WarrentheHero
2015-12-12, 02:00 AM
The Inquisitor
This can be considered an entry for the Base Class Contest II (http://www.giantitp.com/forums/showthread.php?471755-Base-Class-Contest-II-Light-and-Dark-5E)
Most people of the world are familiar with clerics; the healers and preachers who spread the word of the Gods. And of course, paladins, who uphold virtuous principles and protect the meek. The Inquisitor, while undoubtedly devoted to their god, is neither of these. Inquisitors are holy hunters; they seek to strike out into the world and unleash the wrath of their god upon those who defy them. Inquisitors are those that even devout Paladins and Clerics would consider "overzealous." An Inquisitor would reply that others are simply not zealous enough in their faith. Each Inquisitor has different goals, largely based on their god and their god's desires. An Inquisitor of Pelor, for example, may relentlessly seek out and destroy undead, while and Inquisitor of Silvanus may hunt those who would harm or destroy nature. No matter which god they follow, all Inquisitors have divine purpose.
The Inquisitor Table
Level
Proficiency Bonus
Features
Cantrips Known
1
2
3
4
5
6
7
1
+2
Judgement, Spellcasting
2
2
-
-
-
-
-
-
2
+2
Divine Hunter, Inquisitor's Talent
2
3
-
-
-
-
-
-
3
+2
Inquisitor's Mantle
2
3
2
-
-
-
-
-
4
+2
Ability Score Improvement
3
4
2
-
-
-
-
-
5
+3
Extra Judgement
3
4
3
-
-
-
-
-
6
+3
-
3
4
3
2
-
-
-
-
7
+2
Inquisitor's Mantle Feature
3
4
3
2
-
-
-
-
8
+3
Ability Score Improvement, Divine Flare
3
4
3
2
-
-
-
-
9
+4
-
3
4
3
3
1
-
-
-
10
+4
Extra Judgement, Improved Judgment
4
4
3
3
1
-
-
-
11
+4
Inquisitor's Mantle Feature
4
4
3
3
1
-
-
-
12
+4
Ability Score Improvement
4
4
3
2
2
1
-
-
13
+5
-
4
4
3
3
2
1
-
-
14
+5
-
4
4
3
3
2
1
-
-
15
+5
Inquisitor's Mantle Feature
4
4
3
3
2
2
1
-
16
+5
Ability Score Improvement
4
4
3
3
2
2
1
-
17
+6
Slayer
4
4
3
3
2
2
1
-
18
+6
-
4
4
3
3
2
2
1
1
19
+6
Ability Score Improvement
4
4
3
3
2
2
1
1
20
+6
Wrathful Avenger
4
4
3
3
2
2
1
1
Class Features
As an Inquisitor, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Inquisitor level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Inquisitor level after 1st
Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons, one-handed martial weapons, heavy crossbow
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from History, Insight, Intimidation, Investigation, Perception, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon or (b)two simple weapons
(a) a shield or (b) a light crossbow
(a) a priest's pack or (b) an dungeoneer's pack
Leather armor
a holy symbol
Judgment
Once per long rest, you can invoke the holy vengeance of your god as a bonus action to levy divine judgement upon your foes. When you use this feature, which lasts for one minute choose one of the following:
Blazing: Your magic swells with the strength of your god. Whenever a creature is dealt damage by one of your spells, it takes an additional 1 point of damage of that spell’s type.
Celerity: Empowered with righteous vigor, your movement speed increases by 10 feet.
Consecration: Your body is your temple, and that of your god’s. You gain a +1 bonus to AC.
Destruction: Your weapons glow with holy fervor. Your weapon attacks gain +1d4 on damage rolls
Fury: Your god’s wrath shows through your holy symbol. Your spell attacks gain +1 on attack rolls, and your Spell Save DC increases by 1 while this Judgement is active.
Justice: Your god has decided that your weapons shall strike true, and you gain +1 on weapon attack rolls.
Purity: Like an unwavering beacon, your body holds the warmth of devotion to your god. You gain a +1 bonus on all saving throws.
Smiting: There is no dissuading an Inquisitor with a purpose. Your weapons count as magical for the purposes of overcoming damage reduction
Wayfinding: Your ranged weapon attacks and ranged spell attacks ignore half cover and three-quarters cover..
Spellcasting
As a conduit for divine power, you can cast Inquisitor spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the Inquisitor spell list.
Cantrips
At 1st level, you know three cantrips o f your choice from the Inquisitor spell list. You learn additional Inquisitor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inquisitor table.
Preparing and Casting Spells
The Inquisitor table show s how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Inquisitor spells that are available for you to cast, choosing from the Inquisitor spell list. W hen you do so, choose a number of Inquisitor spells equal to your Wisdom modifier + your Inquisitor level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Inquisitor, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
Spellcasting Ability
Wisdom is your spellcasting ability for your Inquisitor spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever an Inquisitor spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Inquisitor spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a Inquisitor spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your Inquisitor spells.
Multiclassing
If you multiclass with this class, multiply your levels in this class (or any 3/4 cast progression class) by .75, rounded down, minimum 1.
Divine Hunter
Your profession calls for precise knowledge of your foes. Beginning at 2nd level, you may spend a minute studying a foe in an attempt to glean divine insight about a non-humanoid foe of your choice. To do so, make an Insight check against a DC equal to 10 + the creature’s CR rating (rounded up). If you succeed, you learn one of the following aspects about that creature:
-Current hitpoints
-Intelligence, Wisdom, or Charisma score
-Whether it is able to cast spells
Once you successfully use this feature, you cannot use it again until completing a short rest.
Inquisitor’s Talent
You are highly trained in getting, or scaring, the information you seek out of others. At 2nd level, choose Insight or Intimidation. You gain proficiency in that skill if you are not already proficient with it, and your proficiency bonus is doubled for any ability check you make using that skill.
Inquisitor’s Mantle
At 3rd level, you choose a Mantle to take up for your god. You can choose to adopt one of two Mantles: The Mantle of the Crusader, or the Mantle of the Darkhunter. These are detailed at the end of the class section.
Ability Score Increase
Extra Judgement
At 5th Level, you can more completely channel your God’s will. You may use Judgement an additional time per long rest.
Divine Flare
Beginning at 8th Level, you can use an action to channel your god’s might through your Holy Symbol into a powerful, destructive blast. Each creature in a cone 20 feet wide and 30 feet long must succeed on a Constitution saving throw or become blinded for one minute. An effected creature may make another Constitution saving throw at the end of each of their turns to end this effect. In addition, on a failed save, creatures take 6d8 radiant or necrotic damage (chosen when you gain this feature), or half as much on a successful one.
Once you use this feature, you cannot use it again until you complete a long rest.
Extra Judgement
At 10th Level, your connection with your god deepens, allowing you an additional use of Judgement per long rest, to a maximum of 3.
Greater Judgement
At 10th Level, the options and strength of many of your Judgements increases greatly.
Blazing: Instead of taking one additional damage from your spells, enemies now suffer additional damage equal to your Wisdom modifier.
Celerity: Your bonus movement speed while using this feature increases to 15 feet
Destruction: Instead of gaining a d4 bonus on weapon damage rolls, you may add a d6 to your weapon damage rolls.
Fury: Your bonus to spell attacks and spell save DC increases to 2 instead of 1.
Justice: Instead of gaining a +1 bonus on weapon attack rolls, you add your Wisdom modifier.
Penance: Enemies whose speed is reduced cannot take reactions until the beginning of their next turn.
Pursuit: The bonus damage against your Prey increases to 2d6.
Smiting: In addition to its existing effect, this Judgement causes enemies struck by your weapon while this Judgement is active to take an additional d6 radiant or necrotic (chosen when you gain the Greater Judgement class feature) damage whenever they suffer that type of damage for the next d4 rounds. This effect is not cumulative.
Slayer
At 17th level, choose Lawful, Good, Chaotic, or Evil. You have advantage on weapon attack rolls against creatures with that alignment.
Wrathful Avenger
At 20th level, you become the pinnacle of divine wrath, and may use Judgement up to 4 times per long rest.
Additionally, once per long rest, at your option, whenever any Judgement effect is active, you gain the following benefits:
-A fly speed equal to half of your movement speed.
-You may use your object interaction to begin to or stop emanating bright light in a 10-foot radius and dim light for an additional 10 feet.
-Your weapon attacks deal 2d8 radiant or necrotic damage (chosen when you gain this feature).
-You add your Wisdom modifier to weapon attack rolls.
Inquisitor's Mantles
The way of the Inquisitor is tough and requires determination. This determination often molds them into one of two distinct paths. Those that gather others to their cause and lead these allies to battle take up the Mantle of the Crusader. Those Inquisitors who tread a darker path use the shadows to stalk their foes
Mantle of the Crusader
Those who take the Mantle of the Crusader are typically those whose zealous devotion is so abundant that it spills unto those around them. They channel their god's might in undeniable ways and rally commoners to assist them in a singular, divine task.
Blessed Strike
When you gain this feature at 3rd level, you learn to channel some of the more brutish Paladin’s ability to spontaneously obliterate foes. Whenever you hit with a weapon attack but before dealing damage, you may expend a number of spell slots whose combined spell levels are less than or equal to your Wisdom modifier(minimum 1). For each spell slot expended this way, your attack deals an additional d10 radiant or necrotic damage (chosen when you gain this feature).
Crusader’s Judgement
When you take up this Mantle at 3rd level, you gain the following Judgement option:
Penance: Whenever you hit a creature with a weapon attack, that creature must succeed on a Constitution saving throw or have its speed reduced to 0 until the end of their next turn. A creature whose speed is reduced this way cannot be effected again by the same Judgement. However, using another usage of Judgement may effect the creature normally.
Crusader’s Cause
At 7th level, you gain proficiency in the Persuasion skill and may use your Wisdom modifier instead of your Charisma modifier on Persuasion checks.
You may attempt a DC 15 Persuasion (per person) check to convince an amount of people up to you Inquisitor level to take up arms. These people become inspired by your cause and will attempt to fulfill a singular purpose that must be related to your god or to ending an immediate threat to the people. These people are treated as Skilled Hirelings.
Zealous Inspiration
Once you reach 11th level, as a bonus action on your turn, you can fill your allies with zealous passion to accomplish the goal at hand. All allies within 20 feet of you gain temporary hit points equal to your Wisdom modifier plus twice your Inquisitor Level. Once you use this feature, you must complete a long rest before you may use it again.
Crusader’s Authority
At 15th level, your holy fervor has reached truly astounding levels, and you can even share it with your allies. A number of times per long rest equal to your Wisdom modifier (minimum 1), whenever an ally that you can see within 30 feet of you hits with a weapon attack, you may use your reaction to use Blessed Strike on that attack.
Mantle of the Darkunter
Those few Inquisitors who take this Mantle tend to be lone wolves, preferring to stalk their prey in the dead of night. They move seamlessly in shadows, remaining hidden while they study their target, only attacking when the time is right.
Hunt From Shadows
At 3rd Level, you gain proficiency in Stealth.
A number of times per short rest equal to your Wisdom modifier, whenever you hit a creature against whom you have advantage, you may choose to deal an additional 1d8 radiant or necrotic damage (chosen when you gain this feature).
Darkhunter’s Judgement
When you take up this Mantle at 3rd level, you gain the following Judgement option:
Pursuit: Whenever you hit with a weapon attack, you may choose to mark that creature as your Prey. You may only have one Prey at a time. Your Prey loses this status when the Judgement ends. Your speed is increased by 5 feet while moving towards your Prey, and your weapon attacks against it deal an additional 1d4 dmage of the type (radiant or necrotic) chosen in Hunt From Shadows.
Darkhunter’s Index
As an Inquisitor who focuses on the dark and the monstrous, you have learned to keep track of your enemies’ weaknesses. After successfully using Divine Hunter to learn the same information about 3 different creatures, you gain the ability to automatically learn knowledge about any given member of that species. As a bonus action on your turn, you may automatically learn the given piece of information about a creature of that species that you can see. For example, after successfully learning the Intelligence score of three separate Ettins, a Darkhunter may use use a bonus action to determine the Intelligence score of any Ettin.
Additionally, you may add the following options to the list of things you can discern while using Divine Hunter:
-Fastest movement speed
-One special sense
-One resistance
Cloak of Shadows
By 11th Level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Additionally, if you do not have darkvision, you gain the ability to see in nonmagical darkness with a range of 30’. You cannot discern colors this way; everything is in shades of grey.
Ceaseless Hunter
By 15th level, when you hit your Prey with a weapon attack, you deal Hunt From Shadow's bonus damage, even if you did not have advantage on the attack roll. Additionally, when you hit a creature with a weapon attack while invisible, you deal 2d8 additional damage of the type specified by your Hunt From Shadows. This damage is cumulative with Hunt From Shadows.
Inquisitor Spell List
Cantrips
Frostbite
Light
Mending
Produce Flame
Resistance
Sacred Flame
Thaumaturgy
1st Level
Bane
Command
Detect Evil and Good
Detect Magic (Ritual)
Divine Favor
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Good and Evil
Searing Smite
Thunderous Smite
Wrathful Smite
2nd Level
Blindness/Deafness
Branding Smite
Continual Flame
Darkness
Detect Thoughts
Gentle Repose (Ritual)
Hold Person
Invisibility
See Invisibility
Silence (Ritual)
Zone of Truth
3rd Level
Aura of Vitality
Beacon of Hope
Clairvoyance
Crusader's Mantle
Daylight
Dispel Magic
Fear
Glyph of Warding
Magic Circle
Speak With Dead
4th Level
Arcane Eye
Banishment
Confusion
Divination
Freedom of Movement
Locate Creature
5th Level
Dispel Evil and Good
Flame Strike
Hallow
Legend Lore
Planar Binding
Hold Monster
6th Level
Blade Barrier
Heroes' Feast
Planar Ally
Circle of Death
Eyebite
Sunbeam
True Seeing
7th Level
Conjure Celestial (Demon/Fiend also)
Divine Word
Mordenkainen's Sword
Plane Shift
Resurrection
Symbol
EDIT LOG
12-12-15: Cleared up a few typos
12-15-15: Added link to Base Class Contest II
12-15-15: Added a note to Spellcasting regarding multiclass. Tweaked the Destruction Judgement to allow for better level scaling. Thanks to Mr.Moron for these suggestions
12-25-15: Cleared up a few more typos
12-31-15: Added ASIs to levels 16 and 19, as should have been there. Inquisitor's Talent now works like Expertise. Added repeat saving throws for Divine Flare's blind. Added Greater Pursuit, reworded Greater Smiting. Removed damage bonus from Slayer, reduced damage from Wrathful Avenger. Refined some parts of Mantle of the Darkhunter.
1-7-16: Clarified that Judgement is a bonus action, which was previously unmarked.
This can be considered an entry for the Base Class Contest II (http://www.giantitp.com/forums/showthread.php?471755-Base-Class-Contest-II-Light-and-Dark-5E)
Most people of the world are familiar with clerics; the healers and preachers who spread the word of the Gods. And of course, paladins, who uphold virtuous principles and protect the meek. The Inquisitor, while undoubtedly devoted to their god, is neither of these. Inquisitors are holy hunters; they seek to strike out into the world and unleash the wrath of their god upon those who defy them. Inquisitors are those that even devout Paladins and Clerics would consider "overzealous." An Inquisitor would reply that others are simply not zealous enough in their faith. Each Inquisitor has different goals, largely based on their god and their god's desires. An Inquisitor of Pelor, for example, may relentlessly seek out and destroy undead, while and Inquisitor of Silvanus may hunt those who would harm or destroy nature. No matter which god they follow, all Inquisitors have divine purpose.
The Inquisitor Table
Level
Proficiency Bonus
Features
Cantrips Known
1
2
3
4
5
6
7
1
+2
Judgement, Spellcasting
2
2
-
-
-
-
-
-
2
+2
Divine Hunter, Inquisitor's Talent
2
3
-
-
-
-
-
-
3
+2
Inquisitor's Mantle
2
3
2
-
-
-
-
-
4
+2
Ability Score Improvement
3
4
2
-
-
-
-
-
5
+3
Extra Judgement
3
4
3
-
-
-
-
-
6
+3
-
3
4
3
2
-
-
-
-
7
+2
Inquisitor's Mantle Feature
3
4
3
2
-
-
-
-
8
+3
Ability Score Improvement, Divine Flare
3
4
3
2
-
-
-
-
9
+4
-
3
4
3
3
1
-
-
-
10
+4
Extra Judgement, Improved Judgment
4
4
3
3
1
-
-
-
11
+4
Inquisitor's Mantle Feature
4
4
3
3
1
-
-
-
12
+4
Ability Score Improvement
4
4
3
2
2
1
-
-
13
+5
-
4
4
3
3
2
1
-
-
14
+5
-
4
4
3
3
2
1
-
-
15
+5
Inquisitor's Mantle Feature
4
4
3
3
2
2
1
-
16
+5
Ability Score Improvement
4
4
3
3
2
2
1
-
17
+6
Slayer
4
4
3
3
2
2
1
-
18
+6
-
4
4
3
3
2
2
1
1
19
+6
Ability Score Improvement
4
4
3
3
2
2
1
1
20
+6
Wrathful Avenger
4
4
3
3
2
2
1
1
Class Features
As an Inquisitor, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Inquisitor level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Inquisitor level after 1st
Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons, one-handed martial weapons, heavy crossbow
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from History, Insight, Intimidation, Investigation, Perception, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon or (b)two simple weapons
(a) a shield or (b) a light crossbow
(a) a priest's pack or (b) an dungeoneer's pack
Leather armor
a holy symbol
Judgment
Once per long rest, you can invoke the holy vengeance of your god as a bonus action to levy divine judgement upon your foes. When you use this feature, which lasts for one minute choose one of the following:
Blazing: Your magic swells with the strength of your god. Whenever a creature is dealt damage by one of your spells, it takes an additional 1 point of damage of that spell’s type.
Celerity: Empowered with righteous vigor, your movement speed increases by 10 feet.
Consecration: Your body is your temple, and that of your god’s. You gain a +1 bonus to AC.
Destruction: Your weapons glow with holy fervor. Your weapon attacks gain +1d4 on damage rolls
Fury: Your god’s wrath shows through your holy symbol. Your spell attacks gain +1 on attack rolls, and your Spell Save DC increases by 1 while this Judgement is active.
Justice: Your god has decided that your weapons shall strike true, and you gain +1 on weapon attack rolls.
Purity: Like an unwavering beacon, your body holds the warmth of devotion to your god. You gain a +1 bonus on all saving throws.
Smiting: There is no dissuading an Inquisitor with a purpose. Your weapons count as magical for the purposes of overcoming damage reduction
Wayfinding: Your ranged weapon attacks and ranged spell attacks ignore half cover and three-quarters cover..
Spellcasting
As a conduit for divine power, you can cast Inquisitor spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the Inquisitor spell list.
Cantrips
At 1st level, you know three cantrips o f your choice from the Inquisitor spell list. You learn additional Inquisitor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inquisitor table.
Preparing and Casting Spells
The Inquisitor table show s how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Inquisitor spells that are available for you to cast, choosing from the Inquisitor spell list. W hen you do so, choose a number of Inquisitor spells equal to your Wisdom modifier + your Inquisitor level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Inquisitor, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
Spellcasting Ability
Wisdom is your spellcasting ability for your Inquisitor spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever an Inquisitor spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Inquisitor spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a Inquisitor spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your Inquisitor spells.
Multiclassing
If you multiclass with this class, multiply your levels in this class (or any 3/4 cast progression class) by .75, rounded down, minimum 1.
Divine Hunter
Your profession calls for precise knowledge of your foes. Beginning at 2nd level, you may spend a minute studying a foe in an attempt to glean divine insight about a non-humanoid foe of your choice. To do so, make an Insight check against a DC equal to 10 + the creature’s CR rating (rounded up). If you succeed, you learn one of the following aspects about that creature:
-Current hitpoints
-Intelligence, Wisdom, or Charisma score
-Whether it is able to cast spells
Once you successfully use this feature, you cannot use it again until completing a short rest.
Inquisitor’s Talent
You are highly trained in getting, or scaring, the information you seek out of others. At 2nd level, choose Insight or Intimidation. You gain proficiency in that skill if you are not already proficient with it, and your proficiency bonus is doubled for any ability check you make using that skill.
Inquisitor’s Mantle
At 3rd level, you choose a Mantle to take up for your god. You can choose to adopt one of two Mantles: The Mantle of the Crusader, or the Mantle of the Darkhunter. These are detailed at the end of the class section.
Ability Score Increase
Extra Judgement
At 5th Level, you can more completely channel your God’s will. You may use Judgement an additional time per long rest.
Divine Flare
Beginning at 8th Level, you can use an action to channel your god’s might through your Holy Symbol into a powerful, destructive blast. Each creature in a cone 20 feet wide and 30 feet long must succeed on a Constitution saving throw or become blinded for one minute. An effected creature may make another Constitution saving throw at the end of each of their turns to end this effect. In addition, on a failed save, creatures take 6d8 radiant or necrotic damage (chosen when you gain this feature), or half as much on a successful one.
Once you use this feature, you cannot use it again until you complete a long rest.
Extra Judgement
At 10th Level, your connection with your god deepens, allowing you an additional use of Judgement per long rest, to a maximum of 3.
Greater Judgement
At 10th Level, the options and strength of many of your Judgements increases greatly.
Blazing: Instead of taking one additional damage from your spells, enemies now suffer additional damage equal to your Wisdom modifier.
Celerity: Your bonus movement speed while using this feature increases to 15 feet
Destruction: Instead of gaining a d4 bonus on weapon damage rolls, you may add a d6 to your weapon damage rolls.
Fury: Your bonus to spell attacks and spell save DC increases to 2 instead of 1.
Justice: Instead of gaining a +1 bonus on weapon attack rolls, you add your Wisdom modifier.
Penance: Enemies whose speed is reduced cannot take reactions until the beginning of their next turn.
Pursuit: The bonus damage against your Prey increases to 2d6.
Smiting: In addition to its existing effect, this Judgement causes enemies struck by your weapon while this Judgement is active to take an additional d6 radiant or necrotic (chosen when you gain the Greater Judgement class feature) damage whenever they suffer that type of damage for the next d4 rounds. This effect is not cumulative.
Slayer
At 17th level, choose Lawful, Good, Chaotic, or Evil. You have advantage on weapon attack rolls against creatures with that alignment.
Wrathful Avenger
At 20th level, you become the pinnacle of divine wrath, and may use Judgement up to 4 times per long rest.
Additionally, once per long rest, at your option, whenever any Judgement effect is active, you gain the following benefits:
-A fly speed equal to half of your movement speed.
-You may use your object interaction to begin to or stop emanating bright light in a 10-foot radius and dim light for an additional 10 feet.
-Your weapon attacks deal 2d8 radiant or necrotic damage (chosen when you gain this feature).
-You add your Wisdom modifier to weapon attack rolls.
Inquisitor's Mantles
The way of the Inquisitor is tough and requires determination. This determination often molds them into one of two distinct paths. Those that gather others to their cause and lead these allies to battle take up the Mantle of the Crusader. Those Inquisitors who tread a darker path use the shadows to stalk their foes
Mantle of the Crusader
Those who take the Mantle of the Crusader are typically those whose zealous devotion is so abundant that it spills unto those around them. They channel their god's might in undeniable ways and rally commoners to assist them in a singular, divine task.
Blessed Strike
When you gain this feature at 3rd level, you learn to channel some of the more brutish Paladin’s ability to spontaneously obliterate foes. Whenever you hit with a weapon attack but before dealing damage, you may expend a number of spell slots whose combined spell levels are less than or equal to your Wisdom modifier(minimum 1). For each spell slot expended this way, your attack deals an additional d10 radiant or necrotic damage (chosen when you gain this feature).
Crusader’s Judgement
When you take up this Mantle at 3rd level, you gain the following Judgement option:
Penance: Whenever you hit a creature with a weapon attack, that creature must succeed on a Constitution saving throw or have its speed reduced to 0 until the end of their next turn. A creature whose speed is reduced this way cannot be effected again by the same Judgement. However, using another usage of Judgement may effect the creature normally.
Crusader’s Cause
At 7th level, you gain proficiency in the Persuasion skill and may use your Wisdom modifier instead of your Charisma modifier on Persuasion checks.
You may attempt a DC 15 Persuasion (per person) check to convince an amount of people up to you Inquisitor level to take up arms. These people become inspired by your cause and will attempt to fulfill a singular purpose that must be related to your god or to ending an immediate threat to the people. These people are treated as Skilled Hirelings.
Zealous Inspiration
Once you reach 11th level, as a bonus action on your turn, you can fill your allies with zealous passion to accomplish the goal at hand. All allies within 20 feet of you gain temporary hit points equal to your Wisdom modifier plus twice your Inquisitor Level. Once you use this feature, you must complete a long rest before you may use it again.
Crusader’s Authority
At 15th level, your holy fervor has reached truly astounding levels, and you can even share it with your allies. A number of times per long rest equal to your Wisdom modifier (minimum 1), whenever an ally that you can see within 30 feet of you hits with a weapon attack, you may use your reaction to use Blessed Strike on that attack.
Mantle of the Darkunter
Those few Inquisitors who take this Mantle tend to be lone wolves, preferring to stalk their prey in the dead of night. They move seamlessly in shadows, remaining hidden while they study their target, only attacking when the time is right.
Hunt From Shadows
At 3rd Level, you gain proficiency in Stealth.
A number of times per short rest equal to your Wisdom modifier, whenever you hit a creature against whom you have advantage, you may choose to deal an additional 1d8 radiant or necrotic damage (chosen when you gain this feature).
Darkhunter’s Judgement
When you take up this Mantle at 3rd level, you gain the following Judgement option:
Pursuit: Whenever you hit with a weapon attack, you may choose to mark that creature as your Prey. You may only have one Prey at a time. Your Prey loses this status when the Judgement ends. Your speed is increased by 5 feet while moving towards your Prey, and your weapon attacks against it deal an additional 1d4 dmage of the type (radiant or necrotic) chosen in Hunt From Shadows.
Darkhunter’s Index
As an Inquisitor who focuses on the dark and the monstrous, you have learned to keep track of your enemies’ weaknesses. After successfully using Divine Hunter to learn the same information about 3 different creatures, you gain the ability to automatically learn knowledge about any given member of that species. As a bonus action on your turn, you may automatically learn the given piece of information about a creature of that species that you can see. For example, after successfully learning the Intelligence score of three separate Ettins, a Darkhunter may use use a bonus action to determine the Intelligence score of any Ettin.
Additionally, you may add the following options to the list of things you can discern while using Divine Hunter:
-Fastest movement speed
-One special sense
-One resistance
Cloak of Shadows
By 11th Level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Additionally, if you do not have darkvision, you gain the ability to see in nonmagical darkness with a range of 30’. You cannot discern colors this way; everything is in shades of grey.
Ceaseless Hunter
By 15th level, when you hit your Prey with a weapon attack, you deal Hunt From Shadow's bonus damage, even if you did not have advantage on the attack roll. Additionally, when you hit a creature with a weapon attack while invisible, you deal 2d8 additional damage of the type specified by your Hunt From Shadows. This damage is cumulative with Hunt From Shadows.
Inquisitor Spell List
Cantrips
Frostbite
Light
Mending
Produce Flame
Resistance
Sacred Flame
Thaumaturgy
1st Level
Bane
Command
Detect Evil and Good
Detect Magic (Ritual)
Divine Favor
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Good and Evil
Searing Smite
Thunderous Smite
Wrathful Smite
2nd Level
Blindness/Deafness
Branding Smite
Continual Flame
Darkness
Detect Thoughts
Gentle Repose (Ritual)
Hold Person
Invisibility
See Invisibility
Silence (Ritual)
Zone of Truth
3rd Level
Aura of Vitality
Beacon of Hope
Clairvoyance
Crusader's Mantle
Daylight
Dispel Magic
Fear
Glyph of Warding
Magic Circle
Speak With Dead
4th Level
Arcane Eye
Banishment
Confusion
Divination
Freedom of Movement
Locate Creature
5th Level
Dispel Evil and Good
Flame Strike
Hallow
Legend Lore
Planar Binding
Hold Monster
6th Level
Blade Barrier
Heroes' Feast
Planar Ally
Circle of Death
Eyebite
Sunbeam
True Seeing
7th Level
Conjure Celestial (Demon/Fiend also)
Divine Word
Mordenkainen's Sword
Plane Shift
Resurrection
Symbol
EDIT LOG
12-12-15: Cleared up a few typos
12-15-15: Added link to Base Class Contest II
12-15-15: Added a note to Spellcasting regarding multiclass. Tweaked the Destruction Judgement to allow for better level scaling. Thanks to Mr.Moron for these suggestions
12-25-15: Cleared up a few more typos
12-31-15: Added ASIs to levels 16 and 19, as should have been there. Inquisitor's Talent now works like Expertise. Added repeat saving throws for Divine Flare's blind. Added Greater Pursuit, reworded Greater Smiting. Removed damage bonus from Slayer, reduced damage from Wrathful Avenger. Refined some parts of Mantle of the Darkhunter.
1-7-16: Clarified that Judgement is a bonus action, which was previously unmarked.