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KnightOfLain
2019-09-03, 10:15 PM
Inquisition Domain

As a religion and its church grows in popularity it inevitably will have to deal with differing opinions, dissenting views, and radical ideologists that will result in schisms and heresies. To protect dogma and orthodoxy certain individuals within the clergy will arise whose primary roles are to detect and hunt down those individuals to protect the integrity of their cause. These individuals are known as inquisitors.

Inquisition Domain Spells


Cleric Level
Spells


1st
Comprehend Languages, Identify


3rd
Detect Thoughts, Knock


5th
Clairvoyance, Nondetection


7th
Arcane Eye, Locate Creature


9th
Hold Monster, Modify Memory



Bonus Proficiencies
When you choose this domain at 1st level you gain proficiency with Martial Weapons and proficiency in Intimidation and Investigation.

Divine Agent
Also starting at 1st level you may add your Wisdom modifier to all Deception, Insight, Intimidation, Investigation, and Persuasion skill checks on top of their normal modifier. You also gain immunity to the Charmed condition.

Channel Divinity: Compelled Interrogation
Beginning at 2nd level as an action you can present your holy symbol and force a creature within 30 ft. of you that is Charmed, Grappled, Incapacitated, or Restrained to make a Wisdom saving throw. On a failed save that creature is put in a dazed state for the next minute and can make no other action except to respond to your questions, all other people are ignored. During this time the creature responds in a way that it believes to be truthful and tries its best to answer in the spirit of the question, though overly vague question may confuse it and it will respond as such and it must understand the language spoken. This effect will end before the duration if any actions are taken against the creature other than speaking to it or if any harm comes to it. Constructs, creatures unconscious or incapable of speech, and any creature with an Intelligence score of 6 or less is immune to this ability.

Eyes of the Inquisition
Beginning at 6th level you gain Truesight out to 120 ft. and automatically notice secret doors hidden by magic.

Divine Strike
At 8th level you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Grand Inquisitor
Beginning at 17th level you become a living embodiment of the inquisition. You gain an aura with a radius of 120 ft. that duplicates a Zone of Truth spell that you may activate and suppress at will. You may also choose to exclude individuals from the effect. Furthermore you may use your Action to ask a question of any creature that you can see within 120 ft. of you and force it to make a Wisdom saving throw. On a failed save it takes 4d8 Psychic damage and must answer the question, on a successful save it takes half damage and need not answer. You may choose to forgo the damage if you so choose. Finally you always know when a lie is spoken in your presence.

KnightOfLain
2019-09-03, 10:21 PM
Exorcism Domain

The elder vampire slumbering in its crypt, the demon cackling in ecstasy as it butchers the innocent, the fey prince hiding in the shadows as he leads a traveler astray, and an untold horror from beyond the stars haunting the dreams of its unsuspecting victims. These are just a few examples of the multitude of unnatural horrors that can be found in this world and it the place of the exorcist to battle these threats. Few among the clergy will rise to the challenge, but those that due become renowned heroes, or go insane in the process.

Exorcism Domain Spells


Cleric Level
Spells


1st
Detect Evil and Good, Protection from Evil and Good


3rd
Calm Emotions, See Invisibility


5th
Dispel Magic, Spirit Guardians


7th
Banishment, Compulsion


9th
Dispel Evil and Good, Hold Monster



Bonus Proficiencies
At 1st level you gain proficiency in heavy armor.

Blessed Scholar
Begging at 1st level your deity has seen fit to bless you with knowledge to aid you in your crusade against the unholy. You gain proficiency in Abyssal, Deep Speech, Infernal, and Sylvan. You add your Wisdom modifier to all Knowledge (Arcana, History, Nature, and Religion) checks related to Aberrations, Fiends, Fey, and Undead. Furthermore you gain immunity to the frightened condition and cannot be possessed by any means.

Channel Divinity: Censure the Unholy
At 2nd level you gain another Channel Divinity option that is functionally identical to the Cleric’s Turn Undead ability but which effects Aberrations, Fiends, and Fey instead. It follows the table beginning at 5th level that Destroy Undead does.

Improved Turning
Beginning at 6th level you gain the ability to Channel Divinity twice as often as a normal Cleric, allowing you to do so 4 times before taking a Short or Long Rest. This means that at 12th level you may Channel Divinity 6 times before taking a Short or Long Rest.

Potent Spellcasting
At 8th level you add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Grand Exorcist
Beginning at 17th level you become the living bane of unholy creatures. You are constantly surrounded by an aura with a radius of 30 ft. that duplicates the effects of a Magic Circle spell that protects against Aberrations, Fiends, Fey, and Undead with the following differences. The affected creatures can attempt to enter by nonmagical means but must succeed on a Charisma saving throw. On a failed save they take 4d8 Radiant damage and are repelled back 5 ft. and on a successful save they take 2d8 Radiant damage and are able to enter. Aberrations, Fiends, Fey, and Undead that end their turn within the radius take 2d8 Radiant damage (no save). If a creature would be repelled by the aura but are unable to because of some obstruction they instead take 3d8 Bludgeoning damage and are admitted. You may suppress this ability at will. Furthermore you may cast the spell Divine Word once per long rest without expending any spell slots.