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.
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.