Order of the Inquisitor

by TexasDevin

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Order of the Inquisitor - a subclass for blood hunters


A subset of blood hunters have organized within the inner workings of some larger churches. They operate not as ordained clergy, but as defenders of the faith. They work in secret and answer only to obscure figures high within the church bureaucracy. These hunters supplement their formidable martial skills with a degree of divine casting ability to seek out enemies of the church through investigation, intimidation, and sometimes through violence. The guilty cannot hide for long from a pursuing inquisitor. The church has a long memory and an even longer sword arm.

Pronounce Judgment

At 3rd level, you gain the ability to pronounce judgment upon your enemies. Pronouncing judgment identifies a creature as an enemy of the faith and provides you with advantages when dealing with them. As a bonus action, you can pronounce judgment on a creature you can see within 30 feet and it lasts for one minute. When you pronounce judgment, you must finish a long or short rest before you can do it again.

At 6th level, you can pronounce judgment as part of the process of using the Brand of Castigation feature.

Judgment of Penance

At level 3, you have the upper hand when dealing skilfully with adversaries. For 1 minute after you pronounce this judgment on a creature you can see within 30 feet, you can roll your hemocraft die and add the result to your ability check when it relates to that creature.

Inquisitor Spellcasting

When you reach 3rd level, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Preparing and Casting Spells. The Inquisitor spellcasting table shows how many spell slots you have to cast your cleric 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.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Intelligence modifier + your cleric level (minimum of one spell). The spells must be of 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 cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability. Intelligence is your spellcasting ability for your cleric spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

The Inquisitor Spellcasting Table
Level Prof. Bonus 1st 2nd 3rd 4th 5th
1st +2 - - - - -
2nd +2 - - - - -
3rd +2 3 - - - -
4th +2 3 - - - -
5th +3 4 2 - - -
6th +3 4 2 - - -
7th +3 4 3 - - -
8th +3 4 3 - - -
9th +4 4 3 2 - -
10th +4 4 3 2 - -
11th +4 4 3 3 - -
12th +4 4 3 3 - -
13th +5 4 3 3 1 -
14th +5 4 3 3 1 -
15th +5 4 3 3 2 -
16th +5 4 3 3 2 -
17th +6 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 4 3 3 3 2
20th +6 4 3 3 3 2

Order spells

You gain oath spells at the inquisitor levels listed in the Order of the Inquisitor Spells table. See the Spellcasting class feature for how order spells work.

Order of the Inquisitor spells

Inquisitor Level Spell
3rd Searing smite, Thunderous smite
5th Wrathful smite, Branding smite
9th Blinding smite, Fear
13th Elemental bane, Staggering smite
17th Banishing smite, Dominate person

Judgment of Misfortune

At 7th level, you can pronounce a judgment of misfortune. Whenever the target makes an attack roll or a saving throw, you may use your reaction to roll your hemocraft die and subtract the number rolled from the attack roll or saving throw. After that, the judgment ends.

Judgment of Wrath

At level 11, your judgment can deliver the wrath of your weapon against enemies of the faith. Roll your hemocraft die three times to determine the additional radiant damage your attack inflicts. After that, the judgment ends. Additionally, the target must succeed on a Constitution saving throw or be blinded for 1 minute.


A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Remote Psychometry

When you reach 11th level, you can maintain a sensory link with the target of your brand of castigation for the purpose of tracking them. While the brand is in effect, you can spend ten minutes and make an Intelligence (History) ability check to glean information about the location of your target as though you were with the creature. The detail of the information is relative to your own familiarity with the location. This ability works at any distance and even across planes.

Judgment of Pursuit

At 15th level, you can pronounce a judgment that allows you to magically see an ethereal visage of your target even if they become invisible or move behind total cover up to a range of 60 feet. This lasts for up to 1 minute or until the creature moves out of range.

Blood curse of the albatross

At level 18, you gain the ability to hamper your foe's attempt to escape through mystical portals and between planes. You gain the Blood Curse of the Albatross for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Albatross

Prerequisite: 18th level, Order of the Inquisitor


As a bonus action, you place a planar anchor upon a creature you can see within 30 feet of you. This curse lasts for 1 minute and inhibits planar travel including methods of teleportation. If a creature affected by this curse attempts to move in this way, they must succeed on a Charisma saving throw to end the curse or the attempt is suppressed.


Amplify. Moving 1 foot costs the target 2 feet of speed while it is within 30 feet of you.

 

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