Alchemist

Chief Inspector Quaylen Tivolt's page

1 post. Alias of Tyrn Jade.


About Chief Inspector Quaylen Tivolt

Name: Chief Inspector Quaylan Tivolt
Race: Human (Ikarean)
Class: Adjudicator 20
Background: Sleuth
Alignment: Social Evil
Experience:

Initiative: +4
Speed: 30
HP: 84
AC: 16
Proficiency Bonus: +6
Languages: Common, Elven, and Draconic.

* = saving throw proficiency
STR 7
DEX 18
CON 10
INT* 18
WIS 18
CHA* 20

Attack Actions
Judge (whip) +10 1d4+4 10ft
Jury (rapier) +10 1d8+4
Executioner (handcannon) +12 2d8+6 30/90ft

Skill Proficiencies
Insight, Investigation, Intimidation, Perception, and Persuasion.

Torturers' Tools.

Class Features
Judgment
As an instrument of your deity's will, you are empowered to pass judgment on those around you. As a bonus action, you may direct your righteous fury at any creature within 60ft. You point your finger and accuse them: manifesting their own sin and turning it against them. Choose one of the following effects:

Wrath: You steal a measure of the creature's fury. On a hit, you deal additional 1d6 radiant (or necrotic, if you are evil-aligned) damage to the creature. This damage increases by 1d6 at 5th, 9th, 13th, 17th, and 20th level (2d6 at 5th, 3d6 at 9th, etc.)

Sloth: Weighed down by their sin, the creature's movement speed is reduced by 10 ft. Additionally, it makes a Wisdom save (DC= 8 + your prof. Bonus + Wisdom modifier) when it is first affected by this Judgment. On a failure, the creature takes a -2 penalty on any attack roll made against you.

Pride: The creature boastfully opens its guard to you. You may add 1d4 to your attack rolls made against this creature.

Gluttony: The creature becomes disgusted by its own corpulent form. It is prevented from regaining hit points for the duration. Additionally, it makes a Constitution save (DC= 8 + your prof. Bonus + Wisdom modifier) when it is first affected by this Judgment. On a failure, it regurgitates anything it has consumed in the last ten minutes.

Envy: The creature becomes consumed by covetous thoughts, drawing their focus away from the task at hand. It has disadvantage on all Wisdom ability checks, and its passive perception is reduced by an amount equal to your Wisdom modifier for the duration.

Greed: The creature appraises everything as 1d% percent more valuable than it truly is. This extends beyond monetary value to include emotional and social value. After the duration, it becomes aware of its overvaluation and may seek compensation or revenge.

Lust: The creature has disadvantage on all rolls made to resist enchantment and contest persuasion checks. All effects last for 1 minute. If the target of your judgment dies or enters a different plane of existence before the duration has elapsed, you may shift your judgment to another creature within range for the remainder of the duration as a bonus action. You may use this ability a number of times equal to your proficiency bonus, and uses are restored at the end of a long rest.

Note: Evil-aligned inquisitors may instead accuse their target of the absence of one of the aforementioned sins, or may rename the sins as befits their ideology. For example, you might pick from Cowardice, Haste, Humility, Temperance, Hope, Charity, and Chastity, respectively. The effects of the judgment are the same, regardless of the Inquisitor’s ethics and morality.

Divine Presence:
The depths of your convictions are so great that you may manifest a glimmer of Divine power from your being. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your Inquisitor spell save DC (8 + proficiency bonus + Charisma modifier). Those who fail their saving throw are all frightened by you until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Spellcasting:
Your years of study and communion with your faith has imbued you with a measure of divine power, allowing you to cast Inquisitor spells starting at 2nd level. The inquisitor spell list is at the end of the class description.

Cantrips:
At 2nd level, you know two cantrips of your choice from the Inquisitor spell list. You learn additional Inquisitor cantrips of your choice at higher levels, as shown in the Cantrips known column of the Inquisitor table.

Spell Slots
The inquisitor table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your inquisitor 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.

Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the inquisitor spell list.
The Spells Known column of the inquisitor table shows when you learn more inquisitor spells of your choice of 1st level and 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. When you reach 6th level, for example, you learn a new inquisitor spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the inquisitor spells you know and replace it with another spell from the inquisitor spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your inquisitor spells, so 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 a 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 (found in chapter 5) as a spellcasting focus for your inquisitor spells.

Divine Mission:
At 3rd level, you commit yourself to one of three Divine Missions. These shape the path your inquisition takes, and reflect your study and obsession with your faith. You choose to devote yourself to becoming a Defender, an Adjudicator, or an Infiltrator, all detailed at the end of the class description.
Your choice grants you features at 3rd level, and again at 9th, 13th, and 17th level.

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.

Brand the Faithless
At 5th level as an action, you may sear a message in the flesh of a creature you touch. Make a melee spell attack roll (using your inquisitor spellcasting ability). On a hit, the creature takes 1d4 + Wisdom modifier fire damage and is branded with a small symbol or short word (you choose the wording, no more than 10 characters long) in a location of your choosing, generally on the forehead, chest, or back of the hand. This marks it and professes its sin outwardly to the world, though the brand may be concealed (by clothing, etc.). The creature may take 1d6 damage to scrape the outward sign of the brand off, but it returns if they regain any hit points. The brand persists for 36 hours and can only be removed early by a Remove Curse spell or if you use this feature on another creature.
You may spend 10 minutes in meditation to determine the approximate direction of the creature as long as the brand persists and you are within 5 miles of it. If you detect the creature in this manner after 24 hours have elapsed, you may attempt to renew the brand. The creature becomes acutely aware of your intent to rebrand it, and makes a Wisdom saving throw against your spellcasting DC. On a success, the brand remains until its time has elapsed, but you cannot make another attempt to brand it remotely. On a failure, the creature takes 1 fire damage and is branded for an additional 36 hours, and may be branded in this manner again after 24 hours.

Holy Connection:
By 5th level, your Holy Symbol has become an extension of your being. When separated from, but within 1 mile of, your symbol, you can concentrate for 1 minute to gain vision and hearing in a 10 foot radius around it, as if you were there. You cannot pinpoint its exact location, but you can spend 10 minutes in meditation to will it to return to you. The symbol will make its way to you within the next 24 hours. The means by which it returns is at the DM's discretion, but may include: curious, kleptomaniac halflings; holes in pocketses; short bouts of levitation; mysterious strangers; or other tremendously unlikely, fortuitous circumstances.
If your symbol is ever destroyed, you lose your connection to whatever fragments remain. You may manifest a new symbol after 2 hours of dedicated flagellation and repentance. The quality and material of the new symbol reflect how well you have served your faith, and are at the DM's discretion.

Divine Sense:
At 6th level, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. You may cast Detect Evil and Good a number of times per day equal to your proficiency bonus.
Additionally, as an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the approximate location (within 5 feet) of any celestial, fiend, fey or undead within 60 feet of you. You know the type (celestial, fiend, fey or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as per the Hallow spell. You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.
Zealous Will:
At 6th level, your mind has been tempered and is supernaturally resilient. You have resistance to psychic damage, and you have advantage on saving throws against being enchanted or frightened.
At 10th level, you become immune to the frightened condition.

Bolster the Faithful:
Starting at 7th level, as a bonus action you may expend a use of your Judgment to grant another friendly creature a holy boon. You may only Bolster one creature at a time, and all effects end on the first creature if you bolster a second. Choose from the following:
Bolster the Will: Until the beginning of your next turn, the creature has advantage on all attacks.
Bolster the Flesh: Grants temporary hit points equal to your Wisdom modifier + twice your Inquisitor level. These hit points disappear if you Bolster another creature.
Bolster the Spirit: Until the beginning of your next turn, the creature's movement speed increases by 10, and attacks of opportunity against them are made at disadvantage.

Improved Judgment:
By 11th level, when you pronounce Judgment, you may choose an additional creature within 30 feet of your initial target to Judge. You may choose the same or separate Judgments for each creature.
At 15th level, you may choose a third creature within 30 feet of either of the first two to pronounce Judgment on. Additionally, you may affect the first creature with two separate Judgments.

True Judgement:
At 20th level, you can act as a conduit for the full power of your faith. As an action, you may pass a final judgment on any creature within 30ft. Choose one of the following final judgments:
Life: The creature is forgiven, and is affected by the spell Power Word Heal

Death: The creature is found irredeemable, and is affected by the spell Power Word Kill

Imprisonment: The creature is left with only a faint glimmer of hope, and is affected by the spell Imprisonment.

A creature so judged cannot be affected by this ability again for 1 year after the time of casting. You may use this ability once, and your use is restored at the end of a long rest.

Suspicious
At 3rd level, your relentless search for the truth makes you very difficult to fool. The Zone of Truth spell is added to your list of known spells and you may cast it once per long rest without expending a spell slot. It does not count against your number of known spells.
Additionally, you gain advantage on insight checks made to discern if someone is lying.

Pursue the Liar
At 9th level your movement speed increases by 10 feet.
Additionally, you have advantage on attacks against frightened creatures.

Balance of Evidence
At 13th level when you miss an attack, you may choose to deal 1d8 + your Wisdom modifier radiant damage to the missed target. You may use this a number of times equal to half your Inquisitor level. Uses are restored after a long rest.

Eternal Justice
Starting at 17th level, your body is sustained by the sheer force of your righteous fury. Pronouncing Judgment grants you temporary hit points equal to your Wisdom modifier + twice your Inquisitor level. You may use this ability once, and your use is replenished after a short or long rest. Additionally, you do not need to eat or drink and you can hold your breath for 1 hour on any day you have pronounced Judgment on a creature.

Spells DC: 19 Spell ATK: +11
0th:
1st: detect evil and good, disguise self, command, compelled duel, detect magic, and shield of faith. (4/day)
2nd: detect thoughts, zone of truth, branding smite, and locate object. (3/day)
3rd: major image, speak with dead, blinding smite, dispel magic, and magic circle. (2/day)
4th:
5th:
6th:
7th:
8th:
9th:

Feats

Racial Traits
+1 to two ability scores, a bonus skill proficiency, and a bonus feat.

Equipment
Inventory
Torturer's tools: while using these tools, you have advantage on checks to gather information.

Weapons
Judge: a whip that can make a grapple attempt as a bonus action when used to attack. For as long as the target is grappled by the whip, it takes 1d6 lightning damage on the wielder's turn.

Jury: deals an extra 1d6 cold damage. Wielder has resistance to fire. Can extinguish nonmagical flames in a 30ft radius once per day.

Executioner: a big beefy handgun with two barrels. It is +2q, and crits on an 18 or higher if within 5ft of target, and on a 19 within 10ft.

Worn Equipment
HEAD:
NECK:
TORSO:
BACK:
WAIST:
FEET:
WRIST:
HANDS:
RING(R)
RING(L):

Copper: Silver: Gold: Platinum:
100
Factions

Assets

Revenue:

Aesthetics
Physical Description

Personality

Backstory