The Inquisitor

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Inquisitor

In the shadows, a corrupt baron hangs dead from a rope, presumed to have commited suicide, while a lone man in white clothing and a dark cloak stealthily leaves the scene, noting the sins of the baron and the manner of his death in a small pocketbook he holds, one marked with the emblem of his deity. As he leaves, he says a quick prayer for the baron's soul.

A hulking thug turns on a pair of children, grinning as he hefts his club, driving them back down a dark alleyway. A scantily-clad woman leaps off a nearby balcony, landing of front of the thug. She lunges at him, rapier burning with the burning intensity of his sins, and brands him with holy fire. Suddenly terrified, he turns and attempts to flee before being cut down by the mysterious masked woman.

Deep within the confines of a stronghold, two figures approach a lone man, bound to the ceiling with chains of adamantium. They question him, and when they receive no response, retrieve a cat-o-nine-tails and begin lashing him furiously. Finally, he surrenders his story and confesses to his sins, which are methodically listed for his upcoming execution.

Inquisitors are agents of holy orders who have taken upon themselves to obtains knowledge and punish heretics by any means necessary. Like paladins, their mission is to bring justice, however they are willing to commit heinous acts, like those of torture and murder, for what they see as the greater good.

Dark side of the church

Within any religion, there is a darker side, that of the inquisitors. While paladins and clerics may be the right hands of the church, the inquisitors are the church's left hand, the sinistre. Armed with the might of their convictions and their blades in hand, they hunt down heretics and traitors, any who may challenge the might and justice of the church.

The primary distinguisher between inquisitors and paladins is that while paladins tend to uphold the preservation of justice and follow the law, inquisitors will go to any length to follow the word of their god and track down heretics.

Feared and Mistrusted

Another prime distinguisher between inquisitors and other messengers of holy orders is the manner in which they are perceived. Clerics and paladins are generally welcomed and treated with the utmost respect. In contrast, the arrival of an inquisitor is treated with suspicion, as if at an moment they may turn on the town at which they arrived, branding everyone they encounter as heretics.

Therefore, while they may be outwardly deferred to and their will followed, the open approach of an inquisition will generally foreshadow locked doors, closed shutters, and an extremely quiet village until those who live there are certain that the inquisitors have completed whatever it is that they came to do, and left.

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The Inquisitor
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Inquisition, Branding
2nd +2 Holy Mission, Spellcasting 2
3rd +2 Inquisitional Order 3
4th +2 Ability Score Improvement, Additional Brand 3
5th +3 Extra Attack 4 2
6th +3 Lightning Branding, Inquisitor Weapon Mastery 4 2
7th +3 Inquisitional Order feature 4 3
8th +3 Ability Score Improvement, Additional Brand 4 3
9th +4 Improved Holy Mission 4 3 2
10th +4 Reactive 4 3 2
11th +4 Inquisitional Order feature 4 3 3
12th +4 Ability Score Improvement, Additional Brand 4 3 3
13th +5 Eye of the Maelstrom 4 3 3 1
14th +5 _____ 4 3 3 1
15th +5 Iron Will 4 3 3 2
16th +5 Ability Score Improvement, Additional Brand 4 3 3 2
17th +6 Inquisitional Order feature 4 3 3 3 1
18th +6 Dance of Blades 4 3 3 3 1
19th +6 Ability Score Improvement, Additional Brand 4 3 3 3 2
20th +6 Heavenly Justice 4 3 3 3 2

Creating an Inquisitor

When you create an inquisitor, it is important to consider your background and story - why did you become an inquisitor: What is the source of your conviction? Did a heretic slaughter members of your religion? Did your family give you to the church as a baby? Did you discover the dark secrets of the world which haunt you to this very day?

Additionally, you should consider what do you do with your divine gift as an inquisitor: Do you hunt down those that mock your religion of your own accord? Do you search for the truth of existence? Do you act as the black hand of the church or diety?

Quick Build

You can make an inquisitor quickly by following these suggestions: First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Acolyte background.

Class Features

As an inquisitor, you gain the following class features.

hit points

Hit Dice: 1d8 per inquisitor level

Hit Points at First Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per inquisitor level after the 1st.

Proficiencies

Armor: Light and Medium armor

Weapons: All melee weapons, hand crossbows

Tools: Interrogator's kit

Saving Throws: Charisma, Dexterity

Skills: Choose four from: Acrobatics, Deception, History, Intimidation, Investigation, Perception, Persuasion, Insight, and Religion

equipment

You start with the following equipment, in addition to the equipment granted to you by your background:

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  • (a) Any melee weapon or (b) two of a light melee weapon
  • (a) An explorer's pack and light armor of your choice or (b) medium armor of your choice
  • An interrogator's kit, a hand crossbow, 20 bolts, and a holy symbol

Inquisition

Your inquisitor senses have been finely trained, and you can react to enemies in an instant. When rolling initiative, you add your Charisma modifier.

In addition, any non-heavy weapons you wield can be used as if they were finesse weapons.

Branding

As an inquisitor, you know the dangers of letting evil rest unmarked, and you take it into your own hands to mark them. Starting at the first level, as a bonus action, you may imbue your melee weapon with holy energy.

If your next attack hits, the target must make a Wisdom save opposed by your spell save DC. If the target fails, your attack deals an extra 1d4 radiant damage (increases to 2d4 at 5th level, 3d4 at 9th level, 4d4 at 13th level, and 5d4 at 17th) and you apply a brand (half damage and no brand applied on a successful save). You may elect to apply a brand without the damage.

As a bonus action, the branded target may attempt a Wisdom saving throw opposed by your spell save DC. If they succeed, the brand dissipates harmlessly, and if they fail they take 1d4 damage for every round remaining of the brand. This ability can be used a number of times equal to your Charisma modifier (minimum of 1) + half your inquisitor level (rounded down) per long rest,

At level 1 you choose a type of brand to learn, and you learn an addition one at levels 4, 9, 11, 15, and 19

  • Brand of Weakness - You brand your enemy with a mark of weakness. For X rounds (where X is your Charisma modifier) the target's attacks are made with disadvantage.
  • Brand of Frailty - You brand your enemy with a mark of frailty. For X rounds (where X is your Charisma modifier) attacks made against the target are made with advantage.
  • Brand of Wrath - You brand your enemy with a mark of wrath. For X rounds (where X is your Charisma modifier) the target must use every move action to move closer to you or an ally, and must attack every round if possible.
  • Brand of Fear - You brand your enemy with a mark of fear. For X rounds (where X is your Charisma modifier) the target is frightened of you.
  • Brand of Binding - You brand your enemy with a mark of binding. For X rounds (where X is your Charisma modifier) the target's speed is reduced to 0.
  • Brand of Seeking - You brand your enemy with a mark of seeking. For X days (where X is your Charisma modifier) you know the direction relative to you of your target at all times. This brand cannot be broken unless the limb or region with the brand is cut off.

Holy Mission

The power of your fervor drives you to pursue your prey. Starting at the second level, whenever an enemy within distance of your movement speed + 5 feet moves away from your, you can use your reaction to move up 1/3 of your speed (increased to 2/3 at 6th level, you full speed at 10th level) rounded up toward them.

In addition, if both hands are holding a weapon, you gain +2 to AC.

Spellcasting

By the 2nd level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Paladin does. See chapter 10 for the general rules of spellcasting and the end of this class guide for the inquisitor spell list.

Preparing and Casting Spells

The Inquisitor table shows how many Spell Slots you have to cast your Spells. To cast one of your paladin Spells of 1st level or higher, 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 Charisma modifier + half your inquisitor level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 5th-level inquisitor, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Thunderous Smite, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of inquisitor Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your inquisitor Spells, since their power derives from the Strength of your convictions. 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 an inquisitor 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 inquisitor Spells.

Inquisitional Order

As an inquisitor, you must pick an order to join. This will dictate the path you pursue and the means you use to get there. Now you choose the Hunters of Darkness, the Justicars, or the Truthseekers, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 19th level.

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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.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Lightning Branding

With training and focus, you have improved your devotion and your connection to your god.

Starting at 6th level, expending a use of brand no longer costs a bonus action and now affects all attacks you make before your next turn. If an attack was made with advantage, the target now has disadvantage on their Wisdom save.

Inquisitor Weapon Mastery

Your continuous practice with staple inquisitor weapons has granted you the ability to use them in unique ways.

Beginning at 6th level, you gain the Crossbow Expert feat.

Additionally, you gain the following benefits:

  • When an enemy moves while within range of your crossbow, you may make an opportunity attack against them with your crossbow as a reaction.
  • You gain a +2 bonus to attack rolls you make with a whip
  • When you use a whip, its damage die changes from d4 to d6
  • When you hit a creature no more than one size larger than you with a whip on your turn, you can use a bonus action to pull the target up to 5 feet towards you, attempt to grapple it, or try to knock it prone.

Improved Holy Mission

The strength of your devotion pushes you toward your enemies with vengeance upon your blade. Starting at 9th level, you amy now use Holy Mission whenever an enemy within range moves in any direction. Additionally, whenever you end your movement adjacent to the target of your Holy Mission, you can now make a free melee attack against them.

Reactive

Your reflexes become lightning-quick, and you are able to more freely react. Beginning at 10th level, you have an additional reaction.

Eye of the Maelstrom

You become a whirlwind of wrath and destruction. Beginning at 13th level, you may use your action to make an attack against all enemies adjacent to you. This applies your current brand to all enemies hit by the attack.

Iron Will

Your devotion is now impenetrable and you exude an air of authority. Starting at l5th level, you have advantage to checks against to being charmed and frightened, and gain advantage on Intimidation (Charisma) checks.

Dance of Blades

You will let no foe escape, you will smite down every heretic and bring them to justice. Starting at level 18, your Holy Mission no longer provokes opportunity attacks. Additionally, you have advantage on all opportunity attacks.

Heavenly Justice

You become the living weapon of you god, seeking out heretics and ending them, in addition to defending your allies against the encroaching tide of evil.

Starting at level 20, there is no longer a limit to the number of times you can brand a single enemy in a round. In addition, you gain another two brands. These brands do not count toward your brands used in a day, however you may only use one of them once per day:

  • Brand of Heavenly Justice - You brand your target with a mark of heavenly justice. The mark cannot be removed and it lasts for X rounds (where X is your Charisma modifier). when the target deals damage, you may trigger the mark, consuming it and dealing damage to the target equal to your current hit points.
  • Brand of Heavenly Mercy - You brand your target with a mark of heavenly mercy. The mark lasts for the next X hours (where X is your Charisma modifier). When the target takes damage, you may trigger the mark, consuming it and healing the target a number of hit points equal to your current hit points.
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Inquisitional Orders

The Inquisitional Order you choose marks both your goal and your drive. The Inquisitional Orders currently available are the Hunters of Darkness, the Justicars, and the Truthseekers.

Hunter of Darkness

When you join the Order of the Hunters of Darkness, you accept the burden of seeking evil in any form it may take in the world and snuffing it out. The focus of this Order is finding your enemies and tracking them, doing anything that may be necessary in order to end them.

Divine Pursuit

Your hatred for those you have branded as heretics brings divine speed to your feet. Starting at 3rd level, your movement speed increases by 10 feet. Additionally, when using Holy Mission to move toward an enemy that is branded, your movement speed doubles.

Divine Agility

Your speed and conviction confound your enemies. Starting at 7th level, opportunity attacks against you are made with disadvantage. Additionally, gain proficiency in Acrobatics.

Divine Speed

Your god guides your hand, granting you the swiftness you need. Starting at level 11, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Divine Wind

The divine wind pushes you forward through any barrier. Starting at level 17, you ignore rough terrain and gain a fly speed and swim speed equal to your movement speed.

Additionally, the first time you come within an enemy through movement or your Holy Mission, you can spend a spell slot make a free opportunity attack with advantage against them which deals an extra 1d8 radiant damage per level of the slot.

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Justicar

When you join the Order of the Justicars, your mission becomes protecting the innocent from the evils of the world and preventing them from doing anything more. The focus of this Order is protecting the innocent from anything nefarious or evil.

Holy Blood

Righteousness courses through your veins, granting you the will to go on. When you reach 3rd level, gain 3 Hit Points, changes your hit die to a d10, and gain resistance to poison and disease.

Holy Shielding

Your desire to protect your allies gives you divine strength to do so. Starting at the third level, you may use a bonus action when within 30 feet of an ally to give them +X to AC until your next turn, where X is your Charisma modifier.

Hero of the Masses

Your compassion and desire to protect everyone has brought divine providence. Starting at 7th level, during a short rest, you may spend a hit die to give everyone in your party temporary hit points equal to half your Inquisitor level (rounded down) + your Charisma modifier until the next short rest.

Battlefield Protector

Your empathy and sympathy for your allies have empowered both you and them. Beginning at 11th level, while an ally is within 5ft of you, both you and the ally gain +2 to AC and advantage on saving throws."=

Angel of Justice

You become hope incarnate for your allies due to your conviction. Starting at 17th level, you may now use Holy Mission to move to an ally when an ally moves away from you, and every time you end adjacent to or pass an ally on a Holy Mission, you may spend a spell slot to heal them for 1d10 x the slot's level. If they are at maximum health they gain that many temporary hit points.

Truthseeker

When you join the Order of the Justicars, your mission becomes attaining additional knowledge, whether by seeking out ancient tomes or interrogating captured prisoners. The focus of this Order is discovering secrets and revealing the truth.

Ritual Casting

At 3rd level, you acquire a ritual book. If you come across a spell in written from, such as a magical scroll or a wizard's spellbook, you may add it to your ritual book. The process of copying the spell into your ritual books takes 2 hours per level of the spells, and costs 50 gp per level of the spell. This cost represents material components spent on practicing the spell, as well as the fine inks you must use to record it. If a spell in your ritual book has the ritual tag, you may cast it as a ritual.

Mindsight

Your dedication to interrogation and discovering secrets are manifested as magical power.

When you reach 3rd level, you learn the spells Zone of Truth and Detect Thoughts, which are always considered prepared despite not taking a preparation slot.

You can cast Zone of Truth as a ritual and can cast Detect Thoughts without using a spell slot twice per short rest. Additionally, while concentrating on Detect Thoughts, your attacks against the target have advantage and their attacks against you have disadvantage.

When casting Detect Thoughts, you may attempt to probe deeply as a free action. Finally, while concentrating on Detect Thoughts and probing deeply into the target's mind, you can use a bonus action to deal 1d6 psychic damage to the target.

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Secret Delver

You become a master of secrets and ancient magics. Starting at 7th level, you add the Comprehend Languages and Detect Magical spells to your ritual book. Additionally, a number of times a day equal to your Intelligence modifier, you may cast spells from your ritual book that do not have the ritual tag as rituals, with a casting time of one minute, given that you provide their material components.

Peerless Thoughts

Your mind becomes so developed and connected to magic that you can use it as a tool. Beginning at 11th level, you may communicate telepathically and can detect and listen to telepathic communication that could reach you.

Additionally, you may interact with objects up to 30 feet away, controlling them with your mind. Finally, you have advantage on Intelligence saving throws and resistance to Psychic damage.

Sensory Overload

Your very presence is mentally overwhelming. Starting at 17th level, whenever you pass a creature through your Holy Mission, you may expend a spell slot to force them to make an Intelligence saving throw, taking 1d10 psychic damage per level of the slot and suffering one of the following effects of your choice on a failure:

  • The target becomes blinded for one minute. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
  • The target becomes defeaned for one minute. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
  • The target becomes stunned for one round.
  • You may push the target up to 30 feet in any direction.



Inquisitor & Multiclassing

Inquisitors follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the Player’s Handbook.

Multiclassing Prerequisites
Class Ability Score Minimums
Inquisitor Dexterity 13 and Charisma 13
Multiclassing Proficiencies
Class Proficiencies Gained
Inquisitor Light Armor, Medium Armor, Simple Weapons, Martial Weapons, Crossbows

For the purpose of multiclassing and spell slots, add half your Inquisitor levels rounded down when calculating your Spell Slots on the multiclassing spells slots table (like Paladin or Ranger).

Art Credits

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Inquisitor Spell List

1st Level
  • Absorb Elements
  • Bane
  • Bless
  • Cause Fear (t)
  • Ceremony
  • Charm Person
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease (j)
  • Dissonant Whispers (t)
  • Divine Favor
  • Healing Word (j)
  • Heroism
  • Hunter's Mark
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Searing Smite
  • Shield
  • Shield of Faith
  • Thunderous Smite
  • Wrathful Smite
  • Zephyr Strike
2nd Level
  • Aid
  • Blur (h)
  • Branding Smite
  • Darkvision
  • Find Steed
  • Find Traps
  • Flame Blade
  • Healing Spirit (j)
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Mind Spike (t)
  • Misty Step
  • Mirror Image (h)
  • Pass Without Trace (h)
  • Prayer of Healing (j)
  • Protection from Poison
  • See Invisibility
  • Silence (h)
  • Spider Climb (h)
  • Spiritual Weapon
  • Suggestion (t)
  • Warding Bond (j)
  • Zone of Truth
3rd Level
  • Aura of Vitality (j)
  • Beacon of Hope (j)
  • Bestow Curse
  • Blinding Smite
  • Blink (h)
  • Counterspell
  • Create Food and Water
  • Crusader's Mantle
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound (t)
  • Fear
  • Feign Death
  • Gaseous Form (h)
  • Haste
  • Magic Circle
  • Mass Healing Word (j)
  • Meld Into Stone (h)
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Slow (h)
  • Spirit Guardians (j)
  • Thunder Step (h)
  • Water Walk (h)
4th Level
  • Aura of Life (j)
  • Aura of Purity (j)
  • Banishment
  • Compulsion
  • Confusion (t)
  • Death Ward (j)
  • Dimension Door (h)
  • Dominate Beast
  • Find Greater Steed
  • Fire Shield
  • Freedom of Movement (h)
  • Greater Invisibility
  • Guardian of Faith (j)
  • Locate Creature
  • Otiluke's Resilient Sphere (j)
  • Staggering Smite
  • Stone Shape
  • Wall of Fire
  • Watery Sphere
5th Level
  • Banishing Smite
  • Circle of Power
  • Commune (t)
  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Dream (t)
  • Far Step (h)
  • Flame Strike
  • Geas
  • Greater Restoration (j)
  • Hallow
  • Hold Monster
  • Holy Weapon
  • Immolation
  • Mass Cure Wounds (j)
  • Modify Memory
  • Raise Dead
  • Rary's Telepathic Bond (t)
  • Scrying (t)
  • Steel Wind Strike
  • Synaptic Static (t)
  • Tree Stride (h)
  • Wall of Force (t)
  • Wall of Light




Note - Spells marked with a (h) can only be learned by Hunters of Darkness, spells marked with a (j) can only be learned by Justicars, and spells marked in a (t) can only be learned by Truthseekers.

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