| SmiloDan RPG Superstar 2012 Top 32 |
INQUISITOR
Inquisitors are divine agents that investigate the enemies of their faith, be they heretics hiding within the body of the church or cultists from rival faiths, explore ancient ruins and dusty scriptoriums, retrieve relics and artifacts from tombs and vaults, or execute practitioners of forbidden magics.
LEVEL FEATURES
1. Judgement, Monster Lore, Spellcasting
2. Archetype, Cunning Initiative
3. Share Judgment, Teamwork Tactics
4. Ability Score Improvement
5. Bane (2d6)
6. Archetype Feature
7. Second Judgment
8. Ability Score Improvement
9. Bane (3d6)
10. Forbidden Knowledge, Greater Judgment
11. Stalwart
12. Ability Score Improvement
13. Bane (4d6)
14. Archetype Feature, Forbidden Knowledge
15. Exploit Weakness, Third Judgment
16. Ability Score Improvement
17. Bane (5d6)
18. Forbidden Knowledge, Slayer
19. Ability Score Improvement
20. Final Judgement
CLASS FEATURES
HIT POINTS
Hit Dice: 1d8 per inquisitor level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per inquisitor level after 1st
PROFICIENCIES
Armor: Light and medium armor, shield
Weapons: Simple weapons, heavy crossbows, longbows, whips.
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Arcana, Athletics, History, Insight, Intimidation, Investigation, Medicine, Perception, Religion, Stealth, Survival.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) Any simple weapon
(a) a component pouch or (b) holy symbol
(a) a priest’s pack or (b) an explorer’s pack
(a) a light crossbow or (b) two daggers or (c) a shield
(a) Leather armor or (b) or scale armor
JUDGEMENT
Starting at 1st level, you can pronounce judgment upon your foes as a bonus action by expending a spell slot of 1st level or higher. Starting when the judgment is made, you receive a bonus or special ability based on the type of judgment made. Once activated, this ability lasts for 1 minute, at which point all of the bonuses immediately end. You must participate in the combat to gain these bonuses. If you are frightened, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until you can participate in the combat again.
When you use this ability, you must select one type of judgment to make. As a bonus action, you can change this judgment to another type. At 7th level, when you activate your Judgement ability, you select two judgments, but you can only change one of them at a time by using a bonus action. At 15th level, when you activate your Judgment ability, you select three judgments.
Judgments
Destruction
You add your proficiency bonus to your weapon damage rolls.
Healing
You heal a number of hit points each round equal to your proficiency bonus.
Heroics
You gain a number of temporary hit points each round equal to your proficiency bonus.
Justice
You double your proficiency bonus on weapon attack rolls.
Piercing
You double your proficiency bonus on spell attack rolls and double your proficiency bonus on the Saving Throw DCs of your inquisitor spells.
Protection
You add your proficiency bonus to your AC.
Purity
You gain proficiency in all your saving throws. You double your proficiency bonus on saving throws you are already proficient in.
Resiliency
You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Resistance
You gain resistance to your choice of one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Smiting
Your weapons are treated as magic for the purposes of bypassing resistance or invulnerability to non-magical weapons.
MONSTER LORE
At 1st level, you have advantage on Intelligence checks made to know information about monsters.
SPELLCASTING
Your devotion to your ideals and your deity, as well as your study of sacred texts, have granted you the ability to use divine spells.
Cantrips
You know two cantrips of your choice from the inquisitor spell list. You learn an additional inquisitor cantrip of your choice at 4th level and 10th level.
Spell Slots
The Bard table shows how many spell slots you have of cast your spells of 1st level and higher. To cast one of these 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.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the inquisitor spell list.
The Spells Known column of the Bard table shows when you learn more inquisitor spells of your choice. Each of these spells must be f a level for which you have spell slots, a shown on the table.
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, since you learn your spells through dedicated prayer and divine intervention. 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
Ritual Casting
You can cast any inquisitor spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a holy symbol a spellcasting focus for your inquisitor spells.
ARCHETYPES
At 2nd level, your dedication to the path of the inquisitor grants you one of the following archetypes: Crusader, Exorcist, Harrier, Inspector, Lictor, or Warden. You gain archetype features at 2nd level, and again at 6th level and 14th level. The details of the archetypes are detailed below.
CRUSADER
BONUS PROFICIENCIES
At 2nd level, you gain proficiency in heavy armor and martial weapons.
FIGHTING STYLE
At 2nd level, you adopt a 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.
EXTRA ATTACK
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
BONUS FEAT
Beginning at 14th level, you select 1 feat. A number of times per day equal to your Wisdom modifier (minimum once) you can use your bonus action to change this feat to a different feat.
EXORCIST
Arcane Historian
At 2nd level, you gain proficiency in Arcana and History. You add double your proficiency on Intelligence (Arcana) and Intelligence (History) checks.
Exorcize
Beginning at 2nd level, you can use the Help action to grant an ally advantage on a saving throw against an ongoing effect. Additionally, you can use your reaction to grant an ally advantage on a saving throw against a spell; once you use this ability, you must finish a short rest or a long rest before you can use it again.
Undo Magic
At 6th level, you add counterspell and dispel magic to your list of known spells. These spells do not count against your number of known spells.
Devour Magic
At 14th level, whenever you successfully prevent a spell from being cast by using counterspell or dispel a spell using dispel magic, you regain a number of hit points equal to double the spell’s level and gain any excess hit points as temporary hit points.
HARRIER
Wild Walker
At 2nd level, you gain proficiency in Acrobatics and Survival. You add double your proficiency bonus on Dexterity (Acrobatics) and Wisdom (Survival) checks.
Fast Movement
At 2nd level, you gain a 10 foot bonus to your speed. You can use your bonus action to take the Dash or Disengage action.
Pursue Enemy
At 6th level, when a hostile creature leaves the area you threaten, you can use your reaction to follow it a distance up to your speed. This movement does not provoke opportunity attacks. You can choose to expend a spell slot of 2nd level or higher as part of your reaction and multiply your speed by the level of the expended spell slot for 1 round. Alternatively, you can choose to use your reaction to make your choice of a Dexterity (Acrobatics) or Strength (Athletics) check to grapple or shove the hostile creature You can expend a spell slot of 1st level or higher as part of your reaction to grant you advantage on your Dexterity (Acrobatics) or Strength (Athletics) check. You have advantage on Wisdom (Survival) checks made to track a creature or creatures.
Devoted Pursuit
At 14th level, when a hostile creature uses magic to move away from you, you can use your reaction to move up to your speed and make a Dexterity (Acrobatics) check opposed by the hostile creature. You can choose to expend a spell slot of 2nd level or higher as part of your reaction and multiply your speed b the level of the expended spell slot for 1 round; this also grants you advantage on the Dexterity (Acrobatics) check. If you succeed, you travel with the hostile creature, whether you hang on to it as it uses fly try to take to the sky to escape you, teleport away with it, or become astral or ethereal as it flees to another plane.
INSPECTOR
Devoted Eye
At 2nd level, you gain proficiency in Investigation and Perception. You add double your proficiency bonus to Intelligence (Investigation) and Wisdom (Perception) checks.
Find Clues
Beginning at 2nd level, you add half your inquisitor class level to your Passive Wisdom (Perception) checks. You can use Wisdom (Perception) checks in place of Wisdom (Survival) checks to follow tracks. You can use Intelligence (Investigate) checks in place of Charisma checks made to find the best person to talk to for news, rumors, and gossip. You can use a bonus action to expend a spell slot of 1st level or higher to gain advantage on Intelligence (Investigate) and Wisdom (Perception) checks for 1 hour per level of the expended spell slot.
All-seeing Eye
At 6th level, you get a Wisdom saving throw against any magic that interferes with your ability to detect or sense anyone, anything, or any location, even if that magic normally does not allow a saving throw. The DC of the Wisdom saving throw is the same as the magic-user’s normal save DC. If the ability does allow a saving throw, you have advantage on that saving throw.
Vigilant Vision
At 14th level, you can expend a spell slot of 1st level or higher and gain truesight out to a range of 10 feet per level of the expended spell slot for 1 hour.
LICTOR
Stern Gaze
At 2nd level, you gain proficiency in Insight and Intimidation. You add double your proficiency bonus on Wisdom (Insight) and Charisma (Intimidation) checks.
Detect Alignment
Beginning at 2nd level, can cast detect evil and good a number of time equal to your Wisdom modifier (minimum 1). You can also use this ability to discern the alignment of a creature you can see if it fails a Charisma saving throw. You regain all expended use of this ability after a short rest.
Discern Lies
Beginning at 6th level, you can use your reaction to grant yourself advantage on a Wisdom (Insight) check against another creature’s Charisma (Deception) check. You can use your reaction to cast zone of truth. You regain the ability to cast zone of truth after you finish a long or short rest.
Cruel Mien
Beginning at 14th level, you can use a bonus action to make a Charisma (Intimidation) check opposed by a Wisdom saving throw of a hostile creature within 30 feet of you. If you succeed, the hostile creature is frightened of you for a number of rounds equal to your Charisma modifier (minimum 1 round). You gain advantage on attack rolls against frightened creatures.
WARDEN
Intimidating Prowess
At 2nd level, you gain proficiency in Athletics and Intimidation. You add double your proficiency bonus on Strength (Athletics) and Charisma (Intimidation) checks.
Warding Shield
Beginning at 2nd level, when you are wielding a shield and an opponent provokes an opportunity attack from you, you can use your reaction to make a Strength (Athletics) check to shove your opponent. You can expend a spell slot of 1st level or higher as part of the reaction to grant you advantage on the Strength (Athletics) check to shove your opponent, and if you succeed, you can choose to push it back 10 feet back per level of the expended spell slot. 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.
Intimidating Presence
Beginning at 6th level, when an opponent provokes an opportunity attack from you, you can use your reaction to make a Charisma (Intimidation) check opposed by your opponent’s Wisdom saving throw. If you succeed, your opponent is frightened for a number of rounds equal to your Charisma modifier (minimum 1 round). When a creature tries to use Deception, Sleight of Hand, or Stealth within 30 feet of you and can see or hear you, it must make a Wisdom saving throw against your Passive Charisma (Intimidation) check. If it fails, the creature is so unnerved by your intimidating presence that you can make a Charisma (Intimidation) check in place of a Wisdom (Insight) or Wisdom (Perception) check against it.
Warding Shout
Beginning at 14th level, whenever an ally within 60 feet of you takes damage, you can use your reaction to warn it of the danger, granting your ally resistance to the damage from that attack. You can use a bonus action to shout at a hostile creature within 60 feet of you. It must succeed at a Wisdom saving throw opposed by your Charisma (Intimidation) check or become frightened for a number of rounds equal to your Charisma modifier (minimum 1 round). You gain advantage on attack rolls against frightened creatures.
CUNNING INITIATIVE
At 2nd level, when you roll initiative, you add your Wisdom modifier to it in addition to your Dexterity modifier.
SHARE JUDGMENT
At 3rd level, when you activate your judgment ability, you can choose to expend a spell slot of 2nd level or higher and select a number of allies (including yourself) equal to the level of the expended spell. The selected allies gain the benefits of your judgement ability. Allies use their own proficiency bonus for any benefits granted by your judgment ability. Non-inquisitor allies cannot use a bonus action to change they type of judgment they gain.
TEAMWORK TACTICS
At 3rd level, you are able to exploit advantages from interacting with your allies on common endeavors. When you and another ally are adjacent to a hostile creature, you gain advantage on attack rolls against that creature. When you and another ally are subjected to the same hazardous spell or effect, you gain advantage on any saving throw to reduce the effects of the spell or effect. When you and another ally attempt to make the same ability check, you gain advantage on that ability check.
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.
BANE
At 5th level, you can expend a spell slot of 1st level or higher as a bonus action and increase your weapon damage by 2d6 for a number of rounds equal to the level of the expended spell slot. At 9th level, and again at levels 13 and 17, this extra damage increases by 1d6.
FORBIDDEN KNOWLEDGE
At 10th level, you select 2 spells from any class’s spell list (including this one) and add them to your list of spells known. These spells must be of a level that you can cast using your inquisitor spell slots. At 14th level and 18th level, you select 2 more spells.
GREATER JUDGMENT
Beginning at 10th level, when you use your judgment ability, it has greater potency. You must expend a spell lot of 5th level or higher to activate a greater judgment. The greater judgments are described below.
Greater Judgments
Greater Destruction
You add double your proficiency bonus to your weapon damage rolls. This damage is multiplied on critical hits.
Greater Healing
You heal a number of hit points each round equal to double your proficiency bonus.
Greater Heroics
You gain a number of temporary hit points each round equal to triple your proficiency bonus.
Greater Justice
You double your proficiency bonus on weapon attack rolls. You have advantage weapon attack rolls.
Greater Piercing
You double your proficiency bonus on spell attack rolls and double your proficiency bonus on the Saving Throw DCs of your inquisitor spells. You can use your bonus action to target a creature you can see and cause it to have disadvantage on the saving throw of the next spell you cast against it during the duration of this greater judgment.
Greater Protection
You add your proficiency bonus to your AC. You can use the Dodge action as a bonus action.
Greater Purity
You gain proficiency in all your saving throws. You double your proficiency bonus on saving throws you are already proficient in. You can use your reaction to grant yourself advantage on a saving throw.
Greater Resiliency
You gain resistance to bludgeoning, piercing, and slashing damage. You can use your reaction to expend a spell slot of at least 1st level and grant yourself immunity against the damage of an attack of the selected damage type.
Greater Resistance
You gain resistance to your choice of one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can use your reaction to grant yourself immunity against the damage of an attack of the selected damage type.
Greater Smiting
Weapons you wield are treated as if they have a magical bonus equal to half your proficiency bonus.
STALWART
At 11th level, you can use mental and physical resiliency to avoid certain attacks. If you make a saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely. You do not gain the benefit of the stalwart ability when you are helpless.
EXPLOIT WEAKNESS
At 15th level, you learn to take advantage of any opportunity that presents itself. Whenever you score a critical hit, you ignore any damage resistance the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if you deal damage to a creature with vulnerability to that damage type, you deal +1 point of damage per die rolled.
SLAYER
At 18th level, you learn to focus your attacks against your foes. Whenever you use your bane or judgment ability, you score a critical hit whenever you roll a 19 or 20. Whenever you use both your bane and judgment ability at the same time, you score a critical hit when you roll an 18, 19, or 20.
FINAL JUDGMENT
At 20th level, you can call true judgment down upon a foe during combat. Whenever you use your judgment ability, you can invoke final judgment on a foe as a bonus action and expend a spell slot of 2nd level or higher. Once declared, you can make a single weapon attack against the target. If the attack hits, it is treated as a critical hit and you roll damage a number of times equal to the level of the spell slot expended. If the target creature survives, it is immune to your final judgment ability until you finish a long rest. Once this ability has been used successfully, you cannot use it again until you finish a short rest.
Inquisitor Spells
Cantrips (0 Level)
Blade Ward, Dancing Lights, Friends, Guidance, Light, Mending, Message, Minor Illusion, Poison Spray, Resistance, Sacred Flame, Shillelagh, Spare the Dying, Thaumaturgy, Thorn Whip, True Strike, Vicious Mockery
1st Level
Alarm, Bane, Bless, Command, Compelled Duel, Comprehend Languages, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Disguise Self, Divine Favor, Ensnaring Strike, Expeditious Retreat, Grease, Guiding Bolt, Hail of Thorns, Healing Word, Hellish Rebuke, Heroism, Hunter’s Mark, Identify, Inflict Wounds, Jump, Longstrider, Protection from Evil and Good, Sanctuary, Searing Smite, Shield, Shield of Faith, Sleep, Thunderous Smite, Wrathful Smite
2nd Level
Aid, Arcane Lock, Augury, Blindness/Deafness, Branding Smite, Calm Emotions, Continual Flame, Cordon of Arrows, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enthrall, Find Traps, Gentle Repose, Gust of Wind, Heat Metal, Hold Person, Invisibility, Knock, Lesser Restoration, Locate Object, Magic Weapon, Misty Step, Pass without Trace, Protection from Poison, See Invisibility, Shatter, Silence, Spike Growth, Spiritual Weapon, Suggestion, Warding Bond, Zone of Truth
3rd Level
Beacon of Hope, Bestow Curse, Blinding Smite, Clairvoyance, Conjure Barrage, Counterspell, Crusader’s Mantle, Daylight, Dispel Magic, Elemental Weapon, Fear, Feign Death, Glyph of Warding, Haste, Lightning Arrow, Magic Circle, Mass Healing Word, Nondetection, Phantom Steed, Protection from Energy, Remove Curse, Revivify, Sending, Slow, Speak with Dead, Spirit Guardians, Tongues, Vampiric Touch
4th Level
Arcane Eye, Banishment, Compulsion, Confusion, Death Ward, Divination, Fire Shield, Freedom of Movement, Grasping Vine, Greater Invisibility, Guardian of Faith, Locate Creature, Mordenkainen’s Faithful Hound, Staggering Smite, Stoneskin
5th Level
Antilife Shell, Banishing Smite, Circle of Power, Commune, Conjure Volley, Contact Other Plane, Destructive Wave, Dispel Evil and Good, Dominate Person, Geas, Greater Restoration, Hallow, Hold Monster, Legend Lore, Mass Cure Wounds, Mislead, Modify Memory, Passwall, Raise Dead, Rary’s Telepathic Bond, Scrying, Seeming, Swift Quiver, Wall of Force
6th Level
Blade Barrier, Contingency, Eyebite, Find the Path, Flesh to Stone, Forbiddance, Globe of Invulnerability, Guards and Wards, Harm, Heal, Heroes’ Feast, Magic Jar, Mass Suggestion, Sunbeam, True Seeing, Wall of Ice, Wall of Thorns, Word of Recall
7th Level
Divine Word, Finger of Death, Forcecage, Mordenkainen’s Sword, Project Image, Regenerate, Resurrection, Sequester, Symbol
8th Level
Antimagic Field, Antipathy/Sympathy, Dominate Monster, Feeblemind, Glibness, Holy Aura, Maze, Mind Blank, Power Word Stun, Sunburst, Telepathy
9th Level
Foresight, Imprisonment, Mass Heal, Power Word Heal, Power Word Kill, Time Stop, True Resurrection
| SmiloDan RPG Superstar 2012 Top 32 |
Yeah. It's a 9 level caster with lots of class abilities, too. I tried to make most of the class abilities expend spell slots to balance things.
I'm not even sure this class is really needed. The "any alignment" paladin fills most of the niches of the PF inquisitor. Just go human, half-orc, half-elf, or even elf for more skill slots.
But I really like what I did with the Harrier. :-)
| Bob_Loblaw |
I just started running the Hoard of the Dragon Queen/Rise of Tiamat. So far, I'm digging it. We've got two others who want to run the other two campaigns that have been released so far. I really wish that they would go to 20 since the characters are supposed to be fighting gods, or god-like beings. Seems a bit cheap to have a system that goes to 20 but turns out you don't have to be 20 to deal with the most powerful
Fake Healer
|
I like what you did here. I was actually hoping to see a new branch on an existing class though instead of an actual whole class though. It seems like not many people are taking that route to variety and I don't understand why.
Is there something about making this fit in as a cleric, paladin or ranger path that turned you away from that or did you just never think to try to fit it into one of the existing classes as a new path? I am not being judgemental, I am just curious as to the thought process as I seem to be more inclined to try to add paths to existing classes rather than adding a whole new class.
| SmiloDan RPG Superstar 2012 Top 32 |
Upthread, I made some posts that actually agree with you. The Inquisitor would definitely work as a paladin archetype, especially since there are no alignment restrictions for paladins. They could also work as a ranger or rogue (divine trickster, but stern) archetypes.
I just wanted to make a new class for fun. :-) It might not be the best way to make an inquisitor, but it was fun to make.
I'm not sure how balanced it is, since it's a 9th level caster and has class features every level. I used the bard for inspiration, and then used the paladin's smite mechanic (burning spell slots for special abilities), and hopefully the spell list isn't too overpowered.