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# Blood Hunter, Order of the Inquisitor ## Order of the Inquisitor The second public draft for this subclass. A full changelog can be found on the final page of this document. ### Domain of Inquisition When you join this order at 3rd level, your cause determines the kind of divine servant that you are. Choose a Divine Domain from your order’s list of eligible domains, as detailed in the Domains of Inquisition table below, and then choose your Divine Mission as explained below. ##### Domains of Inquisition | Domain | Source | |:--------------|:--------------------------------------| | Knowledge | *Player’s Handbook* | | Life | *Player’s Handbook* | | Light | *Player’s Handbook* | | Nature | *Player’s Handbook* | | Tempest | *Player’s Handbook* | | Trickery | *Player’s Handbook* | | War | *Player’s Handbook* | | Death | *Dungeon Master’s Guide* | | Forge | *Xanathar’s Guide to Everything* | | Grave | *Xanathar’s Guide to Everything* | | Peace | *Tasha’s Cauldron of Everything* | | Twilight | *Tasha’s Cauldron of Everything* | | Order | *Guildmaster’s Guide to Ravnica* | | Arcana | *Sword Coast Adventurer’s Guide* | ___ **The following domains are designed for the Amonkhet setting, but may be used elsewhere with DM permission:** | Domain | Source | |:--------------|:--------------------------------------| | Ambition | *Plane Shift: Amonkhet* | | Solidarity | *Plane Shift: Amonkhet* | | Strength | *Plane Shift: Amonkhet* | | Zeal | *Plane Shift: Amonkhet* | ___ **The following domains are derived from archived Unearthed Arcana (UA) playtesting content, but may still be used with DM permission:** | Domain | Source | |:--------------|:--------------------------------------| | Protection | *Unearthed Arcana - Cleric* | \columnbreak #### Divine Mission Your Divine Mission is a summary of the cause you are promoting or your beliefs, whether you hold your mission above all else, or simply value it as a suggestion or even a mere means to another end.
##### Choosing your Divine Mission You can choose your own Divine Mission or have you DM determine your Divine Mission for you. For example, an Inquisitor whose primary domain is Arcana could have been sent out to *"learn all there is to know of the secrets and potential of magic, at all costs"*.
___ #### Holy Symbol You get a holy symbol representing your allegiance to your cause, which is a Tiny physical object used for evoking divine magic, containing symbolism that represents your allegiance to your order or cause. You can use your holy symbol as a focus for certain features. In order to be used in this way, the holy symbol must be visible. You may choose its appearance, or roll on the Holy Symbols table below. You may also choose to use your rite weapon in place of your holy symbol, and have its appearance change accordingly. ##### Holy Symbols | # | Description | |:-----:|:------------------------------------------------------------------------------------------------------------------------------------------| | **1** | *The sigil of your deity or order, branded onto your flesh on a body part of your choice.* | | **2** | *A talisman that you hold in your hand, representing your deity or order.* | | **3** | *A tattoo marking your skin with the sigil of your deity or order.* | | **4** | *A tiny reliquary containing a sacred artifact ordained by your deity or order.* | | **5** | *A pendant around the neck representing your deity or order.* | | **6** | *A small mummified piece of flesh from a long-dead celestial which still radiates divine power even in death.* | If your holy symbol is destroyed or lost, you can spend 5gp to perform a ritual in order to receive a replacement, which takes 10 minutes of uninterrupted focus. This ritual can be performed during a short or long rest, and the previous holy symbol loses its divine properties. Alternatively, you can perform the same ritual in order to engrave your holy symbol into a weapon, a piece of armor or a shield, with no gold cost required. \pagebreak ### Divine Messenger Beginning at 3rd level, your dedication for your cause has equipped you for your status as an inquisitor in order to carry out your divine mission. As a result, you gain proficiency in one of the following skills of your choice: Insight, Perception, Deception, Persuasion or Intimidation. ### Channel Divinity Your order allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your order explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this feature, the DC equals your Hemocraft save DC. ___ #### Channel Divinity: Sacrosanct Will As a bonus action, you hold onto your holy symbol and tap into your divine power for guidance, bolstering your force of personality and your awareness. Choose two skills you are proficient in that use Intelligence, Wisdom or Charisma. For the next minute, you gain a bonus to all ability checks using the chosen skills equal to a single roll of your Hemocraft die. ___ #### Channel Divinity: Seal of Subjugation As an action, you can brandish your holy symbol to strike fear into the hearts of the heretical. Any creatures of your choice within 15 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is frightened of you for up to 1 minute. The creature may repeat the saving throw at the end of each of its turns. If it succeeds the saving throw, the creature is no longer frightened. Creatures that are fey, fiends or undead have disadvantage on the saving throw. While any creatures are frightened by these means and are within 15 feet of you, you may use a bonus action on each of your turns to push the creatures 10 feet away from you. ### Ardent Inquiry At 7th level, you are able to draw out the sins of those around you, even if they are but strangers to you. Whenever you socially interact with a creature that has at least one language in common with you for one minute or more, you learn of a minor incriminating secret relating to the creature, the nature of which is at the discretion of the DM. Unless you choose to make your awareness of its secrets known, this discovery is made without the creature’s knowledge. Additionally, if you choose to reveal that you know of its secret, any Charisma checks made against the creature involving the secret learned are made with advantage. Once you have used this feature, you can not use it again either until you have finished a long rest, or until you expend one use of your Blood Maledict feature. \columnbreak ### Brand of the Heretic Starting at 11th level, your Brand of Castigation now has influencing effects that bring heresy out of the woodwork and sway public favor against those who commit it. A creature capable of speaking at least one language branded by you makes all Charisma (Deception) checks with disadvantage. In addition, any other creature with at least one language in common with the branded creature who attempts to interact with it must make a Wisdom saving throw. On a failed save, the creature will wholeheartedly consider the branded creature to be untrustworthy, regardless of their prior relationship. The creature believes that none of the branded creature's words or actions are sincere, even if it is telling the truth. Depending on the branded creature's actions, and the creature’s own demeanor, the creature may become hostile or even violent towards the branded creature if it is prone to doing so. ### Charlatan's Undoing Starting at 15th level, your presence dissuades even the most elusive of charlatans from speaking lies around you. While you remain conscious, you emit an aura with a radius of 10 feet that acts as the area of a *zone of truth* spell. ### Blood Curse of the Burning Stake Starting at 18th level, you can hold out your holy symbol, radiating holy light to silence the words of blasphemers and overwhelm them with divine flame. You gain the Blood Curse of the Burning Stake for your Blood Maledict feature. This doesn’t count against your number of blood curses known. ___ #### Blood Curse of the Burning Stake As an action, you curse a creature that you can see within 30 feet of you to combust in divine flame for up to 1 minute. The target must make a Constitution saving throw or take 4d6 radiant or necrotic damage (your choice). At the beginning of each of its turns until the curse ends, the creature takes an additional 3d8 damage of the chosen type. Whenever the creature casts a spell requiring verbal components, you can use your reaction to force the creature to make a Charisma saving throw. On a failed save, the creature takes 2d8 psychic damage and the spell fails, wasting the spell slot if one was expended. Additionally, the targeted creature is silenced until the beginning of their next turn. While silenced, the creature can’t speak and automatically fails any ability check that requires speech. ___ ***Amplify.*** Until the curse ends, the creature must make a Charisma saving throw each time they attempt to cast a spell, regardless of the amount of spells cast during their turn. \pagebreak ## Changelog **Public Draft #2:** * **Channel Divinity: Sacrosanct Will (3rd):** "Choose one skill that uses Charisma, and then choose one skill that uses Wisdom or Intelligence (your choice)" has been changed to "Choose two skills you are proficient in that use Intelligence, Wisdom or Charisma". ____ **Public Draft #1:** * Initial post on the Arcane Forge megathread on r/UnearthedArcana.