Zealous Inquisitor

Deities enjoy having clerics, paladins, and crusaders spread their word and fight in their name, but these pious servants aren’t always willing to tarnish themselves in their god’s best interest. As a Zealous Inquisitor, you execute your deity’s will without compunction — punishing sinners, silencing heretics, and striking down abominations.

Level 3: Zealous Magic

Your zealous devotion to your deity ignites in you a spark of divine magic, allowing you to cast spells. This magic, however, differs greatly from that of clerics and paladins, which is carefully cultivated over years of prayer and practice. Your magic is not as deep, but your passion for doing your deity’s work and permanently silencing those who would speak against your god causes it to reignite much more quickly. See the Cleric Spell List for spell options.

Additionally, choose a Divine Domain from among those available to the cleric class. Your choice affects the spells that are available for you to learn.

Cantrips. You know two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots. The Zealous Inquisitor Spellcasting table shows how many spell slots you have. The table also shows what the level of those spell slots is; all of your spell slots are the same level. To cast one of your cleric spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell Command, you must expend one of those spell slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and enchantment spells on the cleric spell list, or from your Divine Domain’s list of domain spells.

The Spells Known column of the Zealous Inquisitor Spellcasting table shows when you learn more cleric spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level and must be a divination or enchantment spell of your choice, or a spell of your choice from your Divine Domain’s list of domain spells. When you reach 7th level, for example, you can learn a new cleric spell, which can be of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Additionally, when you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list, which must also be of a level you can cast. The new spell must be a divination or enchantment spell, or a spell from your Divine Domain’s list of domain spells, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your cleric spells, since your magical ability comes from the strength of your fervor and conviction to your deity. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast, and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus. You can use a Holy Symbol as a spellcasting focus for your cleric spells.

Level 3: Judgement

You can cast divine judgment on your enemies, harnessing your zealous fervor. As a bonus action on your turn, you can cast judgment on a creature within 60 feet of you that you can see. The target suffers the following effects:

  • It can’t regain hit points or gain temporary hit points.
  • It can’t become hidden from or invisible to you, even by magical means.
  • You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks you make to interrogate the creature.

Your judgment lasts 1 minute. It ends early if you fall unconscious or die, if you choose to end it (no action required), or if you use this feature again.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot to use it again.

 
 

Level 9: None Expect It

When you cast a spell that targets a creature on which you have your judgment cast, you can choose to impose disadvantage on any saving throw the creature makes against the spell this turn. If you do, your judgment ends at the end of the turn.

Level 13: Divine Reward

Your deity rewards you for the works you’ve performed in their name, allowing you to tap into the true divine power. Choose one 3rd-level spell from either the cleric spell list or from your Divine Domain’s list of domain spells as this gift. You can cast your gift spell once without expending a spell slot. When you do, you must finish a long rest before you can do so again.

When you finish a long rest, you can spend 10 minutes in prayer entreating your deity to replace your gift spell with a different one of the same level from the cleric spell list or from your Divine Domain’s list of domain spells.

At 19th level, you gain a 4th-level spell from either the cleric spell list or from your Divine Domain’s list of domain spells that can be cast this way. You regain all uses of your Divine Reward when you finish a long rest. When you spend 10 minutes entreating your deity at the end of a long rest, you can replace one or both of your gift spells.

Level 13: Silence the Heretics

When you cast judgment on a creature, attacks you make against the creature before the end of the turn are made with advantage.

Level 17: Divine Judge

You regain the ability to cast judgment when you finish a short or long rest.

 


 

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