upon your
Skills: Choose two from Arcana, Athletics, History, Insight, foes as a bonus action. Starting when the judgement is made,
Intimidation, Investigation, Nature, Perception, Religion, you receive a bonus or special ability based on the type of
and Survival judgement.

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Class by Michael Williams
Once activated this ability lasts for 1 minute, after which all of Great Weapon Fighting
the bonuses immediately end; if you activate a different When you roll a 1 or 2 on a damage die for an attack you
judgement whilst one is already active the bonuses from the make with a melee weapon that you are wielding with two
first judgement end. hands, you can reroll the die and must use the new roll, even
At 1st level you gain one use of this feature, at 9th level you if the new roll is a 1 or a 2. The weapon must have the two-
can use this feature twice and three times at 17th level. You handed or versatile property for you to gain this benefit.
regain all expended uses when you finish a long rest.
When you use this ability, you must select one type of Two-Weapon Fighting
judgement to make: When you engage in two-weapon fighting, you can add your
Destruction. You are filled with divine wrath, gaining a +1 ability modifier to the damage of the second attack.
bonus on all weapon damage rolls. This bonus increases to
+2 at 9th level and to +3 at 17th level. Spellcasting
Healing. You are surrounded by a healing light, causing
you to heal 2 hitpoints at the start of each of your turns as An event in your past, or in the life of a parent or ancestor, left
long as you have at least 1 hit point and are not unconscious. an indelible mark on you, infusing you with arcane magic.
The amount of healing increases to 4 hit points at 9th level This font of magic, with careful meditation and practice, fuels
and 6 hit points at 17th level. your spells.
Justice. This judgement spurs you to seek justice, granting
a +1 bonus on all weapon attack rolls. This bonus increases Cantrips
to +2 at 9th level and to +3 at 17th level. At 2nd level, you know one cantrip of your choice from the
Piercing. This judgement gives you great focus and makes inquisitor spell list. You learn additional inquisitor cantrips of
your spells more potent. You gain a +1 bonus on your choice at higher levels, as shown in the Cantrips Known
concentration checks and on spell attack rolls. This bonus column of the Inquisitor table.
increases to +2 at 9th level and to +3 at 17th level. At 9th level
whilst this judgement is active, creatures have disadvantage Preparing and Casting Spells
on saving throws against your spells. The Inquisitor table shows how many spell slots you have to
Protection. You are surrounded by a protective aura, cast your spells of 1st level and higher. To cast one of these
granting a +1 bonus to your Armor Class. At 9th level, this inquisitor spells, you must expend a slot of the spell’s level or
bonus is increased to +2. higher. You regain all expended spell slots when you finish a
Purity. You are protected from the vile taint of your foes, long rest.
gaining a +1 bonus on all saving throws. This bonus You prepare the list of inquisitor spells that are available
increases to +2 at 9th level and to +3 at 17th level. for you to cast, choosing from the inquisitor spell list. When
Resiliency. This judgement makes you feel more resilient, you do so, choose a number of inquisitor spells equal to the
gaining 1d8 + your Wisdom modifier in temporary hitpoints. Prepared Spells column of the Inquisitor table. The spells
At 9th level, you gain double the temporary hitpoints you roll. must be of a level for which you have spell slots. For example,
Resistance. You are shielded by a flickering aura, gaining if you know the 1st-level spell shield and have a 1st-level and
resistance against one of the following types of damage: acid, a 2nd-level spell slot available, you can cast shield using
cold, fire, lightning, poison, or thunder. At 9th level if you either slot.
already have resistance to the type you choose you gain You can change your list of prepared spells when you finish
immunity instead. a long rest. Preparing a new list of inquisitor spells requires
Smiting. This judgement bathes your weapons in a divine time spent in practice and meditation: at least 1 minute per
light. Your weapons count as magic for the purposes of spell level for each spell on your list.
resistances and immunities. At 9th level your weapon also
treats immunity as resistance whilst the judgement is active. Spellcasting Ability
Wisdom is your spellcasting ability for your inquisitor spells,
Fighting Style since the power of your magic relies on your ability to project
At 2nd level you adopt a particular style of fighting as your your will into the world. You use your Wisdom whenever a
specialty. Choose one of the following options. You can’t take spell refers to your spellcasting ability. In addition, you use
a Fighting Style option more than once, even if you later get your Wisdom modifier when setting the saving throw DC for
to choose again. a inquisitor spell you cast and when making an attack roll
with one.
Archery Spell save DC = 8 + your proficiency bonus +
You gain a +2 bonus to attack rolls you make with ranged your Wisdom modifier
weapons. Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Dueling
When you are wielding a melee weapon in one hand and no Spellcasting Focus
other weapons, you gain a +2 bonus to damage rolls with that You can use your inquisitorial symbol of office and/or your
weapon. holy symbol as a spellcasting focus for your inquisitor spells.

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Class by Michael Williams
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and Optional Feature: Retinue
19th level, you can increase one ability score of your choice If your DM allows it, starting at 1st level you may
by 2, or you can increase two ability scores of your choice by employ a small retinue of followers.
1. As normal, you can’t increase an ability score above 20 Choose from the following list (duplicates
using this feature. allowed): Acolyte, Commoner, Druid, Guard,
Knight, Noble, Priest, Scout, Spy, Thug, Tribal
Extra Attack Warrior, and Veteran. You can only make choices
up to the maximum CR/limit for your level.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Inquisitor Level Follower Limit Maximum CR
1st 1 ½ or lower
Cunning Initiative 9th 2 1 or lower
At 11th level using your wits and experience with battle, you 13th 3 2 or lower
can add your Wisdom modifier to your initiative rolls in
addition to your Dexterity modifier. 17th 4 3 or lower

Expert Interrogator Each follower has a salary of 10gp x CR a day


(minimum 1gp) and they are controlled by the DM,
At 14th level your formidable reputation precedes you and but follow your orders as long as they're not
next to no one can withstand your scrutiny. outright suicidal.
You gain proficiency in Insight, Intimidation and The method by which you hire your retinue will
Investigation skills; if you are already proficient then your be determined by your DM. They could be with you
proficiency bonus is doubled for any ability check you make. from the start, hired via a recruitment notice, hired
from NPCs you meet in your travels or however
Final Judgement else your DM sees fit.
At 20th level you can, as an action, present your holy symbol
and speak a final judgement upon a foe. Choose one creature
within 15 feet of you, the creature must make a Constitution Forceful Smite
saving throw against your spell save DC. If it fails, it is Starting when you join this order, you’re able to strike your
reduced to 0 hit points. If it succeeds, it takes 10d10 psychic weapons against your sworn foes with especially malicious
damage. force.
You regain the use of this feature once you have finished a Whenever you hit a celestial, fey or fiend with a weapon
long rest. that you’re proficient with and deal damage, you deal an
additional amount of force damage based on your level in this
class; your attacks deal 1d4 force damage at 1st level, 2d4 at
Inquisitorial Orders 10th level, and 3d4 at 18th level.
Order of the Daemon Hunters
Aegis Ward
An order of inquisitors dedicated to hunting errant Starting at 3rd level you learn to protect yourself from the
"daemons", their collective term for celestials, fey, and fiends, insidious attacks of your foes. You gain a number of uses of
the members of this order track down and slay any such this feature equal to your Wisdom modifier (minimum of 1)
daemon that dabbles maliciously in mortal affairs. and can expend 1 use to gain advantage on a saving throw
At each indicated inquisitor level, add the listed spells to you are required to make. You regain all expended uses of
your spells prepared. this feature after finishing a long rest.
Daemon Hunter Order Spells
Grimoire of True Names
Inquisitor
Level Spells
At 6th level you gain access to a Grimoire of True Names, a
book containing the collected true names of each celestial, fey
2nd bless, ceremony, sacred flame, word of and fiend encountered by daemon hunting inquisitors.
radiance As an action you may choose a single celestial, fey, or fiend
5th blur, nystul's magic aura you can see and that is within earshot and speak aloud their
9th beacon of hope, crusader's mantle
true name. Make an Intelligence (History) check with a DC
equal to 13 or the creature's CR (which ever is higher), on a
13th aura of life, shadow of moil successful roll the chosen creature takes 8d8 necrotic or
17th dispel evil and good, wall of light radiant damage (your choice).
You have advantage on the history check if you have used
Bonus Proficiencies
this creature's true name before. You gain a number of uses
At 1st level, you gain proficiency with all martial weapons, of this feature equal to your Wisdom modifier (minimum of
shields, and heavy armor. 1), and you regain all expended uses of this feature after
finishing a long rest.

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Class by Michael Williams
Baneful Aura Piercing Gaze
Starting at 10th level your presence has become a bane to Starting at 3rd level few can withstand your scrutiny for long,
your foes, all celestials, fey, and fiends within 15 feet of you you gain advantage on checks to see invisible creatures and
have disadvantage on all saving throws. to determine illusions.
Additionally you can choose a number of creatures in
range that aren't celestials, fey, or fiends up to your Wisdom Psychic Backlash
modifier (minimum of 1), the chosen creatures must succeed Beginning at 6th level your magic disruption sends a surge of
a Wisdom save against your spell save DC or have energy back into the caster's mind.
disadvantage on all saving throws whilst within 15 feet of When you successfully use your spell disruption feature to
you. On a success the creature is immune to your baneful stop a spell the creature takes a number of d8 equal to the
aura for 24 hours. spell's level in psychic damage; on an unsuccessful roll the
Once you've used your aura in this way, you must finish a creature takes half as much psychic damage (rounded down).
long rest before you can use it in this way again.
Magic Absorption
Strike True At 10th level you have built up a bulwark against foul sorcery;
At 15th level you've fought your foes for so long you can you have resistance to damage from spells.
predict their defence and break through it with an ease born
of experience. You can use your bonus action to gain Oculum Arcanis
advantage on attacks against celestials, fey and fiends. At 15th level you gain access to an oculum arcanis, a mystic
seeing device. When you make your first attack roll against a
Unfaltering Determination creature who can cast spells within 30 feet of you on your
At 18th level none can stand against your will, none can turn, you do so with advantage.
cause you to falter and none can twist you to their schemes. Additionally you may use your oculum arcanis to gain 30
You become immune to being charmed, frightened and feet of true sight for 1 hour; if you do so, you no longer have
stunned. advantage on your attacks against spellcasting creatures until
you finish a long rest.
Order of the Witch Hunters
The bane of mages across the land, this order of inquisitors Hexagrammic Wards
hunts down and slays rogue spellcasters; using their esoteric At 18th level you learn how to cast powerful wards that can
abilities to shrug off magic with disturbing ease. shield you or your allies from harm. As a action you may
At each indicated inquisitor level, add the listed spells to choose one creature you can see within 15 feet of you (which
your spells prepared. may include yourself), that creature gains immunity to
damage from magical weapon attacks and damage from
Witch Hunter Order Spells spells until the end of your next turn.
Inquisitor You can use this feature a number of times equal to your
Level Spells Wisdom modifier (minimum of 1), and you regain all
expended uses when you finish a long rest.
2nd absorb elements, control flames, create
bonfire, detect magic
Order of the Xeno Hunters
5th warding wind, web
Expert hunters adept at tracking and taking down all manner
9th dispel magic, hypnotic pattern of foul and warped creatures, the inquisitors of this order are
13th aura of purity, otiluke's resilient sphere invaluable when fighting beastly threats.
17th immolation, synaptic static
At each indicated inquisitor level, add the listed spells to
your spells prepared.
Spell Disruption Xeno Hunter Order Spells
When you join this order you learn how to counteract the foul Inquisitor
machinations of rogue spellcasters. As a reaction to a Level Spells
creature casting a spell within 30 feet of you, you can attempt 2nd detect poison and disease, gust, hunter's
to stop the spell from being cast. mark, shape water
You declare a spell slot level and roll a Wisdom check
against the spellcaster's spell save DC. On a successful roll 5th earthbind, locate animals or plants
the spell is stopped, but on a failure the spell continues and 9th elemental weapon, major image
your spell slot is still used. The disruption fails automatically 13th dominate beast, polymorph
if the slot you choose is a lower level than the one used to
cast the spell. You may attempt to dispel cantrips without 17th commune with nature, hold monster
expending a spell slot.
At 10th level the range for this ability increases to 45 feet
and it increases again to 60 feet at 18th level.

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Class by Michael Williams
Preferred Prey Order of the Grave Wardens
Beginning at 1st level, you have significant experience Inquisitors of this order, as the name may suggest, preserve
studying, tracking, hunting, and even talking to a certain type the sanctity of life by rooting out and destroying the creatures
of enemy. of the undead; from the lowliest vampire to the most ancient
Choose a type of preferred prey: aberrations, beasts, lich, none escape their watch.
dragons, elementals, giants, monstrosities, oozes or plants. At each indicated inquisitor level, add the listed spells to
Alternatively, you can select two races of humanoid (such as your spells prepared.
gnolls and orcs) as preferred prey.
You have advantage on Wisdom (Survival) checks to track Grave Warden Order Spells
your preferred prey, as well as on Intelligence checks to recall Inquisitor
information about them. Level Spells

Know Your Quarry 2nd ceremony, chill touch, create or destroy water,
green-flame blade
At 3rd level you can use your bonus action to make a DC 10
Nature check to recall information about a creature type you 5th aid, gentle repose
chose in your preferred prey feature, gaining advantage on 9th revivify, spirit shroud
saving throws against their weapon and spell attacks for 1
minute. 13th aura of life, death ward
17th dispel evil and good, hallow
Pinning Strike
Starting at 6th level you learn how to efficiently trap your Tools of the Trade
prey, holding them in place for you to strike. Using your When you join this order you learn how to arm yourself to
action, choose a large or smaller creature up to 60 feet away better fight the creatures of the undead. You gain proficiency
from you and make a melee attack roll if you're within range with heavy crossbows, as well as woodcarver's tools and may
or a ranged attack if the creature is within your weapon's spend 1 hour using the tools with a small supply of wood to
short range. craft a wooden stake.
On a hit the creature must succeed a Strength saving A wooden stake is a simple melee weapon with the light
throw with a DC of 8 + your proficiency bonus + your attack's and thrown (20/60) properties, on a hit it deals 1d4 piercing
ability score modifier or become restrained until the end of damage. It may also be used as ammunition for a crossbow.
your next turn. Additionally you may create holy water by performing a
special ritual. The ritual takes 1 hour to perform, uses 25 gp
Predator's Knowledge worth of powdered silver, and requires you to expend a 1st-
Starting at 10th level you apply your practical experience in level spell slot.
the field to enhance your attacks. You add half your wisdom
modifier (rounded down, minimum of 1) to attack and Spurn Death's Touch
damage rolls against the type of creatures you've chosen for Members of this order are typically chosen from those with
your preferred prey feature. At 15th level you add your full impressive mental fortitude in the face of undeath.
wisdom modifier to attack and damage rolls. At 3rd level whenever you must make a Intelligence,
Additionally you can choose another type of preferred prey Wisdom, or Charisma saving throw against a spell or effect
from the list in that class feature or you can select two races from an undead creature, you gain advantage on the roll.
of humanoids.
Turn Undead
Stamina Siphon Starting at 3rd level as an action, you present your holy
At 15th level you can siphon the stamina of your foes to learn symbol and speak a prayer censuring the undead. Each
their weaknesses. You can use your action to target a undead that can see or hear you within 30 feet of you must
creature within 30 feet of you, the creature must make a make a Wisdom saving throw against your spell save DC. If
Constitution saving throw against your spell save DC. the creature fails its saving throw, it is turned for 1 minute or
On a failed save they suffer 1 level of exhaustion and you until it takes any damage.
gain advantage on attacks against creatures of the same type A turned creature must spend its turns trying to move as
as the one siphoned on your next turn. far away from you as it can, and it can't willingly move to a
You regain the use of this feature once you have finished a space within 30 feet of you. It also can't take reactions. For its
long rest. action, it can use only the Dash action or try to escape from
an effect that prevents it from moving. If there's nowhere to
Veteran of the Long Hunt move, the creature can use the Dodge action.
After so long chasing your quarry, you know just how to break You can use this feature once, and may use it twice at 15th
their guard. At 18th level you gain advantage on attack rolls level. When you finish a short or long rest, you regain your
against the type of creatures you've chosen for your preferred expended uses.
prey feature when you use the know your quarry feature.

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Class by Michael Williams
Mortal Respite
At 6th level you learn sacred rites that can impede an undead
Spell List
assault for a brief time. As an action you present your holy Cantrips Phantasmal Force
symbol and do one of the following: Blade Ward Prescience¹
Booming Blade See Invisibility
Calm the Soul. Choose a number of undead creatures you Silence
can see within 30 feet equal to your Wisdom modifier Dancing Lights
Guidance Suggestion
(minimum of 1). A target must make a Wisdom saving Zone of Truth
throw against your spell save DC and does so with Light
advantage if you or your companions are fighting it. If it Mage Hand 3rd Level
fails the saving throw, it is charmed by you for 1 minute or Mending Arcane Speed¹
until you or your companions do anything harmful to it. Message Bestow Curse
The charmed creature regards you as a friendly Minor Illusion Clairvoyance
acquaintance. When the effect ends, the creature knows it Produce Flame Conjure Barrage
was charmed by you. Resistance Counterspell
Shocking Grasp Daylight
Stillness of the Grave. Choose a number of undead Summon Mageblade¹ Fear
creatures you can see within 30 feet equal to your Wisdom Sword Burst Glyph of Warding
modifier (minimum of 1). A target must succeed on a Thaumaturgy Haste
Wisdom saving throw or be paralyzed for 1 minute and fall Toll the Dead Magic Circle
prone. At the end of each of its turns, a target can make True Strike Nondetection
another Wisdom saving throw. On a success, the paralyzed 1st Level Precognition¹
condition ends on the target. Alarm Protection from Energy
Bane Remove Curse
You regain the use of this feature once you have finished a Cause Fear Sending
long rest. Command Slow
Compelled Duel Speak with Dead
Warden's Vigilance Comprehend Languages Tiny Servant
At 10th level you understand how to efficiently combat Detect Evil and Good Tongues
several varieties of undead, and gain the following benefits: Disguise Self Water Breathing
Expeditious Retreat Water Walk
You are immune to being charmed or frightened by Find Familiar 4th Level
undead creatures. Heroism Arcane Eye
If you reduce a creature with the Undead Fortitude trait to Hex Banishment
0 hit points with a melee attack, ranged attack or a spell, Identify Compulsion
the trait does not function and the creature dies. Illusory Script Confusion
Once per turn when you hit an undead creature that has Perfect Timing¹ Dimension Door
resistance to bludgeoning, piercing, or slashing damage Protection from Evil and Divination
from nonmagical attacks, your attack ignores that Good Fabricate
resistance. Sanctuary Freedom of Movement
Final Death Shield Hallucinatory Terrain
At 15th level you are able to prevent undead from returning Sleep Locate Creature
or new undead being created with your killing blows. Snare Mordenkainen's Faithful
Whenever you reduce a creature to 0 hit points with a Thunderwave Hound
melee attack, ranged attack or a spell, the creature can't Unseen Servant Mordenkainen's Private
become undead by any means short of a wish spell for the 2nd Level Sanctum
next 7 days. Alter Self 5th Level
If the creature is already undead and of CR 15 or lower, it Arcane Lock Animate Objects
is instantly destroyed instead. Augury Circle of Power
Blindness/Deafness Conjure Volley
Positive Energy Burst Continual Flame Contact Other Plane
At 18th level you can emit of a burst of positive energy as an Darkness Dawn
action. Each undead creature within 30 feet of you must Darkvision Dominate Person
make a Dexterity saving throw against your spell save DC; Detect Thoughts Geas
they take 10d6 radiant damage on failed save and half as Enhance Ability Legend Lore
much on a successful one. Find Traps Mislead
You regain the use of this feature once you have finished a Heat Metal Modify Memory
long rest. Hold Person Passwall
Locate Object Scrying
Magic Mouth Seeming
Magic Weapon Skill Empowerment
Mind Spike Telekinesis
Mirror Image Teleportation Circle
¹Available in Advanced Arcaneries Vol.1! Pass Without Trace

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Class by Michael Williams
Inquisitor Multiclassing Additional Works
Should you wish to multiclass with the Inquisitor class, you Hello! Hopefully you've enjoyed what you read here! If you're
must meet prerequisites and you gain proficiencies as interested in checking out other things I've done, here's some
described here. things that may take your fancy:
Inquisitor Multiclassing Prerequisites The Lycanthrope
Ability Score Minimum Proficiencies Gained
All lycanthropes get their curse from somewhere. Were you
Strength 13 or Dexterity Light armour, medium armour,
13, Wisdom 13 simple weapons
born with it, transferred from the blood of your parents?
Were you bitten by another lycanthrope during an adventure
or attack on your home? Did you get cursed by some craven
Changelog mage who sought to punish you? Was it a life you chose to
accept, being granted such power by a deity?
Update - 23/03/2020 That's what this class explores, covering all types of
Moved 2nd cantrip to 7th level to make it less dead. lycanthropy! A strong and very customisable martial class for
Fixed an error in the wording for orders. those who want to walk on the wild side.
Adjusted levelling of Judgements to both balance their Check it out here!
bonuses and make their levelling in line with when you get
more uses for simplicity's sake. The Spellblade
Expert Interrogator moved to 14th level to mitigate the There exists a versatile brand of warriors who combine the
deadness of that level. talents of both casting and combat into one deadly blend of
Adjusted Expert Interrogator to give proficiency (or death and destruction. These are the Spellblades, a rare but
expertise) in all three skills rather than a choice of one of powerful figure certain to be more than a match for most
the three. foes.
Replaced guiding bolt with bless for Daemon Hunter A capable magical and martial class that fans of the
order spells. Eldritch Knight and the Hexblade are sure to love!
Specified minimum uses on lots of features that're based Check it out here!
on your Wisdom modifier.
Updated features from "per long rest" etc to "when you The Oath Daemonicus
finish a long rest".
Grimoire of True Names DC changed to the higher of 13 For some, simply dedicating their souls to the gods is not
or target's CR. enough. Pledging themselves fully they allow daemons to
Baneful Aura now has a limit on uses against non possess their bodies, becoming willing hosts to these
celestials/fey/fiends, also creatures that succeed on the immaterial creatures. To any who can see it, this appears as
save are now immune for 24 hours. two souls occupying one body; as the daemon has its own
The half damage on an unsuccessful Psychic Backlash defining personality, goals and voice in your character's head.
now specifies that it rounds down. In battle, this being comes to dominate your mind and body,
Hexagrammic Wards can now be used a number of times hands turn into rending talons and jaws into slavering, fang-
equal to your Wisdom modifier. filled maws that are twisted beyond reason and reality.
Predator's Knowledge now specifies a minimum for the A Paladin subclass primarily designed for evil aligned
attack/damage bonus. player characters and evil NPCs, and inspired by the
Stamina Siphon now uses your spell save DC. possessed warrior monks of a dark and far flung future this
Multiclassing now requires Strength 13 or Dexterity 13 subclass lets you invite a demon along for the ride; adding a
similar to Paladins. whole new dimension to making an oath.
Check it out here!
Update - 31/12/2020
Changed the cantrip progression to match the Artificer. College of Metal
A strange breed of Bards the members of the college of metal
Update - 24/03/2021 are known for their love of loud music and raucous, near-
Fixed the wording of Final Judgement's recharge. violent parties which often involve a strange form of dance-
Tweaked the wording of Magic Absorption. combat; a style copied by their more enthusiatic fans. Such
Added the Grave Wardens subclass bards are able to strike hard against their foes, be it with
Changed the cantrip progression back but Order spells their weapons or their music, empower their allies and
are now added to your spell list like Cleric Doman/Paladin perform a variety of different styles of their signature musical
Oath spells. genre.
Added Advanced Arcaneries spells to the spell list, A fan of heavy metal? A lover of power chords and killer
included link to the spells too. shreds? No matter the world, where there is music one can
still rock. A martial bard with a twist, the College of Metal
shoots to thrill.
Check it out here!

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Class by Michael Williams

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