View Full Version : D&D 5e/Next Roguish Archetype - Inquisitor [PEACH]

2015-05-10, 08:51 AM
Indoctrinated into a clandestine organization within their faith, the Inquisitor seeks out heretics through subtlety and guile. More detached than either clerics or paladins, these divine agents are instead magically imbued with a select few spells with which to accomplish their goals.

Bonus Proficiencies
Your duty to your faith instills within you a strong sense of purpose and self. When you choose this archetype at 3rd level, you gain proficiency in Charisma saving throws.

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.


Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the non-damaging spells on the cleric spell list.

The Spells Known column of the Inquisitor Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a non-damaging spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can be damaging spells.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The
 new spell must be of a level for which you have spell slots, and it must be a non-damaging spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your cleric spells, since you derive your spellcasting from a personal conviction to your deity. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Peerless Interrogator
By 9th level, you have greatly improved your ability to glean information from individuals. You have advantage on Charisma (Intimidation) and Wisdom (Insight) checks.

Additionally, whenever you interrogate an enemy you or your companions have previously incapacitated in the past 24 hours, you automatically succeed on Charisma (Intimidation) checks and Wisdom (Insight) checks on interactions with that creature.

Subtle Spellcasting
By 13th level, you have learned to cast spells without arousing suspicion. You can ignore the verbal components of spells you cast.

Heretics, Tremble!
At 17th level, the ruthless efficiency with which you dispatch your foes inspires dread, as they begin to see you as an agent of divine judgment. You have advantage on attack rolls against frightened creatures. Additionally, whenever you use your Sneak Attack feature on a melee attack, each creature of your choice within 30 feet that can see you must make a Wisdom saving throw against your spell save DC. On a failed save, a creature is frightened for 1 minute, or until it takes damage from a source other than you. A creature can repeat this saving throw at the end of their turn, ending the effect on itself on a success. A creature is immune to this feature if it is immune to being charmed or frightened.

I figured this would be an interesting take on a spellcasting Rogue: an agent of their faith, getting their hands dirty for the benefit of all (or at the very least, their deity). This is an incredibly rough 1st draft so please, any and all feedback is most welcome ;D