The Inquisitor

by JunkyDM

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The Inquisitor

The Inquisitor

The prisoner, bones pulling against his emaciated form, continues to answer the same question he's been asked time after time again. He does not notice when the human woman, prowling around him with belligerent intent, changes the question ever so slightly to suit her needs. This accidental confession leaves her satisfied, as she exits the prison, escaping the pleading screams of her captive.

The half-orc smiles as he skewers the heretic before him on his rapier, looking before his enemies he stands back and lets out a fearsome bellow. The heretic's allies all freeze in fear, and the last utterings conjured by them are pleadings of forgiveness to the gods they defied before they are thrown to the pyre.

The necromancer's smile soon turns into a look of abject horror, as her spells take no hold of the half-elf in front of her. Rather, the weave of magic coils around her axe, of which soon bites into the necromancer's shoulder. Her magical defenses so quickly turned against her as her enchantments unravel.

Inquisitors are ruthless and merciless hunters utilizing purely mundane means in a world of magic and power that stretches far beyond mortal grasp. Using paranoia, horror, and zeal as tools to root out both corruption and their quarries from their hiding places. Solutions using a fair bit of deception and bodily harm are nothing, if not plentiful, in this profession.

Necessary Evil

To the untrained eye every action an inquisitor takes seems to be muddied with evil or at least belligerent intent, but taking a closer look reveals the necessity of their actions. Submerged in a world full of creatures able, most even willing, to slaughter most of mortal kind and enslave the rest, there are those who would reason to delve into the heart of this corruption itself and rip it out with extreme zeal and passion. Not resting until a future without these horrors existing is ensured.

The makings of an Inquisitor are draped in trauma and sorrow, few who have lived a life separate from these horrors choose to go to the extremes that inquisitors do. Yet all who have suffered the wrath of chaotic powers at the least contemplate using these means. Each one has faced the tide and has allowed it to reshape themselves into the perfect machine made to hunt down corruption.

Skillful Brutality

Inquisitors take great pains to make great pain. In more precise terms, while their fervor may seem like it could spill over into a berserk rage they train their entire lives to instead use their anger to fuel precise, focused, and powerful attacks, or to inspire methods of sadistic intimidation in the form of torture.

It is not uncommon for an inquisitor to go over the edge in spite of their training, but there is a line they draw between "going over the edge" and "making harsh but necessary judgments".

Inquisitors care not if the public likes them, but they do care if they fear them. Acts of overzealousness and open violence to their enemies are encouraged within inquisitorial orders, as long as the act is kept to nothing more than that, an act. Should the inquisitor truly begin to harm innocents and let paranoia drive them then they become useless in the eyes of their order, maybe even their next target of corruption.

An inquisitor fighting an inquisitor is a bloody and gruesome scene that should be kept away from all eyes, even those of the same order.

Creating an Inquisitor

When creating an inquisitor, think about what sparked such hatred for corruption or a particular creature in your character. Talk with your DM about common tragic events in their world, and attach one of those events to your character. Maybe your character was born from an unholy union, and seeks to hunt down the unholy to prove their morality. Perhaps they were training for something else, until a cult destroyed their future and goals they worked hard for.

Why did you take your hunt out on the road? Do you have a lead on your enemy? Were you cast out from your order, or are you a celebrity within it? Is there even an inquisitorial order in your world, or are you one of the few who commits these extremes.

The Inquisitor
Level Proficiency Bonus Features Zealotry Die Zeal Points Zealous Actions Known
1st +2 Zealotry, Paragon of Authority 2d4
2nd +2 Fighting Style, Zealous Actions 2d4 2 3
3rd +2 Inquisitorial Order, Interrogation 2d4 3 3
4th +2 Ability Score Improvement 2d4 4 3
5th +3 Extra Attack 2d4 5 3
6th +3 Ability Score Improvement, Order Feature 2d6 6 4
7th +3 Root Out Corruption 2d6 7 4
8th +3 Ability Score Improvement 2d6 8 4
9th +4 Order Feature 2d6 9 4
10th +4 Mad Zeal 2d6 10 5
11th +4 Paragon of Truth 2d6 11 5
12th +4 Ability Score Improvement 2d8 12 5
13th +5 Break Through 2d8 13 5
14th +5 Iron Will 2d8 14 5
15th +5 Order Feature 2d8 15 5
16th +5 Ability Score Improvement 2d8 16 6
17th +6 2d8 17 6
18th +6 Absolute Precision 2d8 18 6
19th +6 Ability Score Improvement 2d8 19 6
20th +6 Sever the Source 2d12 20 7

Class Features

As an inquisitor, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per inquisitor level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per druid level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two skills from Acrobatics, Arcana, Athletics, Deception, Insight, Investigation, Perception, Persuasion, Religion.

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a chain shirt or (b) leather armor, light crossbow, and 20 bolts
  • (a) 5 javelins or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Zealotry

Beginning at 1st level, you adopt a certain passion and energy into everything you do that shines brightest when blood can be spilt. When you score a critical hit with a weapon attack, you can roll one instance of your zealotry die one additional time and add it to the extra damage of the critical hit. You can find your zealotry die in the class block above.

Paragon of Authority

At 1st level, your words carry a weight of purpose, and even the hardened will shirk away from you once a threat is thrown. You gain proficiency in the intimidation skill.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You cant 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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren't holding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of your turn, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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 +2 bonus to the damage roll.

Zealous Actions

At 2nd level, your inner pool of energy combined with tactical wit can empower special actions that range from lethal attacks to subtle subterfuge. You can expend a certain amount of zeal points to empower zealous actions. After every level up, you may choose to replace any number of zealous actions.

Additionally, after successfully hitting with an attack you can choose to spend 1 zeal point to deal additional damage equal to your zealotry die.

Zeal Points. Zeal points represent the pool of energy and passion you have, at level two you have 2 zeal points to spend. You can only spend one zeal point when adding damage to your attack. You regain all zeal points spent after a long rest

Saving Throws. Some zealous actions require saving throws to be made, referring the save DC as a Zeal Save DC. This DC is equal to 8 + your proficiency bonus + your Charisma modifier.

Zealous Actions

These zealous actions are presented in alphabetical order. More are listed at the end of the class description.

Don't Run! When making a melee weapon attack, you can expend 2 zeal points to make the following attack particularly painful, either by twisting your blade, aiming for a joint, or slicing a vulnerable body part. The creature hit by this attack must make a Constitution save against your Zeal Save DC or have its movement halved. It can repeat this saving throw at the end of its turn, ending the effect on a success.

No Mercy! No Respite! As a bonus action, you can expend 2 zeal points and bark a fearsome command at any willing creature of your choice within 60ft that can hear you. Until the end of your next turn that creature can take an action as a reaction, that action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Virulent Stance. As a bonus action, you can expend 2 zeal points, if you have not used your movement on your turn, to prepare for an incoming blow. Your movement speed is reduced to 0 for that turn and you gain resistance to all damage except force and cannot benefit from movement speed increases until the beginning of your next turn. If you are forced to move due to a spell effect you have advantage on any saving throw to not be moved. If you are forced to move due to being frightened, this zealous action ends.

Zealous Approach. As a bonus action, you can expend 2 zeal points and call out to an ally and encourage them. They gain an additional 10 feet of movement and all opportunity attacks against them have disadvantage until the end of your next turn.

Accusation. As an action, you spend 2 zeal points to condemn an enemy for heresy and crimes against the righteous cause, exposing their foul nature to everyone. The target's AC is lowered by 2 until the end of your next turn. This feature does not effect constructs, and the creature being targeted does not need to understand you.

Inquisitorial Order

Beginning at 3rd level you are able to supplement your skills and zealous ways with teachings from an order within the inquisitorial sects of your choice: The Order of the Heretic Hunter, The Order of the Witch Hunter, or the The Order of the Lawbringers all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 9th, and 15th levels.

Interrogation

At 3rd level, you are able to extract the truth out of an individual through a mix of intimidation, promise, persuasion, accusation, and even violence.

If you speak to a creature for 5 minutes, you can attempt to intimidate a creature into telling you the truth, and nothing but the truth. The creature you are speaking to must make a Wisdom saving throw against your Zeal Save DC or be forced to tell the truth for as long as your are speaking to it. If the creature is immune to the frightened condition, then they automatically succeed on their saving throw.

If the creature fails the save by more than 5, then it must speak the truth or what they think is the truth. However, at any other time, they will only be forced to tell you what they think will satisfy you. If they cannot think of anything, they may not speak at all.

Extra Attack

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

Root Out Corruption

At 7th level, once you spend 24 hours in a hamlet or village, 42 hours in a large town, or 72 hours in a city actively doing light activity including talking and resting, sentient creatures in the area will have disadvantage on saving throws made to resist your Persecution feature and on Wisdom (Insight) and Charisma (Deception) checks against you. In addition, you have advantage on all Charisma (Intimidation) checks made on sentient creatures who live in the area.

This benefit lasts until you leave the settlement for an amount of time equal to how long you remained there to a maximum of ten days.

Mad Zeal

At 10th level your zeal births a state of mind bordering on madness, steeling your mind against the trickery and dread of the mythical and magical.

As a bonus action, you can spend 3 zeal points to gain resistance to psychic damage and become immune to the charmed and frightened condition for 1 minute. In addition, you have advantage on Intelligence and Wisdom saving throws while this feature is activated.

Paragon of Truth

At 11th level, after making a Charisma (Intimidation), Charisma (Persuasion), or Wisdom (Insight) check but before the GM determines whether the check succeeds or fails, you can spend any number of zeal points to grant yourself a bonus equal to the amount of zeal points spent.

In addition, when a creature is forced to make a saving throw against your Persecution feature you can use 4 zeal points to grant them disadvantage on their saving throw.

Break Through

At 13th level, you've learned how to rise above the unnatural resistances of the magical and mythical.

Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Iron Will

At 14th level, your will has been tried and tested against the worst the world has to offer, and has thenceforth become like iron.

When you are forced to make a save against the frightened or charmed condition and fail, you can expend 2 zeal points to reroll the saving throw and take the second result. In addition, possession attempts against you automatically fail.

Absolute Precision

At 18th level, you are able to dig deeper into your inner pool of passion than you have ever before.

After you hit an attack, rather than only being able to spend 1 zeal point and add your zealotry die to the attack, you can keep spending zeal points (to a maximum of three times) to add additional zealotry dice.

First Zealotry Die = 1 zeal point
Second Zealotry Die = 2 zeal points
Third Zealotry Die = 3 zeal points

Sever the Source

At 20th level, you've reached utter perfection in the art of rooting out corruption and can stamp it out as quickly as it rears its ugly face. Never tiring until the job is done.

As an action, you can spend 4 zeal points to cast detect thoughts, this effect is not magical and can be described as the inquisitor's ability to interpret the thought process of someone else. Features similar to Soul of Deceit (see Mastermind Rogue) are still immune to this type of "mind reading", however due to the effect being non magical it cannot be counterspelled nor detected by divination magics.

In addition, when you start your turn and no longer have any zeal points left, you may roll a d4 and regain zeal points equal to the number rolled.

Zealous Actions (Continued)

This is a continued list of zealous actions that cannot be taken or prepared when first gaining the feature to do so, due to prerequisites such as increased zeal cost or race requirements.

Open Vein. When making a melee weapon attack that deals slashing damage, you can expend 2 zeal points to aim for an artery. The creature must make a Constitution save against your Zeal Save DC or take 2 (2d4) damage at the end of each of its turns as it bleeds profusely. After taking damage, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature has no blood it is immune to this effect.

Cavalier's Bane. As an action, you can expend 2 zeal points and attempt to intimidate all beasts that can hear you. The creatures make a Wisdom (Insight) check against your Charisma (Intimidation) check or become frightened of you until the end of your next turn. Beasts that have an Intelligence higher than 4 or are immune to the fear condition are not affected by this feature.

If the beasts are mounted the creatures mounting them no longer have control over them, but can use an action to calm them down and end the condition.

Rouse the Flames. Your zealous words and passionate fighting can inspire others to fight beyond their mortal limits. As an action, you can expend 2 zeal points to grant a number of creatures equal to your charisma modifier you choose within 30 feet, that can hear and understand you, temporary hitpoints equal to your class level and advantage on their next attack.

Serial. Your adrenaline surges most when you see your enemies fall before you. As a reaction when you knock a creature down to 0 hitpoints, you can spend 3 zeal points to gain another action during that turn.

Inquisitor's Accuracy (Prerequisite: Archery Fighting Style). You've learned to call your shots and place them in an efficient manner, making every projectile count. As a bonus action when making a ranged attack against a creature within your weapon's short range, you can spend 2 zeal points to target any creature behind the target still within the weapon's short range, that is in the same line of fire, as well. The roll to hit and damage rolled is the same for both targets, however, if it misses the first target then the zealous action is lost and no other creatures are targeted.

Bloodborn Rage (Prerequisite: Half-Orc, Orc, Minotaur, Hobgoblins). An innate anger deep within your heart, which clamors for release, now has seeped into your inner wellspring of energy and zeal. As an action, you can spend 6 zeal points and make an attack. If the attack hits, you roll damage as normal, however, you may add additional damage dice equal to your available hit dice to the overall damage. After, you also take damage equal to the additional damage rolled. The hit dice expended cannot be used for short rests and are to be considered lost until regained through a long rest or other magical means.

Mirthful Destruction (Prerequisite: Elf, Half-elf). To you, destruction is a skill that does not wane with age nor use and goes hand in hand with mirth. As an action, you may spend 3 zeal points and share your love for combat onto the enemy. All targets, that can see and hear you, within 30ft of you must make a Wisdom saving throw against your Zeal Save DC. If they fail, then they must make a melee attack against a random creature that they can see, using their reaction, as they are overcome by bloodlust. This zealous action does not effect beasts, constructs, and creatures immune to the charmed condition.

Eye for the Craft (Prerequisite: Dwarf). Sometimes, the profane can be hidden within the most subtle of design flaws and changes. As an action, you can spend 3 zeal points and 10 minutes to perceive the intricacies of a crafted object. The search can reveal the racial or cultural inspiration of the design, a signature or insignia of a certain craftsman, the age and how much it has been used or interacted with, if it is magical in nature (however, not the magical effects), the quality of the craft, and if it is a duplicate of an existing object (as long as you have a similar craft to compare with.)

Ambitious Adaptation (Prerequisite: Human). You are able to adapt to situations by enacting plans others would deem impossible and overly ambitious. As an action, you may spend 3 zeal points and grant 3 creatures of your choice, that can see and hear you within 30ft, an extra 1d4 they may add to saving throws, attack rolls, and ability checks for 1 minute. This benefit ends early if you are incapacitated, knocked unconscious, or stunned.

Inventive Thinking (Prerequisite: Gnome). Your experience with tinkering and inventing different contraptions has given you a new perspective on how constructed abominations work. As an action, you may spend 4 zeal points and make a contested skill check using your Intelligence (Investigation) check against a construct's Charisma (Deception) check. If you succeed, you gain knowledge about any damage or condition immunities, resistances or vulnerabilities it has. Alternatively you may choose to instead learn of its remaining hipoints and current Armor Class.

Duelist's Precision (Prerequisite: Dueling Fighting Style). When holding a melee weapon in one hand and no other weapons, as a bonus action you may spend 4 zeal points and prepare to barrage an opponent with a flurry of precise strikes. While this zealous action is activated, you gain a +1 modifier to hit and damage on all attacks which increases by +1 every time you hit the same creature in succession to a maximum of +3 for 1 minute. This benefit ends early if you miss an attack, hit a different target, use another zealous action, or move your full movement speed.

Hangman's Talent. When making an attack with a whip, you can spend 3 zeal points to maim and debilitate your target. If you hit, the target must make a Constitution saving throw against your Zeal Save DC or be affected by one of the following debuffs of your choice.

  • Caster's Bane. You aim for the creature's throat and scour their breath momentarily. Until the end of your next turn, the creature cannot cast spells using verbal components. Any creature that can't breathe or doesn't need to is immune to this debuff.
  • Athlete's Bane. You aim for the creature's extremities and temporarily deny them their dexterity. Until the end of your next turn, the creature has disadvantage on Dexterity checks and saving throws. Any creature that does not have limbs is immune to this debuff.
  • Warrior's Bane. You enact in dirty fighting and strike at your opponent's grip, weakening the hold on their weapon. Until the end of your next turn, your opponent has disadvantage on all weapon attacks. Additionally, you may target a hand holding a shield and force the target to be unable to effectively use it, losing the AC bonus. Creatures that have natural weapons or are fighting unarmed are immune to this effect.

Serene Rest. As part of a short rest, you may allow yourself to drop your guard and experience a state of blissful rest. This zealous action itself does not cost zeal points, instead you may choose to regain 1d8 worth of zeal points during a short rest but you may only use a maximum amount of hit dice equal to half your total amount.

Inquisitorial Order

Not all inquisitors see the same corruption nor do they cooperate to destroy the same enemy, so it is only natural that orders would be formed from the inquisitors that do fight against the same corruption. An order is not always a specific organization or faction, but rather a code of conduct and path of training in which an inquisitor will find all the tools they need to root out their hated enemy.

Order of the Heretic Hunter

An inquisitor of the Order of the Heretic Hunter is sworn to a specific church, god, pantheon, or religious ideal. As is with all doctrines, when ideals become misconstrued and isolated lies become dogmatic truths and heretics claiming to be prophets and saviors climb from the woodwork. Upon their throne of lies, they ruin the holy name of deities and churches alike as they meet their despicable means to an end. It is this order's duty to hunt these heretics down, alongside anyone else who would besmirch their doctrine.

Doctrine and Domain

Beginning when you choose this order at 3rd level, you ascribe yourself to a specific clerical domain that represents your doctrine, philosophy, church, or deity to which you defend. Each different domain is provided below.

Life. You inherit the divine health of those you ascribe yourself. You become immune to disease.

War. You embody to unbreakable and far reaching truth of war. You become proficient with heavy armor.

Grave. You are an aid to your world's psychopomps and heralds of The End. You can no longer critically fail death saving throws.

Forge. You are a mere ember within the forge heart of your world. You gain two tool proficiencies.

Nature. You are sworn to defend the groves and natural world from its defilers. You can communicate with small and tiny beasts and plants.

Order. Though you yourself are above the law, your actions must allow it to stand forevermore. You gain expertise in Intimidation skill.

Peace. You are sworn to promote the wholesome qualities of civilization at any cost. You gain proficiency in the Persuasion skill, if you already had it you gain expertise in it.

Twilight. You brandish yourself as a guardian against those who go bump in the night. You gain 30ft of darkvision, if you already have darkvision add 30ft to it.

Knowledge. You are a guardian of scripture and logic in your world, keeping information from the world or sharing it out at your discretion. You gain proficiency, or expertise if you already are proficient, in one of the following skills: History, Religion, and Arcana.

Tempest. You are the storm that is approaching. You gain resistance to thunder damage and cannot be deafened.

Arcana. You dance and walk atop the delicate strands of the Weave. You gain a 1d4 when making saves against magical effects.

Trickery. You are an embodiment of mischief and often challenge order. You gain proficiency in either stealth, thieves' tools, or the disguise kit.

Light. You chase away the lies that would topple kingdoms and the darkness that would swallow souls. As an action, you can cause bright light to emanate 10ft outwards from you. This light breaks through magical darkness.

Death. You stared into the abyss and it welcomed you with open arms. You gain resistance to necrotic damage.

Once you pick a domain, you may only change it with your DM's permission. If you ever multiclass into cleric, you must choose the same divine domain that you've devoted yourself to here.

Burgeoning Fervor

At 3rd level, when you knock an undead, fiend, fey, or oathbreaker paladin to 0 hitpoints you gain 2 zeal points. These extra points can exceed your maximum, but only to an amount equal to your Charisma modifier, and the extra points fade away after 5 minutes.

Alternatively, if you picked the Death domain then replace fiends and undead with celestials in the feature above.

Divine Discipline

At 6th level, you've learned how to keep going where most would have fallen long ago. As an action, you can expend 3 zeal points to regain hitpoints equal to 3 times your class level. You can use this feature an amount of times equal to your Charisma modifier per long rest.

Heretic Hunter Adept

At 9th level, you gain one of the following features of your choice that reflect what in particular you are sworn to defend; be it a church and its clergy, a deity and its name, or a philosophy and its ideals.

Ecclesiastical Guard. No one will dare to harm your clergy when you are around. In response to an ally you can see being hit with a critical hit, you can use your reaction and move your full movement speed up to the creature who dealt the attack, if you get within melee range of the creature that hit your ally, you can make one attack. Opportunity attacks against you have disadvantage when you move in this way.

Deific Crier. When you shout, even the gods stand to listen. As a response to taking necrotic or radiant damage, you can use your reaction to become resistant to that type of damage until the start of your next turn.

Philosophical Voice. No abjuration will muffle the words of wisdom pouring directly from you. Your voice cannot be involuntarily muffled or silenced by magical or nonmagical means and your mouth does not need to be open for you to speak clearly. In addition, you can choose a point within 30ft of you and have your voice originate outwards from there, the volume of this voice can be no louder than an audible whisper.

Superior Doctrine

At 15th level, you've gained a profound understanding of your religious doctrine, so much so that it is easier to stay on the path than to betray it, and all who witness it find themselves doubting their own path.

When you succeed a saving throw against the charmed condition, you may use your reaction to force a creature within a range to make a saving throw against your Zeal Save DC or become frightened by you until the end of your next turn. In addition, your alignment can't be changed by any means shorter than a wish spell, even if targeted by the Balance card within the Deck of Many Things.

Order of the Witch Hunter

The Order of the Witch Hunter teaches that magic, although useful when used responsibly, is inherently chaotic and the antithesis of order and reality. A Witch Hunter makes it their duty to hunt those that would go so far as to sell their soul for supernatural power, lest the naive warlock allow entrance for something far more diabolical and cunning than they into the Material Plane.

They can be seen acting as advisors to mages, closely scrutinizing their studies so as to guide them towards an ethical path, or actively hampering their advancements.

Witch Bane

Beginning at 3rd level when you pick this subclasss, whenever you force a creature to make a Constitution saving throw in order to maintain concentration on a spell, that creature must subtract a 1d4 from their roll.

In addition, whenever a creature you force to maintain concentration on a spell fails a saving throw or knock a creature that has spellcasting, other than innate casting, down to 0 hitpoints you gain 2 zeal points.

This can exceed your maximum, but only to an amount equal to your Charisma modifier, and the extra points fade away after 5 minutes.

Arcane Rebound

At 6th level, you've learned how to use your opponent's magic against them. Whenever attacking an enemy that is under the effect of a spell that increases their AC, such as shield or mage armor, you may spend zeal points equal to your target's AC bonus provided by the spell and increase your damage by double the amount of zeal point spent for that turn.

In addition, when being targeted by a leveled spell that deals fire, cold, acid, poison, force, necrotic, and radiant damage you can use your reaction to coat your weapon, or both fists, and deal extra damage equal to your proficiency bonus, that is of the same damage type dealt to you before, until the end of your next turn.

Vengeful Pursuit

At 9th level, whenever you succeed on a saving throw against a magical effect you can spend 3 zeal points to either increase your AC by 2, your bonus to all saving throws by 2, or your bonus to hit and damage by 2. These benefits last for 1 minute

You can only have one of these benefits active at a time and they do not stack.

Antimagic at Heart

At 15th level, your blatant stance towards magic is shown to all. As an action, you can spend 5 zeal points and create a 15ft sphere of antimagic around yourself for 1 minute as if you were concentrating on a spell.

Order of the Lawbringer

The Order of the Lawbringers are perhaps the most orderly and calm when enacting out their inquisitorial duties. They enter the minds of criminals and oathbreakers and seek them out to enact, not the land's or local lord's justice, but their own hand crafted justice suited to the problem at hand, these different forms of justice are as diverse as the lawbreakers they seek out. Like most inquisitorial orders, they see themselves as above the law and dish out punishment to those using the law unlawfully, such as nobles hiding behind vague mandates and laws while treating those beneath them with none of the same mercy provided to them.

The monsters they seek, the quarries they harbor great hatred to, are the monsters inside all mortal beings, rather than the literal beasts hiding within the shadows.

Lawbringers can be found just as much in positions of authority as they can be found leading glorious revolutions against tyrants.

The Jury Stands

Beginning at 3rd level, when you pick this subclass you gain proficiency with heavy armor. In addition, when you knock a chaotic or evil aligned humanoid to 0 hitpoints, you gain 2 zeal points.

These extra points can exceed your maximum, but only to an amount equal to your Charisma modifier, and the extra points fade away after 5 minutes.

Intrinsic Understanding

At 3rd level, you gain proficiency in one of the following skills: Insight, Investigation, or Deception. If you already had proficiency in the skill before then, your proficiency bonus is doubled for any ability check you make for that skill.

Criminal Awareness

At 6th level, you gain a moderate understanding of cyphers and secret codes. When reading script that you understand the language of, you can make an Intelligence (Investigation) check to find and decipher any secret messages hidden within and the creature that had written the script must make a contested Charisma (Deception) check against you. If the creature had written the script in Thieves' Cant, then it makes their Charisma (Deception) check at advantage.

On a success, you are able to read and understand the cypher. This does not mean you are able to read all cyphers of similar penmanship, however, just this one instance.

Vigilant Judge

At 6th level, you have advantage on attacks against a creature, you can see, who have attempted a stealth check in their last turn. In addition, you can make perception checks meant to discern the location of hidden creatures as a bonus action and you have advantage on Wisdom (Perception) checks made to uncover creatures hidden by stealth or invisibility. This advantage does not increase your Passive Perception.

Eternal Executioner

At 9th level, you are sworn to the law forever and all those who wish to force you off your path are met with an unrelenting pain. When knocked down to 0 hitpoints, and not killed outright, you can instead spend 3 zeal points and your reaction to drop to 1 hitpoint instead and make one attack against the creature who hit you, provided they are within range.

Guillotine

At 15th level, you've gained the ability to dole out an instantaneous and violent justice upon the worst of criminals. When you hit a creature with an attack, you can spend 5 zeal points and force the creature to make a Constitution saving throw against your Zeal Save DC or take damage equal to half the creature's hit dice, half as much on a success.

Art and Credit

None of the art above belongs to me. I have listed links to the artist's homepage and their name's (if possible to find them). If there are any discrepencies, please notify u/junkyredditor on Reddit.

  • https://www.artstation.com/artwork/nJNYr

Inquisitor by Valentin Sanduliak

  • https://www.deviantart.com/rogierb/art/Pathfinder-Inquisitor-531390879 by DzungDao

Pathfinder - Inquisitor by RogierB

  • Skyhold (Dragon Age Inquisition) by ???

  • https://www.deviantart.com/marko-djurdjevic/art/Judges-archetype-480397973

Archetype - Judge by Marko-Djurdjevic

  • Image not found

  • https://www.deviantart.com/vargasni/art/Shadow-Hunter-Yeager-LoC-633357638

Shadow Hunter Yeager by VargasNi

  • Gwent Egmund Card by Anton Nazarenko

  • https://www.artstation.com/artwork/9dkRa

Witch Hunter by Yuri Chuchmay

  • https://daoanhdung007.artstation.com/projects/2xZ2Ve

Lawbringer by Dzung Dao

 

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