Inqusitor
Flames are salvation for apostates, so say the inquisitors. Grim and determined, the inquisitors root out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Inquisitors combine a plethora of physical tricks with an array of magical ones. They answer to Pravus, the Head Inquisitor and the sense of justice set by them alone and are willing to take extreme measures to meet their goals. Inquisitors tend to move from place to place, chasing down apostates and researching emerging threats. As a result, they often travel with groups of people, if for no other reason than to mask their presence. Inquisitors work with members of the faith whenever possible, but even such allies are not above suspicion.
The inquisitor is a unique take on a frontline class. His abilities allow him to fluently switch from bolstering allies and acting as a supportive character to mercilessly obliterating his enemies as a damage dealer. Regardless of what he chooses, he will always be found in midst of combat, as he suffers from a lack of ranged options.
Passive
When a creature you can see attacks a target other than you that is within Close range of you, you can use your reaction to impose disadvantage on the Attack roll.
Class level 1
1. – Lay on Hands (4 FP, restricted – charges, spell-like)
You have a pool of healing power with which you can restore HP to you and your allies. As an action, you can touch a creature and restore any amount of HP, up to the maximum of what remains in your pool. You can restore up to a maximum to your Class level x5. You regain any HP missing in the pool upon completing a long rest.
Class level 2
2. – Divine Smite (4 FP, unrestricted, spell-like)
When you hit a creature with a melee attack, you can expend 1 FP to deal extra holy damage.
The extra damage is 2d6. You can increase this by spending more FP (+1d6 per 1 FP), up to 5d6 for 4 FP. The damage increases by an additional 1d6 if the target is a heretic.
3. – Vow of Hate (4 FP, restricted – charges)
As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on Attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. You must then finish a long rest before you can use this again.
4. – Magic (1 FP, unrestricted)
Your casting of these spells works differently from other class spells. You can only cast spells whose level is equal to or below your Class level divided by two, rounded up. You can also only empower these spells to that same level. You cannot empower these spells beyond 5th level.
You have access to these spells listed in the table below. Your Spellcasting modifier for these spells is Charisma. Your Spell Save DC is 10 + your Charisma modifier.
Level | Class spells |
---|---|
Level 1 | Command, Compelled Duel, Detect Faith, Wrathful Smite |
Level 2 | Branding Smite, Protection from Poison, Restoration |
Level 3 | Crusader's Mantle, Remove Curse |
Level 4 | Aura of Life, Staggering Smite |
Level 5 | Banishing Smite |
Class level 3
5. – Aura of Courage (2 FP, unrestricted)
You and friendly creatures within 20 ft. of you cannot be frightened while you are conscious.
Class level 5
6. – Relentless Pursuer (9 FP, unrestricted)
When you hit a creature with an opportunity attack, you can move 15 ft. immediately after the attack and as part of the reaction. This movement does not provoke opportunity attacks.
7. – Extra Attack (10 FP, unrestricted)
You can make two attacks on your turn when you take the Attack action. They can, but do not have to target the same person, however both must be in range of your weapon. You can also use one of these attacks to attack with an off hand weapon, following the rules for Dual Wielding.
Class level 7
8. – Improved Divine Smite (12 FP, unrestricted)
Whenever you hit a creature with a melee attack, that creature takes an additional 1d6 holy damage. If you also use Divine Smite with it, you add this damage on top.
9. – Soul of Enmity (12 FP, unrestricted)
When a creature under the effect of you Vow of Hate makes an attack, you can use your reaction to make a melee weapon attack against that creature, provided it is within range.
Class level 9
10. – Vengeance of Pravus (11 FP, restricted – charges, spell-like)
As an action, you can assume the form of an angelic avenger. For 1 hour, you gain the following benefits:
Wings sprout from your back, giving you a flight speed of 60 feet.
You emanate an aura of menace in a 30 ft. radius. The first time any enemy creature enters the aura or starts it’s turn there it must succeed on a Saving (Charisma) throw against your Spell DC check or become frightened of you for 1 minute or until it takes damage. Attack rolls against the frightened creature have advantage.
Once you use this, you must finish a long rest to use this again.