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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 3 2 — — — —
3rd +2 Order Feature 1 3 3 — — — —
4th +2 Ability Score Improvement 1 4 3 — — — —
5th +3 Extra Attack 1 4 4 2 — — —
6th +3 Order Feature 1 5 4 2 — — —
7th +3 — 2 5 4 3 — — —
8th +3 Ability Score Improvement 2 6 4 3 — — —
9th +4 Judgement (two uses) 2 6 4 3 2 — —
10th +4 Order Feature 2 7 4 3 2 — —
11th +4 Cunning Initiative 2 7 4 3 3 — —
12th +4 Ability Score Improvement 2 8 4 3 3 — —
13th +5 ─ 3 8 4 3 3 1 —
14th +5 Expert Interrogator 3 9 4 3 3 1 —
15th +5 Order Feature 3 9 4 3 3 2 —
16th +5 Ability Score Improvement 3 10 4 3 3 2 —
17th +6 Judgement (three uses) 3 10 4 3 3 3 1
18th +6 Order Feature 3 11 4 3 3 3 1
19th +6 Ability Score Improvement 3 11 4 3 3 3 2
20th +6 Final Judgement 3 12 4 3 3 3 2

Quick Build (a) a rapier, (b) a longsword, (c) a warhammer, (d) a


You can make an inquisitor quickly by following these shortsword or (e) any simple melee weapon
suggestions. First, make Wisdom your highest ability score. (a) a hand crossbow with 20 bolts or (b) a light
Second, depending on what fighting style you want to use, crossbow with 20 bolts
choose either Strength or Dexterity. Third, choose the (a) leather armour or (b) scale mail or (c) chain mail (if
acolyte background. proficient)
(a) a dungeoneer's pack or (b) a scholar's pack
Holy symbol, seal of office and a dagger
Class Features If you're using starting wealth, you have 5d4x10gp
As an inquisitor, you gain the following class features
Hit Points
Inquisitorial Order
Hit Dice: 1d8 per inquisitor level Pick from one of three orders, each of which gives you
Hit Points at 1st Level: 8 + your Constitution modifier features at 1st, 3rd, 7th, 10th, 15th and 18th levels.
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per inquisitor level after 1st Judgement
Proficiencies Starting at 1st level, you can pronounce judgement upon
Armor: Light armor, medium armor your foes as a bonus action. Starting when the judgement
Weapons: Simple weapons, hand crossbows, rapiers, is made, you receive a bonus or special ability based on the
longswords, shortswords, warhammers type of judgement made.
Tools: None. At 1st level you can use this feature once, at 9th level you
can use this feature twice, and at 17th level you can use
Saving Throws: Strength, Wisdom this feature three times. You regain expended uses when
Skills: Choose two from Arcana, Athletics, History, Insight, you finish a long rest.
Intimidation, Investigation, Nature, Perception, Religion, Once activated this ability lasts for 1 minute, after which
and Survival all of the bonuses immediately end; if you activate a
Equipment different judgement whilst one is already active the
You start with the following equipment, in addition to the bonuses from the first judgement end.
equipment granted by your background:

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When you use this ability, you must select one type of Spellcasting
judgement to make:
Destruction. You are filled with divine wrath, gaining a An event in your past, or in the life of a parent or ancestor,
+1 bonus on all weapon damage rolls. At 10th level this left an indelible mark on you, infusing you with arcane
bonus increases to +2. magic. This font of magic, with careful meditation and
Healing. You are surrounded by a healing light, causing practice, fuels your spells.
you to heal 1d4 hitpoints at the start of your turn as long as
you are not unconscious. At 10th level the amount of Cantrips
healing increases to 2d4. At 2nd level, you know one cantrip of your choice from the
Justice. This judgement spurs you to seek justice, inquisitor spell list. You learn additional inquisitor cantrips
granting a +1 bonus on all weapon attack rolls. At 10th of your choice at higher levels, as shown in the Cantrips
level this bonus increases to +2. Known column of the Inquisitor table.
Piercing. This judgement gives you great focus and
makes your spells more potent, granting you a +1 bonus on Spell Slots
spell attack rolls. At 10th level this bonus increases to +2, The Inquisitor table shows how many spell slots you have
and whilst this judgement is active creatures have to cast your spells of 1st level and higher. To cast one of
disadvantage on saving throws against your spells. these inquisitor spells, you must expend a slot of the spell’s
Protection. You are surrounded by a protective aura, level or higher. You regain all expended spell slots when
granting a +1 bonus to your Armor Class. At 10th level, this you finish a long rest.
bonus is increased to +2. For example, if you know the 1st-level spell shield and
Purity. You are protected from the vile taint of your foes, have a 1st-level and a 2nd-level spell slot available, you can
gaining a +1 bonus on all saving throws. This bonus cast shield using either slot.
increases by +1 for every five inquisitor levels you possess.
Resiliency. This judgement makes you feel more Preparing and Casting Spells
resilient, gaining 1d8 + your Wisdom modifier in You prepare a list of inquisitor spells that are available for
temporary hitpoints. At 10th level, you gain double the you to cast, choosing from the inquisitor spell list. When
temporary hitpoints you roll. you do so, choose a number of inquisitor spells equal to the
Resistance. You are shielded by a flickering aura, Prepared Spells column of the Inquisitor table. The spells
gaining resistance against one of the following damage must be of a level for which you have spell slots.
types (acid, cold, fire, lightning, poison or thunder) chosen You can change your list of prepared spells when you
when the judgement is declared. At 10th level if you already finish a long rest. Preparing a new list of inquisitor spells
have resistance to the type you choose you gain immunity requires time spent in practice and meditation: at least 1
instead. minute per spell level for each spell on your list.
Smiting. This judgement bathes your weapons in a
divine light. Any mundane weapon you hold counts as Spellcasting Ability
magic for the purposes of resistance and immunity. At 10th Wisdom is your spellcasting ability for your inquisitor
level your weapon also treats immunity as resistance whilst spells, since the power of your magic relies on your ability
the judgement is active. to project your will into the world. You use your Wisdom
whenever a spell refers to your spellcasting ability. In
addition, you use your Wisdom modifier when setting the
Optional Feature: Retinue saving throw DC for a inquisitor spell you cast and when
If your DM allows it, starting at 1st level you may making an attack roll with one.
employ a small retinue of followers.
Choose up to four from the following list Spell save DC = 8 + your proficiency bonus +
(duplicates allowed): Acolyte, Commoner, Druid, your Wisdom modifier
Guard, Knight, Noble, Priest, Scout, Spy, Thug, Spell attack modifier = your proficiency bonus +
Tribal Warrior, and Veteran. You can only make your Wisdom modifier
choices up to the maximum CR/limit for your
level.
Spellcasting Focus
You can use your seal of office or your holy symbol as a
Inquisitor Level Follower Limit Maximum CR spellcasting focus for your spells.
1st 1 ½ or lower
Fighting Style
9th 2 1 or lower
At 2nd level you adopt a particular style of fighting as your
13th 3 2 or lower specialty. Choose one of the following options. You can’t
17th 4 3 or lower take a Fighting Style option more than once, even if you
later get to choose again.
Each follower has a salary of 10gpxCR a day
(minimum 1gp) and they are controlled by the Archery
DM, but follow your orders as long as they're not You gain a +2 bonus to attack rolls you make with ranged
outright suicidal. weapons.
The method by which you hire your retinue
will be determined by your DM. They could be Dueling
with you from the start, hired via a recruitment When you are wielding a melee weapon in one hand and no
notice, hired from NPCs you meet in your travels other weapons, you gain a +2 bonus to damage rolls with
or however else your DM sees fit. that weapon.

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Great Weapon Fighting Bonus Proficiencies
When you roll a 1 or 2 on a damage die for an attack you At 1st level, you gain proficiency with martial weapons,
make with a melee weapon that you are wielding with two shields and heavy armor.
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the Forceful Smite
two-handed or versatile property for you to gain this Starting when you join this order, you’re able to strike your
benefit. weapons against your sworn foes with especially malicious
force.
Two-Weapon Fighting Whenever you hit a celestial, fey or fiend with a weapon
When you engage in two-weapon fighting, you can add your that you’re proficient with and deal damage, you deal an
ability modifier to the damage of the second attack. amount of additional force damage based on your level in
this class, your attacks deal 1d4 force damage at 1st level,
Ability Score Improvement 2d4 at 10th level, and 3d4 at 18th level.
When you reach 4th level, and again at 8th, 12th, 16th, and Aegis Ward
19th level, you can increase one ability score of your choice Starting at 3rd level you learn to protect yourself from the
by 2, or you can increase two ability scores of your choice insidious attacks of your foes. You gain a number of uses of
by 1. As normal, you can’t increase an ability score above 20 this feature equal to your Wisdom modifier and can expend
using this feature. 1 use to gain advantage on a saving throw you are required
to make. You regain expended uses of this feature on a long
Extra Attack rest.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn. Tome of True Names
At 6th level you gain access to a Tome of True Names, a
Cunning Initiative book containing the collected true names of each celestial,
fey and fiend encountered by daemon hunting inquisitors.
At 11th level you can add your Wisdom modifier to your As an action you may choose a single celestial, fey, or
initiative rolls in addition to your Dexterity modifier. fiend you can see and that is within earshot and speak
aloud their true name. Make a history check with a DC of
Expert Interrogator 10 plus the creature's Challenge Rating, on a successful
At 14th level your formidable reputation preceeds you and roll the chosen creature takes 8d8 necrotic or radiant
barely anyone can withstand your scrutiny. Choose from damage (your choice).
Insight, Intimidation or Investigation, if you are proficient You have advantage on the history check if you have used
in that skill your proficiency bonus is doubled for any ability this creature's true name before. You can use this a number
check you make with the chosen skill, otherwise you gain of times equal to your Wisdom modifier between and
proficiency in that skill instead. regain expended uses when you finish a long rest.
Final Judgement Baneful Aura
Starting at 10th level your presence has become a bane to
At 20th level you can, as an action, present your holy your foes, all celestials, fey and fiends within 15ft have
symbol and speak a final judgment upon a foe. Choose one disadvantage on all saving throws.
creature within 15 feet of you, the creature must make a Additionally as a bonus action you can choose a creature
Constitution saving throw. If it fails, it is reduced to 0 hit in range that isn't a celestial, fey or fiend and is aware of
points. If it succeeds, it takes 10d10 psychic damage. you, the chosen creature must succeed a Wisdom save
You may only use this feature once and regain expended against your spell save DC or have disadvantage on all
uses when you finish a long rest. saving throws for 1 minute. The creature can repeat the
saving throw at the end of each of its turns, ending the
Inquisitorial Orders effect on itself on a success; the effect also ends if you
choose a different creature on a following turn. If a
Order of the Daemon Hunters creature's saving throw is successful or the effect ends for
When you join this order you may choose from an it, the creature is immune to your Baneful Aura for the next
additional set of spells at the shown level. 24 hours.
Daemon Hunter Expanded Spells Strike True
Spell Level Spells At 15th level you've fought your foes for so long you can
predict their defence and break through it with an ease
Cantrip sacred flame, word of radiance born of experience. You can use your bonus action to gain
1st ceremony, guiding bolt advantage on attack rolls against celestials, fey and fiends.
2nd blur, nystul's magic aura
Unfaltering Determination
3rd beacon of hope, crusader's mantle At 18th level none can stand against your will, none can
4th aura of life, shadow of moil cause you to falter and none can twist you to their
schemes. You become immune to being charmed,
5th dispel evil and good, wall of light frightened and stunned.

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Order of the Witch Hunters Hexagram Wards
When you join this order you may choose from an At 18th level you learn how to cast powerful wards that can
additional set of spells at the shown level. shield you or your allies from harm. As a action you may
choose one creature you can see within 15 feet of you
Witch Hunter Expanded Spells (which may include yourself), that creature gains immunity
Spell Level Spells to damage from magical weapon attacks and damage from
spells until the end of your next turn.
Cantrip control flames, create bonfire You regain the use of this feature when you finish a long
1st absorb elements, detect magic rest.
2nd warding wind, web
Order of the Xeno Hunters
3rd dispell magic, hypnotic pattern
When you join this order you may choose from an
4th aura of purity, otiluke's resilient sphere additional set of spells at the shown level.
5th immolation, synaptic static
Xeno Hunter Expanded Spells
Spell Level Spells
Spell Disruption
When you join this order you learn how to counteract the Cantrip gust, shape water
foul machinations of rogue spellcasters. As a reaction to a 1st detect poison and disease, hunter's mark
creature casting a spell within 30 feet of you, you can
attempt to stop the spell from being cast. 2nd earth bind, locate animals or plants
You declare a spell slot level and roll a Wisdom check 3rd elemental weapon, major image
against the spellcaster's spell save DC. On a successful roll 4th aura of purity, polymorph
the spell is stopped, but on a failure the spell continues and
your spell slot is still used. The disruption fails 5th commune with nature, hold monster
automatically if the slot you choose is a lower level than the
one used to cast the spell. You may attempt to dispell Preferred Prey
cantrips without expending a spell slot. Beginning at 1st level, you have significant experience
At 10th level the range for this ability increases to 45 feet studying, tracking, hunting, and even talking to a certain
and it increases again to 60 feet at 18th level. type of enemy.
Choose a type of preferred prey: aberrations, beasts,
Piercing Gaze dragons, elementals, giants, monstrosities, oozes or plants.
Starting at 3rd level few can withstand your scrutiny for Alternatively, you can select two races of humanoid (such
long, you gain advantage on checks to see invisible as gnolls and orcs) as preferred prey.
creatures and to determine illusions. You have advantage on Wisdom (Survival) checks to
track your preferred prey, as well as on Intelligence checks
Psychic Backlash to recall information about them.
Beginning at 6th level your magic disruption sends a surge
of energy back into the caster's mind. Know Your Quarry
When you successfully use your spell disruption feature At 3rd level you can use your bonus action to make a DC10
to stop a spell the creature takes a number of d8 equal to Nature check to recall information about a creature type
the spell's level (cantrips are considered level 0) in psychic you chose in your preferred prey feature, gaining advantage
damage; on an unsuccessful roll the creature takes half as on saving throws against their attacks and spells for 1
much psychic damage. minute.
Magic Absorption Pinning Strike
At 10th level you have built up a bulwark against foul Starting at 6th level you learn how to efficiently trap your
sorcery; you have resistance to magical damage from prey, holding them in place for you to strike. Using your
spells. action, choose a large or smaller creature up to 60 feet
away from you and make a melee attack roll if you're within
Oculum Arcanis range or a ranged attack if the creature is within your
At 15th level you gain access to an oculum arcanis, a mystic weapon's short range.
seeing device. When you make your first attack roll against On a hit the creature must succeed a strength saving
a creature who can cast spells within 30 feet of you on your throw with a DC of 8 + your proficiency bonus + your
turn, you do so with advantage. attack's ability score modifier or become restrained until
Additionally once per long rest, you may use your oculum the end of your next turn.
arcanis to gain 30 feet of true sight for 1 hour; if you do so
you no longer have advantage on your attacks against Predator's Knowledge
spellcasting creatures until you finish a long rest. Starting at 10th level you apply your practical experience in
the field to enhance your attacks. You add half your wisdom
modifier (rounded down) to attack and damage rolls
against the type of creatures you've chosen for your
preferred prey feature. At 15th level you add your full
Wisdom modifier to attack and damage rolls.
Additionally you can choose another type of preferred
prey from the list in that class feature or you can select two
races of humanoids.

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Stamina Siphon
At 15th level you can siphon the stamina of your foes to Inquisitor Spell List
learn their weaknesses. You can use your action to target a Cantrips Phantasmal Force
creature within 30 feet of you, the creature must make a Blade Ward See Invisibility
Constitution saving throw against your spell save DC. Booming Blade Silence
On a failed save they suffer 1 level of exhaustion and you Dancing Lights Suggestion
gain advantage on attacks against creatures of the same Guidance Zone of Truth
type as the one siphoned on your next turn. Light 3rd Level
You regain the use of this feature when you finish a long Mage Hand Bestow Curse
rest. Mending Clairvoyance
Message Conjure Barrage
Veteran of the Long Hunt Minor Illusion Counterspell
After so long chasing your quarry, you know just how to Produce Flame Daylight
break their guard. At 18th level you gain advantage on Resistance Fear
attack rolls against the type of creatures you've chosen for Shocking Grasp Glyph of Warding
your preferred prey feature when you use the know your Sword Burst Haste
quarry feature. Thaumaturgy Magic Circle
Toll the Dead Nondetection
Inquisitor Multiclassing True Strike Protection from Energy
1st Level Remove Curse
Should you wish to multiclass with the Inquisitor class, you Alarm Sending
must meet prerequisites and you gain proficiencies as Bane Slow
described here. Cause Fear Speak with Dead
Inquisitor Multiclassing Prerequisites Command Tiny Servant
Ability Score Compelled Duel Tongues
Minimum Proficiencies Gained Comprehend Languages Water Breathing
Detect Evil and Good Water Walk
Wisdom 13 Light armour, medium armour,
simple weapons Disguise Self 4th Level
Expeditious Retreat Arcane Eye
Find Familiar Banishment
Heroism Compulsion
Hex Confusion
Identify Dimension Door
Illusory Script Divination
Protection from Evil and Fabricate
Good Freedom of Movement
Sanctuary Hallucinatory Terrain
Shield Locate Creature
Sleep Mordenkainen's Faithful
Snare Hound
Thunderwave Mordenkainen's Private
Unseen Servant Sanctum
2nd Level 5th Level
Alter Self Animate Objects
Arcane Lock Circle of Power
Augury Conjure Volley
Blindness/Deafness Contact Other Plane
Continual Flame Dawn
Darkness Dominate Person
Darkvision Geas
Detect Thoughts Legend Lore
Enhance Ability Mislead
Find Traps Modify Memory
Heat Metal Passwall
Hold Person Scrying
Locate Object Seeming
Magic Mouth Skill Empowerment
Magic Weapon Telekinesis
Mind Spike Teleportation Circle
Mirror Image
Pass Without Trace

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