Inquisitor

by chrolp

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Inquisitor

Listen, this paragraph is just placeholder text. At some point in the near future, I actually will write an actual intro paragraph for this class, but for now I'm more concerned with balancing this thing. So for now, whilst reading this paragraph, imagine a goose with a knife.

Judge, Jury, Executioner

Unlike clerics or paladins, inquisitors aren't often seen at temples or shrines, and their missions and objectives are usually only known to the high ranking clergy members that issue them. They are fierce defenders of their faith, and are known to employ methods that for other members of their belief could be seen a brutal and ruthless.

Inquistors combine skill with ranged weapons with an arsenal of judgments, divine spells and abilities, to strife towards the fullfilment of their divine cause, and purge those that oppose them.


Creating an Inquistor

As you create an Inquisitor, the most important question to consider is which deity or higher devotion to serve and what principles you want your character to embody.

Once you’ve chosen a deity or just a domain you follow, consider your inquistor’s relationship to that faith. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests⁠ of your faith regard you: as a necessary evil⁠ to the cause or a stalewart protector of the faith? What are your ultimate goals? Do you blindly follow the orders you are given? Or do you fulfill your missions by your own code of ethics and rules?

Quick Build

First, pick Dexterity as your highest ability score, followed by either Wisdom or Constitution. Secondly, choose the Spy background,

Inquisitor
Level Proficiency
Bonus
Features 1st 2nd 3rd 4th 5th
1st +2 Judgment, Inquisitorial Intuition
2nd +2 Fighting Style, Sense Alignment, Spellcasting 2
3rd +2 Cunning Initiative, Divine Cause 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Divine Bane (1d4), Judgment (2 uses) 4 2
7th +3 Divine Cause feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Divine Cause feature 4 3 2
11th +4 Greater Judgment (two), Judgment (3 uses) 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Divine Bane (2d4) 4 3 3 1
15th +5 Divine Cause feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Greater Judgment (three) 4 3 3 3 1
18th +6 Judgment (4 uses) 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 True Divine Bane, Divine Bane (2d6) 4 3 3 3 2

Class Features

As an Inquisitor, you gain the following 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 armor, medium armor, shields
  • Weapons: simple weapons, ranged martial weapons, rapiers, shortswords, whips
  • Tools: one artisan's tool of your choice

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Intimidation, Perception, Religion, Stealth, and Survival

Equipment

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

  • (a) a whip or (b) any simple weapon
  • (a) leather armor or (b) scale mail
  • (a) a light crossbow and 20 bolts or (b) four daggers
  • (a) a priest's pack or (b) an explorer's pack
  • a holy symbol

Judgment

Starting at 1st level, you can pronounce judgment upon your foes as a bonus action. Starting when the judgment is made, you receive a bonus or special ability based on the type of judgment made.

At 1st level, you can use this ability once per day. You gain additional uses of this ability at 6th level (2 uses), 11th level (3 uses), and 18th level (4 uses).

You regain all expended uses of this ability after you finish a long rest.

Once activated, this ability lasts for 1 minute. If you fall unconscious, all your active judgments end.

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. Once you reach higher levels in this class you can activate multiple judgments with just one use of this ability. At 11th level you can have two active judgments, and at 17th level three. When having multiple judgments active switching to a new judgment always replaces the oldest active one.

  • Piercing: You bathe your weapon in the light of a divine blessing. Your weapon counts as magical for the purpose of overcoming damage resistances, or immunities. At 11th level you can have your weapon deal force damage on a hit, instead of its normal weapon damage. At 17th level your weapon attacks also cause critical hits on a natural 19 and 20.

  • Healing: You surround yourself with a radiant healing light. The light heals you for 1 HP at the start of your turn, as long as the judgment lasts, and you have at least 1 HP. This healing increases at 11th level (1d4 HP), and 17th level (2d4 HP)

  • Justice: You spur yourself to issue swift justice to your foes. Your weapon attack rolls gain a +1 bonus. This bonus increases at 11th level (+2), and 17th level (+3). If your weapon already gains a magical attack bonus, only apply the higher bonus to your attack roll, and not both.

  • Protection: Your faith is your shield. You gain a +1 bonus to your AC for the duration of this judgment. This bonus increases at 11th level (+2 AC), and 17th level (+3 AC). If you are wearing armor that already grants you a magical bonus to your AC, you only apply the highest bonus to your AC, and not both.

  • Purity: Your faith protects you against outside influences. You gain advantage on saving throws. At 11th level you also can add half your proficiency modifier to the result, unless it already uses your proficiecy modifier. At 17th level you can add your full proficiency modifier to the result, unless it already uses your proficiency modifier.

  • Resistance: You gain resistance against one of the following damage types: non-magical piercing, non-magical bludgeoning, non-magical slashing, fire, cold, acid, thunder, or lightning. At 11th level you can choose two damage types, and at 17th level three.

  • Smiting: You channel the divine wrath of your faith. Your weapon damage rolls gain a +1 bonus. This damage is radiant damage, and increases at 11th level (+2), and 17th level (+3). If your weapon already gains a magical damage bonus, only apply the higher bonus to your damage roll, and not both.

Inquisitorial Intuition

Starting at 1st level, you can add half your Inquisitor level (rounded down, minimum of 1) to any Arcana, History, Insight, Intimidation, Investigation Nature, Religion, or Survival check. You can do so after the roll is made, but before the DM declares if the check was successful or not.

You can use this ability a number of times equal to 1 + your Wisdom modifier, regaining all expended uses after a long rest.

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.

Whenever you gain a level in this class, you can switch out your fighting style against another one from this list. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Battle Prayers

You learn two cantrips of your choice from the cleric spell list. They count as inquisitor spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

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.

Thrown-Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Sense Alignment

At 2nd level, as an action, you can expand your senses to find those that could oppose your cause. Until the end of your next turn, you can sense the exact location of any creature within 60 ft. of you that has an opposing alignment to you, and is not behind total cover.

For example, if you are lawful good, you would sense all creatures with an evil alignment, but also all creatures with a chaotic alignment. If you have a neutral alignment, you must decide whether you oppose good or evil, and law or chaos when you gain this feature.

A creature that is protected against divination magic, mind reading, or telepathy is immune against this effect.

You can use this ability a number of times equal to 1 + your Wisdom modifier. You regain all expended uses when you finish a long rest.

Spellcasting

By 2nd Level, you have learned to draw on divin⁠e magic through meditation and prayer to cast spells much akin to those of Clerics or Paladins of your faith.

Preparing and Casting Spells

The Inquisitor table shows how many spell slots you have to cast your spells. To cast one of your Inquisitor 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 Wisdom modifier + half your Inquisitor level, rounded down (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.

Spellcasting Ability

Wisdom is your spellcasting ability for your Inquisitor spells. 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 as spellcasting focus for your Inquisitor spells.

Cunning initiative

Starting at 3rd level, you can add your Wisdom modifier to your initiative rolls in addition to your Dexterity modifier.

Divine Cause

At 3rd level, you choose which divine cause your inquisitor devotes themselves to, Information, Repentance, Misdirection, or Travel. Your divine cause grants you features at 3rd level and again at 7th, 10th, and 15th 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Extra Attack

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Divine Bane

Starting at 6th level, you can imbue one of your weapons with a Divine Bane, as a bonus action. You must select one creature type (Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead) when you use this ability (and a subtype if the creature type selected is humanoid or fiend).

While under the effects of Divine Bane, your weapon deals an additional 1d4 damage of the weapon's damage type against targets of the chosen creature type. This damage increases as you gain levels in this class. To 2d4 at 14th level, and 2d6 at 20th level.

Once selected, the type can be changed as a bonus action. This ability only functions while you are wielding the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds equal to 1 + your Wisdom modifier (minimum of 1) + half your inquisitor level (rounded down). These rounds do not need to be consecutive, and you can end your divine bane as a free action.

Once all your rounds are used up, you must finish a long rest before you can use this ability again.

If you don't know the creature's type you can make a skill check as part of the same bonus action you use to declare your Divine Bane, failing to activate it should the check be unsuccessful.

The DC for the check is usually 10 + half the creature's CR or 12, whichever is higher, but can also be at the DM's discretion should the creature be especially common or uncommon.

The DM tells you what kind of check is needed to identify the creature, but they can use the table below as a reference. A successful check just tells you the type of the creature, but nothing more.

Identifying Creature Types
Skill Creature Type
Arcana Aberrations, Constructs, Elementals, Oozes
History Dragons, Giants, Humanoids
Nature Beasts, Fey, Monstrosities, Plants
Religion Celestials, Fiends, Undead

Greater Judgment

Starting at 10th level, whenever an you use your judgment ability, you select two different judgments, instead of one. This only consumes one use of your judgment ability. As a bonus action, you can change one of these judgments to another type.

Starting at 17th level, you can choose three judgments instead of two.

True Divine Bane

At 20th level, once per turn, when you strike a target of your Divine Bane, you can choose to reduce your remaining duration of Divine Bane by 4 rounds to maximize the Divine Bane damage instead of rolling it.

Divine Causes

Which Divine Cause an inquisitor devotes their live to has a great impact on their chosen methods and ways of approaching a problem. A religious order or temple can have several inquisitors devoted to different divine causes employed as long as they follow causes that fall into the same domain.

Information

Inquisitors devoted to the divine cause of Information hold little regard for those that try to keep secrets, as they always find out the truth in the end. Religions of almost all domains have Inquisitors that follow the divine cause of Information amongst their ranks.

Divine Cause Spells

Starting at 3rd level, you gain Divine Cause spells at the Inquisitor levels listed. These spells do not count against your number of prepared spells per day.

Information Divine Cause Spells
Inquisitor Level Spell Name
3rd Detect Magic, Identify
5th Detect Thoughts, See Invisibility
9th Speak with Dead, Tongues
13th Arcane Eye, Divination
17th Legend Lore, Scrying

Skills of the Trade

At 3rd level, you gain two proficiencies chosen from the following: Investigation, Perception, Disguise Kit, or Thieves' Tools

Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Additionally, when making Investigation checks, you can add your Wisdom modifier to the roll, instead of your Intelligence modifier.

Discern Lies

Starting at 7th level, you can cast discern lies a number of times per day equal to your Wisdom modifier. When you cast the spell in this manner you ignore the spell's components. You regain all expended uses when you finish a long rest.

Steeled Mind

Starting at 10th level, you gain immunity to the charmed condition, and magic can't put you to sleep.

Additionally, if an effect or spell would lower your Wisdom or Intelligence modifier, you can decide to end one active judgement on yourself as a reaction, to add an additional 1d4 to the result.

Bleed for Information

Starting at 15th level, when you score a critical hit, you can use your reaction to make an Insight check, the DC being the target's Charisma score. On a success, you learn two of the following things of your choice: the target's remaining HP, the target's current AC, any spells currently cast on the target, one of the target's vulnerabilities (if it has any), the highest spell level the target can cast, one immunity the target has (if it has any), the target's highest ability score, or the target's lowest ability score.

Additionally the next attack against the target by you or one of your allies has advantage.

Repentance

Those that go against the tennets of their beliefs are not lost, if they repent for their deeds to cleanse their soul, and should they not do so willingly, inquisitors dedicated to the divine cause of Repentance will make them. Religions of the following domains have Inquisitors dedicated to the divine cause of Repentance amongst their ranks: Death, Grave, Light, Nature, Order, and War.

Divine Cause Spells

Starting at 3rd level, you gain Divine Cause spells at the Inquisitor levels listed. These spells do not count against your number of prepared spells per day.

Repentance Divine Cause Spells
Inquisitor Level Spell Name
3rd Cause Fear, Ensnaring Strike
5th Ray of Enfeeblement, Phantasmal Force
9th Bestow Curse, Fear
13th Compulsion, Phantasmal Killer
17th Geas, Immolation

Techniques of the Trade

At 3rd level, you gain proficiency with Intimidation and Medicine, if you don't have it already. If you're already proficient in either of these skills, you can choose a skill you're not proficient with yet instead.

Your proficiency bonus is doubled for any Intimidation and Medicine check you make.

Additionally, when making Intimidation checks, you can add your Wisdom modifier to the roll, instead of your Charisma modifier.

Pain Inspires Faith

Starting at 7th level, after you have taken damage from a hostile source, you can use your reaction to gain a number of temporary HP equal to 5 + half your Inquisitor level (rounded down).

You can use this ability a number of times equal to 1 + your Wisdom modifier (minimum of 1). You regain all uses of this ability after you finish a long rest.

Unfaltering Devotion

Starting at 10th level, you gain immunity to the frightened condition, and advantage on saving throws against becoming stunned.

Rend the Unworthy

Starting at 15th level, when you score a critical hit, your attack ignores any kind of resistances the target has against your weapon's damage type, the target must make a Wisdom saving throw against your spell save DC or become frightened of you for one minute.

The target can repeat the saving throw at the end of its turn, but does so with disadvantage as long as you are within 60 ft. of it and it can see you.

Misdirection

Knowledge is power, and how much of that power is distributed amongst the masses needs to be controlled carefully. Religions of the following domains have Inquisitors dedicated to the divine cause of Misdirection amongst their ranks: Knowledge, Life, Light, Nature, Order, Trickery, and War.

Divine Cause Spells

Starting at 3rd level, you gain Divine Cause spells at the Inquisitor levels listed. These spells do not count against your number of prepared spells per day.

Misdirection Divine Cause Spells
Inquisitor Level Spell Name
3rd Charm Person, Disguise Self
5th Mirror Image, Suggestion
9th Blink, Hypnotic Pattern
13th Confusion, Hallucinatory Terrain
17th Mislead, Modify Memory

Tools of the Trade

At 3rd level, you gain two proficiencies chosen from the following: investigation, perception, disguise kit, or forgery kit.

Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies.

Additionally, when making Deception or Disguise kit checks, you can add your Wisdom modifier to the roll, instead of your Charisma modifier.

Sudden Switch Tactics

Starting at 7th level, after you have taken damage from an attack from a hostile creature, you can use your reaction to magically switch place with another willing creature within 30ft. of you.

You can use this ability a number of times equal to 2 + half your Wisdom modifier (rounded down, minimum of 1). You regain all uses of this ability after you finish a long rest.

You can expend two of your uses of this ability to try to switch place with a non-willing creature instead. In this case, the non-willing creature has to make a Wisdom saving throw against your spell save DC. On a success, it does not switch place with you.

You can't teleport a creature into dangerous terrain in this manner.

Only the Allowed Truth

Starting at 10th level, whenever you make a Deception or Persuasion check, you treat a d20 roll of 9 or lower, as 10.

Additionally, you gain advantage on discerning whether an illusion is real or not, and on saving throws against illusion and mind-influencing spells.

The Sinner's Mind is Weak

Starting at 15th level, when you score a critical hit, the target must make a Wisdom saving throw against your spell save DC or fall under the effects of a confusion spell until the start of your next turn.

Travel

Inquisitors that follow the divine cause of travel, dedicate their life to journeying through the lands to spread the words of their faith. Religions of the following domains have Inquisitors dedicated to the divine cause of Travel amongst their ranks: Forge, Life, Light, Knowledge, Nature, Order, Tempest and Trickery.

Divine Cause Spells

Starting at 3rd level, you gain Divine Cause spells at the Inquisitor levels listed. These spells do not count against your number of prepared spells per day.

Travel Divine Cause Spells
Inquisitor Level Spell Name
3rd Expeditious Retreat, Find Familiar
5th Misty Step, Pass Without Trace
9th Gaseous Form, Haste
13th Dimension Door, Mordenkaines's Private Sanctum
17th Far Step, Teleportation Circle

Tools of the Traveler

At 3rd level, your movement speed increases by 5ft, and you gain either a climbing or swimming speed equal to your movement speed.

You also can choose two of the following: Athletics, Survival, Navigator's Tools, or a Vehicle proficiency (air, land, or water). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.




Steps of the Guided Path

Starting at 7th level, as a reaction after getting hit by a melee attack, you can move up to 15 ft. away from the attacker. This movement doesn't provoke attacks of opportunity.

You can use this ability a number of times equal to 1 + your Wisdom modifier (minimum of 1). You regain all uses of this ability after you finish a long rest.

Bind not the Faithul

Starting at 10th level, you gain advantage on Athletics or Acrobatics checks made to free yourself from from being grappled or restrained by a creature, you can add your Wisdom modifier to the roll, and you can attempt to free yourself from a grapple as a bonus action.

Additionally all your movement speeds increase by 5ft, and you now ignore non-magical difficult terrain.

Hinder the Misguided

Starting at 15th level, when you score a critical hit, the target must make a Constitution saving throw against your spell save DC or fall under the effects of a slow spell until the start of your next turn.

Inquisitor Spell List

Inquisitors have a decent amount of spell options, including signature spells that are available only to their class. However, they do not have access to cantrips unless they take the Battle Prayers fighting style, which grants the access to cantrips from the Cleric spell list.


1st Level
  • Alarm
  • Bane
  • Bless
  • Brand
  • Ceremony
  • Command
  • Compel Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor
  • Expeditious Retreat
  • Guiding Bolt
  • Healing Word
  • Heroism
  • Horn of Pursuit
  • Inflict Wounds
  • Lend Judgment
  • Longstrider
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
2nd Level
  • Aid
  • Arcane Lock
  • Blindness Deafness
  • Branding Smite
  • Calm Emotions
  • Darkvision
  • Discern Lies
  • Enhance Ability
  • Gentle Repose
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Magic Weapon
  • Protection from Poison
  • Silence
  • Spiritual Weapon
  • Warding Bond
  • Zone of Truth
3rd Level
  • Conjure Barrage
  • Create Food and Water
  • Flame Arrows
  • Glyph of Warding
  • Life Transference
  • Lightning Arrow
  • Magic Circle
  • Mass Healing Word
  • Nondetection
  • Remove Curse
  • Revivify
  • Sending
  • Spirit Guardians
  • Tongues
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Death Ward
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Locate Creature
5th Level
  • Circle of Power
  • Commune
  • Dawn
  • Dispel Evil and Good
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Holy Weapon
  • Raise Dead
  • Swift Quiver

Inquisitor Spells

Brand

1st-level transmutation


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (an iron disk the size of a coin)
  • Duration: 1 day

Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 fire damage and an indelible rune or mark of no more than 6 characters is etched onto the target. The mark may be placed on any exposed portion of the creature, typically the head or forearm, and remains for the duration. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed.

If the spell was cast as a 1st level spell, the brand can be removed by receiving at least as much HP magical healing as the spell caused damage, or with a lesser restoration spell or similar magic.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the fire damage increases to 4d6 and the duration is increased to 7 days. The brand can now also only be removed by spells that can end curses, like remove curse or similar magic. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases to 6d6 and the brand lasts until it is removed by magic, such as remove curse or greater restoration.

Discern Lies

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Each round, starting with the action used to cast this spell, you can use your action to concentrate on one target, which must be within 30 ft. of you. The first time you concentrate on a target, it must make a Wisdom saving throw, or you know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you can keep concentrating on your current target as an action, or you may use your action to concentrate on a different target. If you do so the effect ends on the previous target.

Horn of Pursuit

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round

You create the sound of a large hunting horn, blowing up to three notes as loud as a roaring dragon. These notes can be heard up to 2 miles away in typical outdoor conditions. You can make these sounds short or long, allowing you to send very simple coded messages.

Lend Judgement

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S, M (your holy symbol)
  • Duration: Concentration, up to 1 minute

You grant a willing target creature the benefit of one of your active judgments. If you have more than one judgment active, you choose which judgment you lend. The spell ends if the creature you lend your judgment to moves further away from you than 60ft.

At Higher Levels. If you cast this spell using a spell slot of 3rd or 4th level, you can lend a creature two judgments instead. If you cast this spell using a spell slot of 5th level or higher, you can lend a creature three of your active judgments.

Credits:

Thanks to GM Binder and Hombrewery for the neat templates. The class is based on the Pathfinder Inquisitor class from Paizo. This is unofficial fan content and not endorsed in any way by Wizards of the Coast or Paizo.

 

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