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Thread: 5e Homebrew - The Inquisitor

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    Pixie in the Playground
    Join Date
    Jan 2013
    Location
    Bosnia and Hercegovina
    Gender
    Male

    d20 5e Homebrew - The Inquisitor

    The Inquisitor

    Let those who would destroy us step into the light.



    Spell Slots per Spell Level
    Level Prof Special Cantrips
    Known
    1st 2nd 3rd 4th 5th
    1st +2 Divine Sense, Spellcasting 3 2 — — — —
    2nd +2 Judgment, Mark of Inquisition, Channel Divinity 3 2 — — — —
    3rd +2 Dogma and Morality 3 3 — — — —
    4th +2 Ability Score Improvement 4 3 — — — —
    5th +3 Beacon of Truth, Rebuke Heathen (CR 1/2) 4 4 2 — — —
    6th +3 Dogma and Morality Feature 4 4 2 — — —
    7th +3 — 4 4 3 — — —
    8th +3 Ability Score Improvement, Rebuke Heathen (CR 1) 4 4 3 — — —
    9th +4 — 4 5 3 2 — —
    10th +4 Compelling Touch 5 5 3 2 — —
    11th +4 Improved Judgment, Rebuke Heathen (CR 2) 5 5 3 3 — —
    12th +4 Ability Score Improvement 5 5 3 3 — —
    13th +5 — 5 5 3 3 1 —
    14th +5 Rebuke Heathen (CR 3) 5 5 3 3 1 —
    15th +5 Sanctified Mind, Dogma and Morality Feature 5 5 3 3 2 —
    16th +5 Ability Score Improvement 5 5 3 3 2 —
    17th +6 — 5 5 4 3 3 1
    18th +6 Rebuke Heathen (CR 4) 5 5 4 3 3 1
    19th +6 Ability Score Improvement, Dogma and Morality Feature 5 5 4 3 3 2
    20th +6 Final Judgment 5 5 4 3 3 2



    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

    Proficiences
    Armor: Light armor.
    Weapons: Simple weapons, martial weapons.
    Tools: Inquisitor Kit.
    Saving Throws: Constitution and Wisdom
    Skills: Choose two from History, Insight, Investigation, Medicine, Religion, Nature,Perception, Stealth.

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) any two simple weapons or (b) Long-sword and a shield or (c) Whip and 3 Spears.
    • (a) a Priest’s Pack or (b) an Explorer's Pack or (c) an Diplomat's Pack,
    • (a) a set of torturing tools or (b) a set of investigation tools.
    • A Light Crossbow, 20 bolts, Studded leather and an Inquisitor Kit.



    Spellcasting: As a conduit for divine power, you can cast Inquisitor spells. (the spell list is at the end of the post)
    Cantrips: At 1st level, you know four cantrips of 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.

    Spellcasting Ability: Charisma is your spellcasting ability for your Inquisitor spells. The power of your spells comes from your devotion to your deity. You use your Charisma whenever a Inquisitor spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Inquisitor spell you cast and when making an attack roll with one.

    Preparing and CastingSpells: The Inquisitor table shows how many spell slots you have to cast your spells of 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. When you do so, choose a number of Inquisitor spells equal to your Charisma modifier + your Inquisitor level (minimum of one spell). The spells must be of a level for which you have spell slots.You can change your list of prepared spells when you finish a long rest. Preparing a new list of Inquisitor spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma 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 Badge of the Inquisition as a spellcasting focus for your Inquisitor spells.

    Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, fey or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, fey or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Judgment: As an Inquisitor your deity gifts you with the right to judge others based on a set of principles you uphold. The Principles are different from deity to deity, and you should ask your DM to help you figure out a list of principles your Inquisitors Deity would expect him to uphold. The Judgment lasts one minute and you can use this feature a number of times equal to 1 + your Charisma modifier. The DC to resist a Judgment is 5 + charisma bonus + your proficiency bonus, and it is a Wisdom save. When you finish a long rest, you regain all expended uses. There are 4 different basic kinds of judgments a Inquisitor can inflict:

    1.Punish the Wicked: Gain an Prof bonus on Weapon Attack rolls made against the target for the duration of the judgment.

    2.Burn the Heretic: Add bonus damage to spells equal to your Prof, choose one of the following damage types as bonus : acid, cold, fire, lightning, thunder, radiant, or necrotic, the damage is of that type. If the spells has no damage component then gain Advantage on the attack roll.

    3.Know Thy Enemy: Gain an Advantage on Investigation checks made to determine the weakness and strengths of the target for the duration of the judgment.

    4.No one Expects the Inquisition: Gain and Advantage on Stealth and Deception Checks against the target, and if you act in the surprise round you have an advantage on attack rolls against the target as long as the surprise round last, in addition if you score a hit against the target during the surprised round its a critical hit.

    Your Judgments can be invoked for a greater effect using one of the Judgment spells(listed in the Inquisitor Spell list).

    Mark of Inquisition: You place a Divine Mark on a creature of no more than 6 symbols onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A Mark can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed. The Mark lasts until you take a long rest, and you can have up to half your level of marks at any given time. As long as the mark is active you know when the target is within a mile of radius near you, you don't gain any other information about its location nor its condition. The divine marks Spell save DC = 8 + your proficiency bonus + your Charisma modifier, and the divine mark becomes permanent if it is cast on the same spot every day for a month.

    Rebuke Heathen: At 2nd level, you gain the ability to Rebuke Heathen. You must finish a short or long rest to use it again. When you use this an effect the DC equals your Inquisitor spell save DC. Beginning at 6th level, you can use this ability twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

    As an action, you present your Badge of the Inquisition and speak a Damnation censuring the Heathens (Humanoid, Celestial, Fiend, Fey or any Specific Race, you make the choice when you use this feature). Each Heathen that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the Heathen fails its saving throw, it is rebuked for 1 minute or until it takes any damage. A rebuked Heathen must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

    Starting at 5th level, when an Heathen fails its saving throw against your Rebuke Heathen feature, the creature is instantly compelled not to approach you within 30 feet (it can make a save against this part of the feature after any long rest) and gains a disadvantage on all actions made against you if its challenge rating is at or below a certain threshold, as shown in the Rebuke Heathen table.

    Rebuke Heathen:
    Inquisitor Level Rebuke Heathen of CR

    5th- 1/2 or lower
    8th - 1 or lower
    11th - 2 or lower
    14th - 3 or lower
    18th - 4 or lower


    Dogma and Morality: You pick one of the four Dogma and Moralities that the Inquisition uses. Your choice grants you features at 3rd level and again
    at 6th, 15th, and 19th level.

    Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

    Beacon of Truth: Your fervor for truth and Justice Bends the world around in such a way that a permanent aura of truth extends from you in a 5 feet circle (like the spell Zone of Truth) with a Spell save DC = 8 + your proficiency bonus + your Charisma modifier. You can use this feature a number of times equal to 1 + your Charisma modifier, it last for one minute. When you finish a long rest, you regain all expended uses.

    Compelling Presence: Your Presence alone is strong enough to compel creatures with similar ideals to your whims, gaining advantage on investigation, Deception, intimidation and Persuasion as long as the creatures share your base alignment (good, evil or neutral). Also you gain the spell Suggestion as a touch attack against the target influenced by your Presence. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Improved Judgment: At 11th level your Judgments become more potent, you gain the ability to use two of your judgments at the same time, and are able to target the same or different targets with them, also you gain 1d6 bonus on all checks made against the target under the effect of your judgment.

    Sanctified Mind: Your are immune to psychic damage, any effect that would sense your emotions or read your thoughts, divination spells, and the charmed condition. This even foils wish spells and spells or effects of similar power used to affect your mind or to gain information about you.

    Final Judgment: Your Judgment becomes the Word of your Deity, Gain the use of one of the power words per day. (Power Word Stun, Power Word Kill, Power Word Pain, Power Word Truth)


    Spoiler: Spell List
    Show

    Cantrips: Blade Ward, Friends/Foes, Guidance, Light, Mending, Message, Resistance, Sacred Flame, True Strike, Spare/End The Dying and Thaumaturgy.

    1. Alarm, Bane, Bless, Command, Cure Wounds, Comprehend Languages, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Disguise Self, Divine Favor, Illusory Script, Guiding Bolt, Heroism, Inflict Wounds, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith.

    Judgment Of Darkness
    Judgment Of Light
    Judgment Of Faith

    2.Aid, Augury, Blindness/Deafness, Calm Emotions, Scorching Ray, Shatter, Continual Flame, Enhance Ability, Find Traps, Gentle Repose, Hold Person, Lesser Restoration, Locate Object, Protection from Poison, Silence, Spiritual Weapon, Warding Bond, Find Steed, Magic Weapon,Invisibility, See Invisibility.

    Judgment Of Power
    Judgment Of Weakness
    Judgment Of Fear

    3.Bestow Curse, Haste, Slow, Clairvoyance, Daylight, Dispel Magic, Glyph of Warding, Magic Circle, Protection from Energy, Remove Curse, Sending, Speak With Dead, Spirit Guardians, Tongues, Elemental Weapon, Fear, Non-detection.

    Judgment Of Pain
    Judgment Of Pleasure
    Judgment Of Failure

    4. Banishment, Death Ward, Divination, Freedom of Movement, Guardian Of Faith, Locate Creature, Compulsion, Confusion, Greater Invisibility, Phantasmal Killer,

    Judgment Of Healing
    Judgment Of Bleeding

    5.Commune, Modify Memory, Dispel Evil and Good, Flame Strike, Geas, Greater Restoration, Hallow, Legend Lore, Mass Cure Wounds, Scrying, Destructive Wave.

    Judgment Of Death




    Dogma and Morality




    The Exterminators

    Some may question your right to destroy. Those who understand realise that you have no right to let them live!


    3.Exterminating Judgmen. You Gain The Exterminate Judgment, and an proficiency in the Poisoners kit and Exterminators tools .
    Exterminate: Once per turn, you can deal an extra 1d8 damage to the target of this judgment when you hit with an attack and if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, but only if that enemy isn't incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this subclass, as shown in the Exterminate Attack column.
    Spoiler: Exterminate Attack Column.
    Show
    1. -
    2.-
    3. 1d8
    4. 1d8
    5. 1d8
    6. 2d8
    7. 2d8
    8. 2d8
    9. 3d8
    10. 3d8
    11. 3d8
    12. 4d8
    13. 4d8
    14. 4d8
    15. 5d8
    16. 5d8
    17. 5d8
    18. 6d8
    19. 6d8
    20. 6d8


    6.Exterminators Lure. An Exterminator learns how to attract the "pests" into a eradicating trap. Pick a type of "pest" (Aberrant, Celestial, Fiend, Fey or Undead) you spend an hour in preparation of a lure, something the "pest" cant resist to go after, the type of lure changes depending on the type of "pest" you want to attract. A lure costs the "pests" CR*100 gold, a legendary or highly intelligent pests can make an Investigation check with a dc of Your Inquisitor Level + 2 + d20 roll, or if you take an extra hour of preparation when you make the lure your Your Inquisitor Level + your deception check. When the "pests" fails its Investigation check and falls for your lure it enters the designated trap area (the area must be at least one size category larger then the "pest" up to three times its size) and you and any ally with you gain a Surprise round before it notices you. Most of the time the "pest" will eradicated in the surprise round, but if the battle continues you gain an advantage on attack rolls as long as the pests stays in the trap zone. This ability can be used once day.

    15.Their weakness is my weapon. You gain a Divine ability to make weapons and ammunition gain one of the qualities listed below for one hour if you are holding them, If you give it to someone else or drop it loses this effect after one minute, when the effect ends your weapons and ammunition revert back to their normal state. You must use Holly Water or Holly Incense when applying this effect to your weapons.

    Weapon and ammunition qualities : Adamantine, Dragonbane, Cold Iron, Silvered, Acid, Fire, Cold, Lighting, Thundering, Radiant and Necrotic.

    19.Bound by Bane.


    The Justicer

    For The Greater Good!

    3.Justicar Judgment.
    The Weapon of Faith :
    6.A Sinful Mind cannot Hide.
    15.Justice demands Retribution.
    19.I am Law.

    The Questioners

    Innocence proves nothing!

    3.Questioner Judgment:
    I ask the Questions:
    6.My Questions leave Marks.
    15.There are two sides to every question.
    19.Answers writ in Blood.

    The Truth Seekers

    Ask not The Truth Seekers a Question for they will give you Three Answers; all of which are True and Horrifying to Know...

    3.Truth Seeker Judgment.
    I Speak Nothing but The Truth:
    6.Mine is the Righteous Path
    15.When Truth Screams
    19.The Truth is .
    Last edited by dazbogdan; 2014-10-05 at 10:11 AM. Reason: Adding more info...
    “Wise words are like arrows flung at your forehead. What do you do? Why, you duck of course.”

    My Homebrew:
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