Inquisitor Spells
Note that you cannot empower these spells beyond 5th level.
Level 1
Level 1; Casting Time 1 Action; Components V, Range L (60 ft.); Duration 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Saving (Charisma) throw against your Spell DC or follow the command on its next turn. The spell has no effect if the target doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If the target can’t follow your command, the spell ends.
Approach – The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop – The target drops whatever it is holding and then ends its turn.
Flee – The target spends its turn moving away from you by the fastest available means.
Grovel – The target falls prone and then ends its turn.
Halt – The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher level: when you empower this spell, you can target one additional creature for every level above 1st. The creatures must be within 30 ft. of each other when you target them.
Level 1; Casting Time 1 Action; Components V; Range L (30 ft.); Duration C (1 min.)
You attempt to compel a creature into a duel. One creature that you can see within range must make a Saving (Intelligence) throw against your Spell DC. On a failure, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on Attack rolls against creatures other than you, and must make a Saving throw against the same DC each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Level 1; Casting Time 1 Action; Components V,S; Range S; AoE 30ft. sphere; Duration C (10 min.)
For the duration, you know if there is a heretic, a Faith Keeper or a being originating from the Radiance, the Bangle fields or the Crossroads within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Level 1; Casting Time 1 Bonus Action; Components V; Range S; Duration C (1 min.)
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 mental damage. Additionally, if the target is a creature, it must make a Saving (Charisma) throw against your Spell DC or be frightened of you until the spell ends. As an action, the creature can make an Charisma check against your Spell DC to steel its resolve and end this spell.
Level 2
Level 2; Casting Time 1 Bonus Action; Components V; Range S; Duration C (1 min.)
The next time you hit a creature with a melee weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d4 holy damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At higher level: when you empower the spell the extra damage increases by 1d4 for every level above 2nd.
Level 2; Casting Time 1 Action; Components V,S; Range C; Duration 1 hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on Saving throws against being poisoned, and it has resistance to toxic damage.
Level 3
Level 3; Casting Time 1 Action; Components V; Range S; AoE 30ft. sphere; Duration C (1 min.)
Holy power radiates from you in an aura with a 30-ft. radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 holy damage when it hits with a weapon attack.
Level 3; Casting Time 1 Action; Components V,S; Range C; Duration I
At your touch, all curses, diseases and conditions affecting one creature or object end.
Level 4
Level 4; Casting Time 1 Action; Components V; Range S; AoE 30 ft. sphere; Duration C (10 min.)
Life-preserving energy radiates from you in an aura with a 30-ft. radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to withering damage, and its HP maximum can’t be reduced.
Level 4; Casting Time 1 Bonus Action; Components V; Range S; Duration C (1 min.)
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d4 mental damage to the target. The target must make a Saving throw against your Spell DC. On a failed save, it has disadvantage on Attack rolls and Dexterity checks and can’t take reactions until the end of its next turn.
Level 5
Level 5; Casting Time 1 Bonus Action; Components V, Range S; Duration C (1 min.)
The next time you hit a creature with a melee weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d4 force damage to the target. Additionally, if this attack reduces the target to 50 HP or fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.