The Inquisitor

Across the battlefield, a cowled figure points at the demonic leader of his foes, shouting words of condemnation and judgment. Now, feeling empowered with righteous fury, the figure rushes forward to slay his foe and end its wicked campaign.
A dwarf sniffs the subtle tracks left in the soft loam just hours before. "Aberrations...", she mutters to her companions. Knowing what lies beyond, the dwarven adventurer prepares her tactics and weapons to destroy the monsters ahead effectively.
A tiefling stands by as his companions parlay with a passing bard. The bard seems to be providing helpful information about the surrounding lands and its threats, but suddenly one phrase strikes the tiefling as deceptive. The tiefling touches his companion's shoulder and shakes his head slowly, letting the party know to be on their toes with this liar.
These adventurers are inquisitors, warriors bestowed with divine power to find, reveal, and destroy both monsters and wicked individuals. Grim and determined, the inquisitor roots out these enemies of the faith, using wit and cunning when righteousness and purity are not enough.  

Justice Seekers

 
Inquisitors have a powerful sense of justice and seek to punish those who threaten the innocent or perform other evil deeds. Their intense dedication to bringing justice allows them to cast divine spells tailored to tracking the iniquitous and resisting evil.

These agents of the divine are exceptionally skilled in both combat and knowledge surrounding dangerous beasts and individuals. Using their wit, an inquisitor gathers information as they travel to understand their foe so that they can be ready for whatever lies ahead. Each inquisitor has various means of preparing for specific foes, such as specialized tactics or magical preparations, that they use to gain the upper hand before fighting even begins.

Uproot the Wicked

 
Although inquisitors are often dedicated to a deity or church, they often act above the normal rules and conventions of that faith. They answer to their deity and their own sense of justice alone and are willing to take extreme measures to meet their goals.

Inquisitors tend to move from place to place, seeking and following leads on enemies and researching emerging threats. As a result, they often travel with others in
adventuring parties, whether to mask their presence or to seek strength in numbers to defeat a particularly dangerous foe. Inquisitors often work with other members of their faith when possible, but no one is above their suspicion and prying eyes.

The Inquisitor Table

 
LevelProficiency BonusFeaturesCastigations1st2nd3rd4th5th
1st +2 Castigation, Monster Lore 2 - - - - -
2nd +2 Fighting Style, Spellcasting 2 2 - - - -
3rd +2 Inquisition, Bane of Evil, Track the Vile 3 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Extra Attack 3 4 2 - - -
6th +3 Counterstrike 4 4 2 - - -
7th +3 Inquisition Feature, Castigation (2 Options) 4 4 3 - - -
8th +3 Ability Score Improvement 4 4 3 - - -
9th +4 - 4 4 3 2 - -
10th +4 Bane Improvement, Expose the Wicked 4 4 3 2 - -
11th +4 Inquisition Feature 4 4 3 3 - -
12th +4 Ability Score Improvement 5 4 3 3 - -
13th +5 - 5 4 3 3 1 -
14th +5 Stalwart 5 4 3 3 1 -
15th +5 Inquisition Feature, Castigation (3 Options) 5 4 3 3 2 -
16th +5 Ability Score Improvement 5 4 3 3 2 -
17th +6 - 6 4 3 3 3 1
18th +6 Discern Lies 6 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 3 3 3 2
20th +6 Final Judgment 6 4 3 3 3 2

Class Features

  As an Inquisitor, you gain the following class features:  

Hit Points

  Hit Dice: 1d10 per inquisitor level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per inquisitor level after 1st.  

Proficiencies

  Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons, firearms
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose three skills from History, Insight, Intimidation, Investigation, Perception, Religion, Stealth, Survival  

Equipment

  You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) a hand crossbow or (b) a heavy crossbow
(a) jackjains or (b) scale mail
(a) a dungeoneer's pack or (b) a priest's pack  

Castigation

  Beginning at 1st level, you can declare castigation on your foes either as a loud declaration of condemnation or a quiet resolve to bring justice. As a bonus action, on a creature (or creatures) of your choice that you can see, creatures chosen in this way become your "castigated creatures". Each creature chosen expends one use of castigation. You have a number of uses of castigation shown for your inquisitor level in the Castigations column of the Inquisitor table. You must finish a long rest before you can declare castigation again. When you declare castigation, choose one of the following options. You gain the benefits of the chosen castigation for one minute, until you declare castigation again, or you are incapacitated or killed. Beginning at 7th level, you may choose up to two castigation options when you declare castigation. Beginning at 15th level, you may choose up to three.  

Castigations List

  Condemnation: You gain an intense, penetrating focus on your quarry. Castigated creatures have a penalty to saving throws to resist your spells equal to your wisdom modifier.
Destruction: You are filled with divine wrath. You gain a bonus to weapon damage rolls equal to your wisdom modifier against castigated creatures.
Healing: You are surrounded by a holy light, healing wounds you sustain. When you take damage from castigated creatures, the damage you take is reduced by an amount equal to your wisdom modifier.
Justice: You are spurred to bring justice to the unholy. You gain a bonus to attack rolls against castigated creatures equal to half of your wisdom modifier (rounded up).
Protection: You are enveloped by a protective aura. You gain a bonus to AC equal to half your wisdom modifier (rounded up) against attack rolls from castigated creatures.
Purity: You resolve yourself against the foul taint of your foes. You gain a bonus to saving throws against spells and other effects from castigated creatures equal to your wisdom modifier.
Smiting: You call upon holy powers to smite the wicked. Choose either acid, cold, fire, lightning, necrotic, poison, or radiant. Your weapon attacks against castigated creatures deal that damage type and count as magical.

Monster Lore

  Beginning at 1st level, you have a strong intuition for the behaviors of all kinds of abominable creatures, granting you the following benefits:
  • You may use your wisdom modifier in place of intelligence for arcana, history, nature, and religion checks made to learn or recall information about a creature's strengths/weaknesses, abilities, tactics, behaviors, etc. This applies for Judgement checks as well.
  • You make Judgement checks at advantage as a bonus action on your turn. You have advantage on these checks if the target is currently one of your "castigated creatures". This allows you to make one free Judgement action and then an additional Judgement at advantage as a bonus action.
  • You automatically know a creature's type when you perform a Judgement check about a creature and get a result of 10 or higher, unless that creature is magically disguised.

Fighting Style

  At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.  

Archery

  You gain a +2 bonus to attack rolls you make with ranged weapons.  

Defense

  While you are wearing armor, you gain a +1 bonus to AC.  

Dueling

  When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  

Great Weapon Fighting

  When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two 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 two-handed or versatile property for you to gain this benefit.  

Protection

  When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

  When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Spellcasting

  Beginning at 2nd level, your staunch dedication to destroying the wicked and monstrous grants you the ability to produce divine spells.  

Preparing and Casting Spells

  The Inquisitor table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Inquisitor spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of inquisitor spells that are available for you to cast, choosing from the inquisitor spell list. When you do so, choose a number of inquisitor spells equal to your Wisdom modifier + half your inquisitor level (minimum of 1 spell). The spells must be a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of inquisitor spells requires time strategizing about the foes ahead and choosing the tools needed to find and defeat them: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

  Wisdom is your spellcasting ability for your inquisitor spells. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for an inquisitor spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

  You can use a holy symbol as a spellcasting focus for your inquisitor spells.  

Inquisition

  At 3rd level, your tactics for rooting out your foes become more specialized. Inquisitors are grouped into various inquisitions based on their skills and strategies for culling threats to their faith. The inquisition you choose grants you features at levels 3, 7, 11, and 15.  

Bane of Evil

  Beginning at 3rd level, whether through alchemical concoctions, martial strategization, or other means, you prepare yourself to deal with a particular brand of foe in your downtime. When you complete a long or short rest, choose one creature type (e.g. humanoids, monstrosities, elementals, fiends, etc.). Your weapon attacks deal 1d6 extra damage to creatures of that type until your next rest. At 10th level, you may choose two creature types when you complete a rest, and the extra damage increases to 2d6.  

Track the Vile

  Beginning at 3rd level, you are particularly adept at finding where your enemies hide. You have advantage on survival and perception checks made to track, follow, or find creatures as well as to identify a creature from tracks or other clues.  

Ability Score Improvement

  When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature unless another ability allows you to do so. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

  Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.  

Counterstrike

  Beginning at 6th level, you gain a supernatural sense for your foe's next move. When a judged creature hits you with an attack, you may use your reaction to add 1d6 to your AC for that attack. If this causes the attack to miss, you may make one weapon attack against the triggering creature.  

Expose the Wicked

  Beginning at 10th level, you can magically deduce the intentions and desires of creatures around you. You always have the spell Detect Good and Evil prepared, which does not count against your number of Inquisitor spells prepared. When you cast Detect Good and Evil, its area extends to 60 feet and you learn the alignment of all detected creatures in the area.  

Stalwart

  Beginning at 14th level, you steel yourself in both body and mind against the assaults of the unrighteous, granting you the following benefits:
  • You gain proficiency in constitution saving throws.
  • You make wisdom saving throws with advantage.

Discern Lies

  Beginning at 18th level, untruths and deceptions ring dissonant in your ears. While you can hear or see a creature, you automatically know if that creature tells a lie or half-truth, or otherwise tries to deceive with language or gestures. You do not necessarily learn what is actually true, but you do know that what was expressed is untrue or misleading from the perspective of that creature.

Final Judgment

  Beginning at 20th level, you are able to declare final judgment on the most vile foes. Once per long rest, when you declare castigation, you may select one of your "castigated creatures" to undergo final judgment. In the next minute, when you first hit that creature with a weapon attack, they must make a constitution saving throw against your spell save DC. On a failed save, that creature immediately dies and can only be returned to life by means of a true resurrection or wish spell. On a success, that creature is immune to the effects of final judgment for 24 hours.

Articles under The Inquisitor