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Thread: Inquisitor

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    Default Inquisitor

    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.

    Spoiler: Cantrips
    Show
    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


    Spoiler: 1st Level Spells
    Show
    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


    Spoiler: 2nd Level Spells
    Show
    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


    Spoiler: 3rd Level Spells
    Show
    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


    Spoiler: 4th Level Spells
    Show
    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.
    Last edited by JNAProductions; 2020-05-30 at 09:50 AM.
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    AssassinGuy

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    Default Re: Inquisitor

    Since you asked me in the other thread, I’ve put a more detailed opinion on the class as well as some suggestions here.
    Spoiler: Proficiencies
    Show
    I’d do it like the artificer, where the base class gets light armor, medium armor, shield, and simple weapons, and the combat subclass (crusader) gets martial weapons and heavy armor. Also, why thieves tools? It doesn’t seem to fit the flavor of the character
    Spoiler: Equipment
    Show
    Why does this class get so many weapons? Most people will only need 2 weapons, 1 melee and 1 ranged, and a fighter who chooses a shield and chain mail only starts with two weapons. I’d also narrow down the pack choice to priests pack, explorers pack, or dungeoneers pack, since it wouldn’t make much sense to have an entertainer’s or burglar’s pack.
    Spoiler: Improved Bane
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    Improved Bane is good at level 5, however it becomes completely obsolete when you get greater bane, I’d change it to “Whenever you lay a Bane on a creature, you may make a free attack against a creature of the chosen type, you may only use this ability once per encounter.” That makes it so you still get a free attack when you use it as a bonus action, but can’t do it repeatedly to get an extra attack each turn
    Spoiler: Exorcism
    Show
    Although exorcism has good flavor, it prevents you from casting other concentration spells, and it’s added feature has very little use in-game, for a replacement, I’d do something similar, still focused on protecting your teammates.
    Spoiler: Suggestion
    Show
    Holy Shout: As an action you can speak holy words, giving all creatures affected by your bane disadvantage on attacks until the begining of your next turn, you may use this ability a number of times equal to your intelligence modifier per long rest. It provides the most useful benefit of protection from evil and good while affecting your entire team for a shorter duration, for Greater Exorcism, it can recharge on a short rest, and it affects all creatures with Master Bane active
    Spoiler: Zone of Truth + Impervious Command
    Show
    Having spells at will is a powerful ability, Zone of Truth’s power can differ wildly depending on what style of campaign you’re playing, being incredibly powerful in intrigue campaigns like the one I’m running, and being completely useless in a generic dungeon crawl, the same is mostly true for command, although it has some use in combat, however at level 13, most stuff you fight will be able to make a save against it.
    Spoiler: Crusader
    Show
    I’d replace the level 2 ability with Burning Bane: your bane damage becomes radiant damage, your bane also becomes 1d8, increasing to 2d8, and 3d8 with greater and master bane. Smite doesn’t seem like a good option for this class, it only has 3 spell slots maximum, so you wouldn’t get to use it that much. The level 14 ability also seems quite weak, getting an extra d4 damage isn’t that much
    Spoiler: Cleanser
    Show
    The subclass seems fine to me, not to powerful, but also not too weak, just one thing I’d add, Recovering Bane: Whenever you deal damage with your bane, you recover half as many points to your lay on hands pool.

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    Default Re: Inquisitor

    I don't think martial weapons should be gated behind a subclass, but heavy armor I could be persuaded to gate.

    Equipment, I like to be very liberal with. In most games, mundane gear (outside expensive armor) isn't an issue past level 2, so I don't think it's a huge deal.

    Your Improved Bane change would stack with Greater Bane to grant three attacks the first round of combat at level 11, with 2d6 extra damage on each strike. That's like a Fighter... But a lot better. So no.

    I do like your proposed Exorcism change!

    Zone Of Truth is definitely not a combat ability. It's a potent ribbon, but still a ribbon. Do you feel Imperious Command is too powerful?

    Good idea on Crusader.

    And your proposed change to Cleanser fails the bag of rats test. That'd allow for far too much healing and easy recharging.
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    Default Re: Inquisitor

    Re-opening for critique, since it's being used.
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    Default Re: Inquisitor

    Intelligence caster, not Wisdom? Why not.

    I think a Fighting Style would be appropriate addition at Level 1 or 2, given that Ranger-Paladin style half-casters seem to have provided something of the overall class structure.

    Some things that I think aren't really necessary for balance reasons, but would be nice for flavor: some feature that can make you more resistant to hostile magic, some feature that improves your investigative abilities, tool proficiencies, the ability to substitute a cantrip for an Extra Attack Bladesinger-style, and Paladin-style tenets or strictures associated with the subclasses.

    And since you asked for suggestions on this one:

    Lord Inquisitor

    At level twenty, you can use an action to speak words of damnation, searing the very souls of the unrighteous. All hostile creatures who can hear you must make a Charisma saving throw against your spell save DC. Creatures affected by your Bane make this save with disadvantage. On a failure, a creature takes psychic damage equal to your Bane damage, and is stunned for 1 minute. If it is not native to the plane you are currently on, it is banished back to its home plane. On a success, a creature takes half as much psychic damage, and is not stunned or banished.

    Once you have used this feature, you cannot use it again until you finish a long rest.
    Last edited by Catullus64; 2021-10-26 at 08:16 AM.
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    Default Re: Inquisitor

    Clearly, the 20th level feature should be

    Call Exterminatus
    Destroy the world you're on as an Action. Go you.


    ...

    I feel like the Inquisitor doesn't get enough spell slots. Having to wait until T3 to get your second spell slot feels a bit limiting.
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    Default Re: Inquisitor

    Quote Originally Posted by Amechra View Post
    Clearly, the 20th level feature should be

    Call Exterminatus
    Destroy the world you're on as an Action. Go you.


    ...

    I feel like the Inquisitor doesn't get enough spell slots. Having to wait until T3 to get your second spell slot feels a bit limiting.
    It does recover on a short rest, and has good damage without spells. I didn’t want to go overboard with Warlock third casting.

    And I do like your suggestion for the Capstone, Catullus. Though I would add a new save every turn to shake the stun.

    Won’t edit it now-on the phone at work-but when I get home.
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    ElfWarriorGuy

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    Default Re: Inquisitor

    May I ask, is this intended for some kind of publication or simply for personal use?

    If the former, there are some things I would change in the formatting, in order to keep it consistent with the way similar official features tend to be worded. If it's only for personal use, that's just pedantry best kept to myself.
    The desire to appear clever often impedes actually being so.

    What makes the vanity of others offensive is the fact that it wounds our own.

    Quarrels don't last long if the fault is only on one side.

    Nothing is given so generously as advice.

    We hardly ever find anyone of good sense, except those who agree with us.

    -Francois, Duc de La Rochefoucauld

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    Default Re: Inquisitor

    Quote Originally Posted by Catullus64 View Post
    May I ask, is this intended for some kind of publication or simply for personal use?

    If the former, there are some things I would change in the formatting, in order to keep it consistent with the way similar official features tend to be worded. If it's only for personal use, that's just pedantry best kept to myself.
    Not purely personal use, but not for publication. It's for anyone who likes homebrew to use.

    I am more concerned with balance or gameplay issues, not so much minor wording nitpicks. But it wouldn't hurt to know a better way to word them!
    I have a LOT of Homebrew!

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    Default Re: Inquisitor

    Quote Originally Posted by JNAProductions View Post
    Not purely personal use, but not for publication. It's for anyone who likes homebrew to use.

    I am more concerned with balance or gameplay issues, not so much minor wording nitpicks. But it wouldn't hurt to know a better way to word them!
    The only thing I can think of that could cause real confusion is the fact that the class's key combat feature, Bane, shares a name with a spell (a spell on the class's spell list, no less.)

    The perception thing for noticing when you use a Bane is strange to me, and I'm not sure I'm really envisioning how you intend for it to work in gameplay. Is the idea that enemies will automatically make checks when you use it, or that the Bane has some ongoing noticeable effects that a creature might pick up on? I would just have it be unnoticeable, like an Inquisitive Rogue's Insightful Fighting. I also don't think that "expertise DCs" like the one you have here are really a thing in any other context, so it bugs me for reasons of general consistency.

    You should probably also specify a range for Greater Exorcism. Protection from E&G is touch by default, and I find the idea of trying to have a whole bunch of creatures touching you while you cast the ritual somewhat unwieldy.

    The rest really are just nitpicks, like the fact that an official publication would never use the term "stat" to refer to an ability score. (I only mention that one to give example of how minor most of my corrections would be.)
    Last edited by Catullus64; 2021-10-28 at 01:40 PM.
    The desire to appear clever often impedes actually being so.

    What makes the vanity of others offensive is the fact that it wounds our own.

    Quarrels don't last long if the fault is only on one side.

    Nothing is given so generously as advice.

    We hardly ever find anyone of good sense, except those who agree with us.

    -Francois, Duc de La Rochefoucauld

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