Inquisitor

by spookybo0gie

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*Terms To know: PB- proficiency bonus.
This class has lots of buffs/debuffs & for ease of play they are all based around your PB.

Quick Build

Inquisitors are a varied class.
First decide your Order, & note it's spellcasting ability score
Prioritize your Dexterity, Constitution, & your spellcasting ability scores.

Hit Points

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

Proficiencies

  • Armor: light armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 3 from History, Insight, Intimidation, Investigation, Perception, Religion, & Survival.

Starting Equipment

You start with the following items, plus anything provided by your background.

(a) one martial weapon & a shield
(b) any two simple weapons, a light crossbow and 20 bolts
(a) a holy symbol, scale mail
(b) a holy symbol, leather armor and a dungeoneer's pack

Inquistor | Class Features
The Inquisitor
Level PB Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Inquisitional Order, Spellcasting 2 2 2 - - -
2nd +2 Pronounce Judgement 2 3 2 - - - -
3rd +2 - 2 4 3 - - - -
4th +2 Ability Score Improvement 3 5 3 - - - -
5th +3 Bane, Inquisitional Order Feature 3 6 4 2 - - -
6th +3 - 3 7 4 2 - - -
7th +3 Shared Judgement 3 8 4 3 - - -
8th +3 Ability Score Improvement 3 9 4 3 - - -
9th +4 - 3 10 4 3 2 - -
10th +4 Inquisitional Order Feature 4 10 4 3 2 - -
11th +4 Greater Bane 4 11 4 3 3 - -
12th +4 Ability Score Improvement 4 11 4 3 3 - -
13th +5 4 12 4 3 3 1 -
14th +5 Inquisitor Order Feature 4 12 4 3 3 1 -
15th +5 Stalwart 4 13 4 3 3 2 -
16th +5 Ability Score Improvement 4 13 4 3 3 2 -
17th +6 - 4 14 4 3 3 3 1
18th +6 Inquisitonal Order Feature 4 14 4 3 3 3 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 2
20th +6 Final Judgement 4 15 4 3 3 3 2

Spellcasting

As a result of a form of devotion determined by your Inquisitonal Order, you have gained spellcasting.

Cantrips

At 1st level, you know two cantrips of your choice from the inquisitor spell list.
At higher levels, you learn additional cantrips of your choice, as shown in the Cantrips Known column of the Inquisitor table.

When you gain a level in this class, you can replace one of the cantrips you know with another cantrip from the inquisitor spell list.








Spells Known of 1st Level & Higher

At 1st level, you know two 1st-level spells of your choice from the inquisitor spell list.

The Spells Known column of the Inquisitor table shows when you learn more inquisitor spells of your choice of 1st level and higher.
A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
When you reach 6th level, for example, you learn a new inquisitor spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the inquisitor spells you know and replace it with another spell from the inquisitor spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Your spellcasting ability score for your inquisitor spells is determined by your Inquisitonal Order
(Intelligence, Wisdom, or Charisma).
You use your spellcasting ability score whenever a spell refers to your spellcasting ability.
In addition, you use your spellcasting ability score 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 PB + your spellcasting ability score modifier
Spell attack modifier = your PB + your spellcasting ability score modifier

Ritual Casting

You can cast any inquisitor spell you know as a ritual if that spell has the ritual tag

Spellcasting Focus

You can use an item designated by your inquisitonal order as a spellcasting focus for your inquisitor spells.

Inquisitonal Order

At 1st level you choose your inquisitonal order.
This choice determines your spellcasting ability score, & reflects the modus operandi of your group.
For the list of inquisitor orders, see page 3.

Pronounce Judgement

Starting at 2nd level, you can pronounce judgement as a bonus action.
When you take this bonus action choose one of the following judgements:

  • Healing- At the start of your turns you regain 1 hit point.
  • Justice- Once per turn you gain a +1 bonus to an attack roll.
  • Protection- You gain a +1 bonus to your AC.
  • Purity- You gain a +1 bonus to all saving throws.


You retain a judgement's benefits for 1 minute, until you're knocked unconscious, or until you use this feature again.
You can use this feature a number of times equal to your PB, & regain all uses after a long rest.

Bane

At 5th level, you can use Bane as a free action.
When you use this free action you imbue one weapon or cantrip with enchantment magic tailored against a chosen enemy within 60ft that you can see.

  • When the baned weapon deals damage to the target increase the weapon's damage die by one
    (dagger becomes 2d4, rapier becomes 2d8, etc)
  • When the baned cantrip deals damage to the target it takes additional damage equal to your PB.



This effect lasts for 1 minute, until you're knocked unconscious, or until you use this feature again. You can use this ability a number of times equal to your PB, & regain all uses after a long rest.







Shared Judgement

At 7th level, whenever you pronounce judgement you can choose up to 2 allies within 30 feet of you.
Chosen allies gain the effects of your chosen judgement.
Additionally your judgements gain the following replacement effects:

  • Healing- At the start of your turn you regain hitpoints equal to your PB.
    If you take radiant or necrotic damage this trait doesn't function at the start of your next turn.
  • Justice- Once per turn, you gain a bonus to an attack roll equal to 1/2 your PB (round up).
  • Protection- When an enemy you can see hits you with an attack can use your reaction to gain a bonus to your AC equal to your PB.
  • Purity- You gain a bonus to one chosen saving throws equal to your PB.

Allies retain a judgement's benefits for 1 minute, until they or yourself are knocked unconscious, or until you use this feature again.

Greater Bane


At 11th level, when you use your Bane feature, the next time you deal damage with a baned weapon or cantrip, choose one of the following effects.
Until the end of your next turn:

  • When the target makes an attack roll, it rolls 1d4 at advantage, & subtracts the result from it's total.
  • When the target makes a saving throw, it rolls 1d4 at advantage, & subtracts the result from it's total.
  • When you make an attack roll against the target, roll 1d4 at advantage.
    The target's AC is reduced by the result.

Additionally, your baned weapon deals 2 additional damage die, instead of 1.

Stalwart

At 15th level, you gain proficiency in one saving throw of your choice, & when you succeed a saving throw against a spell that would deal half damage, you gain resistance to the damage.

Final Judgement

At 20th level, whenever you use pronounce judgement you can also make a weapon attack.
Additionally, once per turn you score a critical hit if your attack roll is 5 higher than the target's AC.

Inquistor | Class Features

Order of The Faithful


Spellcasting Ability Score: Wisdom

At 1st level, choose a cleric domain.
The chosen domain's domain spells are added to your inquisitor spells list.
You learn one spell from your Domain Spells table.
This does not count against your number of inquisitor spells know.
When you gain a level you can replace this spell with another chosen domain spell.
Additionally, You can use a holy symbol as a spellcasting focus for your inquisitor spells.

Alms for Allies

At 5th level, you can change your chosen judgements as a bonus action.
When you learn Shared Judgement & use this feature, you can select new targets for Shared Judgement.

Dual Judgement

At 10th level, whenever you pronounce judgement you can choose to gain the effects of two judgements.
If you use Shared Judgement your allies gain the effects of both judgements.

Divine Emanation

At 14th level, whenever you pronounce judgement you can become enveloped in divine flames.
When a creature within 30ft of you deals damage to you, you can use your reaction to force them to succeed a dexterity saving throw to halve PB x d10 radiant damage.
This ability lasts for a number of rounds equal to your PB.
You can use this ability twice, & regain all uses after a long rest.

Judicator

At 18th level, whenever you pronounce judgement you can choose to gain the effects of three judgements.

Inquisiton Orders

Order of The Vigilante

Spellcasting Ability Score: Intelligence

At 1st level, you're proficient with medium armor, & gain expertise in two skills of your choice.

Additionally, you can designate a weapon as your spellcasting focus by performing a ritual over a short rest.

Strategic Analysis

At 1st level, as a free action you can attempt an intelligence check on an enemy within 60ft of you that you can see.
On a success, you learn one of it's resistances or immunities (if any).
Additionally, you learn just where to strike & gain advantage on the next attack roll you make against the target before the end of your turn.
You can gain advantage from this feature a number of time's equal to your PB, & regain all uses after a long rest.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Heightened Senses

At 10th level, you add your intelligence modifier to initiative rolls.
Additionally, you learn the Unerring Watcher judgement.

  • Unerring Watcher- you gain blindsight out to a range of 30ft.

Quick Assessment

At 14th level, your Strategic Analysis instead grants you advantage on all attack rolls you make against the target for one round.

Pronounce Weakness

At 18th level, once per turn when you hit a creature it becomes vulnerable to the damage dealt.
You can use this ability twice per short rest.

Order of The Mageocracy

Spellcasting Ability Score: Charisma

At 1st level, you gain proficiency with medium armor.
Your spellcasting focus is some trinket that signifies you as a enforcer of the law.

Bespell Weapon

At 1st level, when you take the attack action, you can cast a leveled spell as part of that action.
Your weapon's damage type is changed to that of the spell's.
When you deal damage with the weapon it's damage type changes to match the damage type of the spell, & it deals an additional damage die.
Your weapon is bespelled for one minute, until you use this feature again, or until you deal damage with the weapon.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Enduring Mark

At 10th level, when you use Bespell Weapon you can cast a cantrip, instead of a leveled spell, as part of that action.

Spell Transfer

At 14th level, when you use Bespell Weapon to cast a leveled spell, rather than increasing your weapon's damage die you add the spell's damage to your weapon damage.

Divine Mandate

At 18th level, you can cast the mass suggestion spell without expending a spell slot.
You have one use of this feature, & regain use after a long rest.

Inquisitor Spell List

Cantrips

Chill Touch
Encode Thoughts (GGR)
Friends
Guidance
Light
Message
Minor Illusion
Prestidigitation
Resistance
Sacred Flame
Shocking Grasp
Spare The Dying
Sword Burst
Thaumaturgy
Toll The Dead
Word of Radiance

1st Level

Bless
Cause Fear
Charm Person
Command
Compelled Duel
Cure Wounds
Detect Magic
Expeditious Retreat
Healing Word
Hellish Rebuke
Heroism
Hex
Identify
Illusory Script
Inflict Wounds
Long Strider
Sanctuary
Shield of Faith
Thunderwave

2nd Level

Aid
Arcane Lock
Blindness/Deafness
Calm Emotions
Detect Thoughts
Enhance Ability
Enthrall
Gentle Repose
Heat Metal
Hold Person
Lesser Restoration
Locate Object
Magic Weapon
Mind Spike
Nystul's Magic Aura
Shadow Blade
Spiritual Weapon
Prayer of Healing
See Invisibilty
Zone of Truth

3rd Level

Bestow Curse
Clairvoyance
Dispel Magic
Fear
Feign Death
Glyph of Warding
Intellect Fortress
Magic Circle
Mass Cure Wounds
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Revivify
Sending
Speak With Dead
Spirit Guarians
Tongues

4th Level

Arcane Eye
Aura of Life
Banishment
Charm Monster
Death Ward
Dimension Door
Divination
Elemental Bane
Fire Shield
Freedom of Movement
Greater Invisibilty
Guardian of Faith
Leomund's Secret Chest
Locate Creature
Phantasmal Killer

5th Level

Antilife Shell
Commune
Contact Other Plane
Contagion
Destructive Wave
Dispel Evil & Good
Dominate Person
Flame Strike
Geas
Greater Restoration
Hollow
Hold Monster
Holy Weapon
Legend Lore
Mislead
Modify Memory
Planar Binding
Skill Empowerment
Summon Celestial

Notes

  • Without determining a target's AC & saving throws, a level 5 cleric using spirit guardians & toll the dead deals on average 26.5 damage if both saves are failed.
    With one turn of set up, a level 5 Order of The Mageocracy inquisitor can use one class resource, a 1st level spell slot, & a 2nd level spell slot.
    (Bane, shadowblade, bespell weapon)
    Even then the average DPR only beats the cleric by 2.5 damage.
    Granted, with the right feats & the justice judgement you will have more consistent damage against enemies with decent Wisdom saves.

  • lv5 war domain cleric
    longsword 1d8+4
    war priest- 1d8+4
    spirit guardians-3d8
    5d8+8
    30.5

  • lv5 conquest paladin (dueling)
    longsword 1d8+6
    ea- 1d8+6
    spiritual weapon- 1d8+3
    smite- 3d8
    6d8+15
    36

  • lv5 conquest paladin
    great axe 1d12+4
    ea- 1d12+4
    spiritual weapon- 1d8+3
    smite- 3d8
    2d12+4d8+11
    42

  • lv5 mageocracy inquisitor
    bespell/bane-2d8
    shadowblade-2d8+4
    extra attack-2d8+4
    6d8+8
    35

lv5 mageocracy inquisitor
bespell/bane- 2d12
great axe 1d12+4
ea- 1d12+4
sw- 1d8+3
4d12+11
41.5

  • lv9 war domain cleric
    longsword 1d8+4
    war priest- 1d8+4
    spirit guardians-4d8
    divine strike- 1d8
    7d8+8
    39.5

  • lv9 mageocracy inquisitor
    bespell/bane-2d8
    rapier-1d8+4
    extra attack-1d8+4
    SG-3d8
    7d8+8
    39.5

  • lv9 crown paladin
    greatsword-2d6+4
    ea- 2d6+4
    sg-3d8
    smite- 2d8
    4d6+8+5d8
    44.5

  • lv9 mageocracy inquisitor
    greataxe- 1d12+4
    ea- 1d12+4
    sg-3d8
    bespell-1d12
    bane-1d12
    4d12+3d8+8
    45.5

So if DPR is the same, what's the point?

Pros
Accuracy from Justice judgement, more consistent damage
Bane gives martial weapons cantrip progression
T3-4, when martial attacks usually wane, DPR increases
Class resources for buff,support,debuff
Cons
purity judgement's weaker support than AoP
must choose Mageocracy order for DPR to be comparable to a same lv paladin/cleric
 

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