JNAProductions
2020-04-05, 02:27 PM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Con Mod
Hit Points at Higher Levels: 1d8 (5)+Con Mod
PROFICIENCIES
Armor: Light, Medium, Heavy, and Shields
Weapons: All Simple and Martial Weapons
Tools: Thieves' Tools and any one Artisan Tool
Saving Throws: Intelligence and Constitution
Skills: Choose three from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Religion, Insight, Perception, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any three weapons you are proficient in. If thrown, include two extra copies of the weapon. If it uses ammo, it comes with twenty pieces of ammo.
-(a) Leather Armor, (b) Scale Mail, or (c) Chain Mail
-(a) Any one simple weapon, or (b) a shield
-Any one pack
Inquisitor
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level
1st
+2
Expertise, Bane
-
-
-
-
2nd
+2
Archetype
-
-
-
-
3rd
+2
Spellcasting
3
2
1
1st
4th
+2
Ability Score Improvement
3
2
1
1st
5th
+3
Extra Attack, Improved Bane
3
3
1
1st
6th
+3
Archetype Feature, Expertise
3
3
1
1st
7th
+3
Exorcism
4
4
1
2nd
8th
+3
Ability Score Improvement
4
4
1
2nd
9th
+4
Everlasting Vigil
4
5
1
2nd
10th
+4
Archetype Feature
4
5
1
2nd
11th
+4
Greater Bane, Zone Of Truth
5
6
2
2nd
12th
+4
Ability Score Improvement
5
6
2
2nd
13th
+5
Imperious Command
5
7
2
3rd
14th
+5
Archetype Feature
5
7
2
3rd
15th
+5
Greater Exorcism
5
8
2
3rd
16th
+5
Ability Score Improvement
5
8
2
3rd
17th
+6
Master Bane
6
9
3
3rd
18th
+6
Archetype Feature
6
9
3
3rd
19th
+6
Ability Score Improvement
6
10
3
4th
20th
+6
Lord Inquisitor
6
10
3
4th
Expertise
At level one, pick any two skill or tool proficiencies you have. Your proficiency bonus is doubled when making checks with this skill or tool.
You select two more at level six.
Bane
At level one, you gain the ability to lay a Bane upon a classification of foes. As an action, you may target a creature within 120' and visible to you. You deal an additional 1d6 points of damage of the same type on all attacks against foes of that type (as-in, humanoid, aberration, elemental, etc.) for the next minute. You may have one Bane active at any moment per point of proficiency bonus.
Activating a Bane is subtle, requiring a Perception check against a DC of 8+your Intelligence modifier+twice your proficiency modifier to notice.
Archetype
At level two, choose whether you wish to be a Crusader or a Cleanser. This grants you features at levels two, six, ten, fourteen, and eighteen.
Spellcasting
At level three, you gain the ability to cast spells from the Inquisitor spell list. Intelligence is your casting stat for your spells, and you regain all expended slots after a short rest. Beginning at level three, you know three cantrips (learning more as indicated on the table) and two first level spells. You learn a new spell (but not cantrip) every odd level. Your spells are always cast at their maximum level, as indicated on the table.
You may cast ritual spells known to you as rituals.
At any level up, you may trade an already known spell for another spell of the same level. You may do this as many times as you like while leveling up.
Finally, you may trade a single spell known for another spell of the same level by spending a number of days in intense focus and practice equal to seven minus your Intelligence modifier, minimum of one day.
Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you may increase any one stat by two or any two stats by one.
Extra Attack
At level five, you may attack twice when you take the attack action.
Improved Bane
At level five, whenever you use your action to lay a Bane on a creature, you may make a single attack as a bonus action.
Exorcism
At level seven, you learn the arts of Exorcism. You may cast Protection From Evil And Good as a ritual, extending the duration to one hour (Concentration) when you do. If the subject is already possessed, charmed, or otherwise under the thrall of a creature the spell affects, they are immediately allowed a new save against the effect. You may, additionally, add expensive reagents and artifacts to increase its potency. For every 50 GP consumed or 500 GP not consumed of material components, the subject receives a +1 bonus to their saves against effects covered by the spell.
Everlasting Vigil
At level nine, you no longer require rest in the same fashion as other creatures. While you must still perform no more than light activity to benefit from a short or long rest, you no longer sleep, and can instead research, stay at watch, or other similarly non-taxing activities.
Greater Bane
At level eleven, your Bane damage increases to 2d6. You may also active a Bane as a bonus action or action, at your discretion.
Zone Of Truth
At level eleven, you are surrounded by a constant Zone Of Truth effect. A creature that makes its save against the effect is immune to it until they rest, after which they must make the save again should they re-enter the area. You are never affected by your own zone, and you may at the end of any rest choose creatures who rested with you to be immune as well. Finally, as an action, you may force a creature within your zone to retake the save, even if they were successful initially. Should they succeed on this save, they are immune to it fully until they finish a rest.
Imperious Command
At level thirteen, you may cast Command at-will at its lowest level.
Greater Exorcism
At level fifteen, your Exorcism may now affect a number of creatures equal to your Intelligence modifier, minimum of one.
Master Bane
At level seventeen, your Bane damage increases to 3d6. Additionally, as an action, you may lay a special Bane upon all creatures you can see within 120'. This Bane is not subtle, and is immediately apparent to all who can see and hear you. This Bane also does not affect classifications of creatures-it only affects those you see and who are in range at the time. As usual, you may make a single attack as a bonus action after using this Bane, as per Improved Bane.
Lord Inquisitor
WIP-Suggestions wanted
Crusader
Vigilance
At level two, you may cast Detect Evil And Good at-will.
Smite
At level six, your Bane dice increase from d6s to d8s. This affects all Bane dice you have, including the enhancements from Greater and Master Bane.
Wrathful Judgement
At level ten, as an action, you may make a single attack against a creature within 30' of you. If you hit, roll your weapon damage, Smite damage, and Bane damage (if applicable) twice and take the higher total. Additionally, the target must make a Wisdom save against your spell DC or become frightened of you until the end of your next turn.
Divine Favor
At level fourteen, you are under a constant Divine Favor effect. This does not require concentration.
God's Blade
At level eighteen, you may cast Holy Weapon once per long rest.
Cleanser
Lay On Hands
At level two, you gain the ability to cleanse a body of injuries. You have a pool of Lay On Hands equal to five times half your Inquisitor level (rounding down). As an action, you can Lay On Hands yourself or an adjacent target, healing them for any amount up to what is currently in your pool. Your pool refreshes on a long rest.
Quick Heal
At level six, you learn the Healing Word spell. You may cast it normally, or by expending 10 points from your Lay On Hands pool.
Restoration
At level ten, you learn the Lesser Restoration spell. You may cast it normally, or by expending 15 points from your Lay On Hands pool.
Revivification
At level fourteen, you learn the Revivify spell, You may cast it normally, or by expending 30 points from your Lay On Hands pool.
Healer
At level eighteen, you may cast Greater Restoration once per long rest, without expending any material components or using a spell slot.
Spell List
The following are the spells available to an Inquisitor.
Blade Ward
Chill Touch
Control Flames
Dancing Lights
Fire Bolt
Friends
Guidance
Light
Message
Minor Illusion
Resistance
Sacred Flame
Shocking Grasp
Thaumturgy
Thunderclap
Toll The Dead
True Strike
Word Of Radiance
Alarm
Armor Of Agathys
Bane
Bless
Cause Fear
Charm Person
Command
Compelled Duel
Comprehend Languages
Cure Wounds
Detect Evil And Good
Detect Magic
Detect Poison And Disease
Disguise Self
Dissonant Whispers
Divine Favor
Ensnaring Strike
Entangle
Expeditious Retreat
False Life
Fog Cloud
Guiding Bolt
Hellish Rebuke
Heroism
Hunter's Mark
Illusory Script
Inflict Wounds
Longstrider
Protection From Evil And Good
Sanctuary
Shield Of Faith
Silent Image
Sleep
Aid
Alter Self
Arcane Lock
Augury
Blindness/Deafness
Blur
Calm Emotions
Crown Of Madness
Darkvision
Detect Thoughts
Earthbind
Enhance Ability
Enthrall
Find Traps
Gentle Repose
Hold Person
Invisibility
Knock
Locate Object
Magic Mouth
Magic Weapon
Mind Spike
Mirror Image
Misty Step
Moonbeam
Nystul's Magic Aura
Pass Without Trace
Phantasmal Force
Protection From Poison
Ray Of Enfeeblement
See Invisiblity
Shadow Blade
Silence
Spider Climb
Suggestion
Warding Bond
Zone Of Truth
Bestow Curse
Clairvoyance
Counterspell
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Enemies Abound
Fear
Feign Death
Fly
Glyph Of Warding
Haste
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection From Energy
Remove Curse
Sending
Slow
Speak With Dead
Summon Lesser Demons
Tongues
Vampiric Touch
Water Breathing
Arcane Eye
Banishment
Charm Monster
Compulsion
Confusion
Death Ward
Dimension Door
Divination
Dominate Beast
Greater Invisibility
Locate Creature
Mordenkainen's Private Sanctum
Phantasmal Killer
Shadow Of Moil
Sickening Radiance
Stoneskin
Summon Greater Demon
Spell lists are never something I'm sure on-if you know any spells that should be on this list, or feel a choice should be removed, please let me know.
Hit Dice: 1d8
Hit Points at 1st Level: 8+Con Mod
Hit Points at Higher Levels: 1d8 (5)+Con Mod
PROFICIENCIES
Armor: Light, Medium, Heavy, and Shields
Weapons: All Simple and Martial Weapons
Tools: Thieves' Tools and any one Artisan Tool
Saving Throws: Intelligence and Constitution
Skills: Choose three from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Religion, Insight, Perception, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any three weapons you are proficient in. If thrown, include two extra copies of the weapon. If it uses ammo, it comes with twenty pieces of ammo.
-(a) Leather Armor, (b) Scale Mail, or (c) Chain Mail
-(a) Any one simple weapon, or (b) a shield
-Any one pack
Inquisitor
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level
1st
+2
Expertise, Bane
-
-
-
-
2nd
+2
Archetype
-
-
-
-
3rd
+2
Spellcasting
3
2
1
1st
4th
+2
Ability Score Improvement
3
2
1
1st
5th
+3
Extra Attack, Improved Bane
3
3
1
1st
6th
+3
Archetype Feature, Expertise
3
3
1
1st
7th
+3
Exorcism
4
4
1
2nd
8th
+3
Ability Score Improvement
4
4
1
2nd
9th
+4
Everlasting Vigil
4
5
1
2nd
10th
+4
Archetype Feature
4
5
1
2nd
11th
+4
Greater Bane, Zone Of Truth
5
6
2
2nd
12th
+4
Ability Score Improvement
5
6
2
2nd
13th
+5
Imperious Command
5
7
2
3rd
14th
+5
Archetype Feature
5
7
2
3rd
15th
+5
Greater Exorcism
5
8
2
3rd
16th
+5
Ability Score Improvement
5
8
2
3rd
17th
+6
Master Bane
6
9
3
3rd
18th
+6
Archetype Feature
6
9
3
3rd
19th
+6
Ability Score Improvement
6
10
3
4th
20th
+6
Lord Inquisitor
6
10
3
4th
Expertise
At level one, pick any two skill or tool proficiencies you have. Your proficiency bonus is doubled when making checks with this skill or tool.
You select two more at level six.
Bane
At level one, you gain the ability to lay a Bane upon a classification of foes. As an action, you may target a creature within 120' and visible to you. You deal an additional 1d6 points of damage of the same type on all attacks against foes of that type (as-in, humanoid, aberration, elemental, etc.) for the next minute. You may have one Bane active at any moment per point of proficiency bonus.
Activating a Bane is subtle, requiring a Perception check against a DC of 8+your Intelligence modifier+twice your proficiency modifier to notice.
Archetype
At level two, choose whether you wish to be a Crusader or a Cleanser. This grants you features at levels two, six, ten, fourteen, and eighteen.
Spellcasting
At level three, you gain the ability to cast spells from the Inquisitor spell list. Intelligence is your casting stat for your spells, and you regain all expended slots after a short rest. Beginning at level three, you know three cantrips (learning more as indicated on the table) and two first level spells. You learn a new spell (but not cantrip) every odd level. Your spells are always cast at their maximum level, as indicated on the table.
You may cast ritual spells known to you as rituals.
At any level up, you may trade an already known spell for another spell of the same level. You may do this as many times as you like while leveling up.
Finally, you may trade a single spell known for another spell of the same level by spending a number of days in intense focus and practice equal to seven minus your Intelligence modifier, minimum of one day.
Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you may increase any one stat by two or any two stats by one.
Extra Attack
At level five, you may attack twice when you take the attack action.
Improved Bane
At level five, whenever you use your action to lay a Bane on a creature, you may make a single attack as a bonus action.
Exorcism
At level seven, you learn the arts of Exorcism. You may cast Protection From Evil And Good as a ritual, extending the duration to one hour (Concentration) when you do. If the subject is already possessed, charmed, or otherwise under the thrall of a creature the spell affects, they are immediately allowed a new save against the effect. You may, additionally, add expensive reagents and artifacts to increase its potency. For every 50 GP consumed or 500 GP not consumed of material components, the subject receives a +1 bonus to their saves against effects covered by the spell.
Everlasting Vigil
At level nine, you no longer require rest in the same fashion as other creatures. While you must still perform no more than light activity to benefit from a short or long rest, you no longer sleep, and can instead research, stay at watch, or other similarly non-taxing activities.
Greater Bane
At level eleven, your Bane damage increases to 2d6. You may also active a Bane as a bonus action or action, at your discretion.
Zone Of Truth
At level eleven, you are surrounded by a constant Zone Of Truth effect. A creature that makes its save against the effect is immune to it until they rest, after which they must make the save again should they re-enter the area. You are never affected by your own zone, and you may at the end of any rest choose creatures who rested with you to be immune as well. Finally, as an action, you may force a creature within your zone to retake the save, even if they were successful initially. Should they succeed on this save, they are immune to it fully until they finish a rest.
Imperious Command
At level thirteen, you may cast Command at-will at its lowest level.
Greater Exorcism
At level fifteen, your Exorcism may now affect a number of creatures equal to your Intelligence modifier, minimum of one.
Master Bane
At level seventeen, your Bane damage increases to 3d6. Additionally, as an action, you may lay a special Bane upon all creatures you can see within 120'. This Bane is not subtle, and is immediately apparent to all who can see and hear you. This Bane also does not affect classifications of creatures-it only affects those you see and who are in range at the time. As usual, you may make a single attack as a bonus action after using this Bane, as per Improved Bane.
Lord Inquisitor
WIP-Suggestions wanted
Crusader
Vigilance
At level two, you may cast Detect Evil And Good at-will.
Smite
At level six, your Bane dice increase from d6s to d8s. This affects all Bane dice you have, including the enhancements from Greater and Master Bane.
Wrathful Judgement
At level ten, as an action, you may make a single attack against a creature within 30' of you. If you hit, roll your weapon damage, Smite damage, and Bane damage (if applicable) twice and take the higher total. Additionally, the target must make a Wisdom save against your spell DC or become frightened of you until the end of your next turn.
Divine Favor
At level fourteen, you are under a constant Divine Favor effect. This does not require concentration.
God's Blade
At level eighteen, you may cast Holy Weapon once per long rest.
Cleanser
Lay On Hands
At level two, you gain the ability to cleanse a body of injuries. You have a pool of Lay On Hands equal to five times half your Inquisitor level (rounding down). As an action, you can Lay On Hands yourself or an adjacent target, healing them for any amount up to what is currently in your pool. Your pool refreshes on a long rest.
Quick Heal
At level six, you learn the Healing Word spell. You may cast it normally, or by expending 10 points from your Lay On Hands pool.
Restoration
At level ten, you learn the Lesser Restoration spell. You may cast it normally, or by expending 15 points from your Lay On Hands pool.
Revivification
At level fourteen, you learn the Revivify spell, You may cast it normally, or by expending 30 points from your Lay On Hands pool.
Healer
At level eighteen, you may cast Greater Restoration once per long rest, without expending any material components or using a spell slot.
Spell List
The following are the spells available to an Inquisitor.
Blade Ward
Chill Touch
Control Flames
Dancing Lights
Fire Bolt
Friends
Guidance
Light
Message
Minor Illusion
Resistance
Sacred Flame
Shocking Grasp
Thaumturgy
Thunderclap
Toll The Dead
True Strike
Word Of Radiance
Alarm
Armor Of Agathys
Bane
Bless
Cause Fear
Charm Person
Command
Compelled Duel
Comprehend Languages
Cure Wounds
Detect Evil And Good
Detect Magic
Detect Poison And Disease
Disguise Self
Dissonant Whispers
Divine Favor
Ensnaring Strike
Entangle
Expeditious Retreat
False Life
Fog Cloud
Guiding Bolt
Hellish Rebuke
Heroism
Hunter's Mark
Illusory Script
Inflict Wounds
Longstrider
Protection From Evil And Good
Sanctuary
Shield Of Faith
Silent Image
Sleep
Aid
Alter Self
Arcane Lock
Augury
Blindness/Deafness
Blur
Calm Emotions
Crown Of Madness
Darkvision
Detect Thoughts
Earthbind
Enhance Ability
Enthrall
Find Traps
Gentle Repose
Hold Person
Invisibility
Knock
Locate Object
Magic Mouth
Magic Weapon
Mind Spike
Mirror Image
Misty Step
Moonbeam
Nystul's Magic Aura
Pass Without Trace
Phantasmal Force
Protection From Poison
Ray Of Enfeeblement
See Invisiblity
Shadow Blade
Silence
Spider Climb
Suggestion
Warding Bond
Zone Of Truth
Bestow Curse
Clairvoyance
Counterspell
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Enemies Abound
Fear
Feign Death
Fly
Glyph Of Warding
Haste
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection From Energy
Remove Curse
Sending
Slow
Speak With Dead
Summon Lesser Demons
Tongues
Vampiric Touch
Water Breathing
Arcane Eye
Banishment
Charm Monster
Compulsion
Confusion
Death Ward
Dimension Door
Divination
Dominate Beast
Greater Invisibility
Locate Creature
Mordenkainen's Private Sanctum
Phantasmal Killer
Shadow Of Moil
Sickening Radiance
Stoneskin
Summon Greater Demon
Spell lists are never something I'm sure on-if you know any spells that should be on this list, or feel a choice should be removed, please let me know.