The Inquisitor A young woman utters under her breath, channeling her hatred into a solemn word, damning her nearby enemy. She strikes with supernatural speed with a skill known to few, honed over many years of ascetic training and devotion to her cause. Purifying flame bursts in a wave from her fingertips, as her pistol blasts from her other hand. She is no priest, no rogue, no, she is an Inquisitor. Inquisitors are agents of sacrifice and rage, honing their minds and bodies to become a perfected weapon against the impure, the evil, or a sworn enemy. Some are religious agents, while some are experienced monster hunters, a few even, assassins; all of whom however utilize discipline, hatred, spell, blade, and specialized tools to defeat their foes. The Inquisitor Level Proficiency Bonus Features Seal Die 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 7th Sense, Judgement 1d4 — — — — — — — — — 2nd +2 Fighting Style, Spellcasting 1d4 2 — — — — — — — — 3rd +2 Purifier Discipline, Disciplined Body 1d4 3 — — — — — — — — 4th +2 Ability Score Improvement 1d4 3 — — — — — — — — 5th +3 Extra Attack 1d6 4 2 — — — — — — — 6th +3 Second Judgement 1d6 4 2 — — — — — — — 7th +3 Purifier Discipline Feature 1d6 4 3 — — — — — — — 8th +3 Ability Score Improvement 1d6 4 3 — — — — — — — 9th +4 ─ 1d6 4 3 2 — — — — — — 10th +4 Third Judgement, High Court 1d8 4 3 2 — — — — — — 11th +4 Exploit Weakness 1d8 4 3 3 — — — — — — 12th +4 Ability Score Improvement 1d8 4 3 3 — — — — — — 13th +5 ─ 1d8 4 3 3 1 — — — — — 14th +5 Fourth Judgement, Unerring Truth 1d8 4 3 3 1 — — — — — 15th +5 Purifier Discipline Feature 1d8 4 3 3 2 — — — — — 16th +5 Ability Score Improvement 1d10 4 3 3 2 — — — — — 17th +6 ─ 1d10 4 3 3 3 1 — — — — 18th +6 Spell Binding 1d10 4 3 3 3 1 — — — — 19th +6 Ability Score Improvement 1d10 4 3 3 3 2 — — — — 20th +6 Purifier Discipline Feature 1d10 4 3 3 3 2 — — — —

Class Features As an Inquisitor, you gain the following class features Hit Points Hit Dice: 1d10 per Inquisitor level

1d10 per Inquisitor level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Inquisitor level after 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple Weapons, Martial Weapons, Firearms (Subject to DM approval.)

Simple Weapons, Martial Weapons, Firearms (Subject to DM approval.) Tools: Tinker's Tools Saving Throws: Charisma, Wisdom

Charisma, Wisdom Skills: Choose three from Acrobatics, Athletics, Religion, Arcana, Insight, Intimidation, Perception, Persuasion, Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a hand crossbow (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

Explorer's Pack

Spellcasting Focus Quick Build The Inquisitor is a hybrid class utilizing spell and blade. First put your highest ability score into Strength or Dexterity, followed by wisdom. Next, choose Acolyte as your background. 7th Sense Starting at 1st level, intensive training with your inquisition has taught you how to gather information with near supernatural ability. Using a bonus action, you channel your discipline and may grant yourself advantage on your next Insight (Wisdom,) Investigation (Intelligence,) or Perception (Wisdom) check, additionally you may use this feature on an Arcana (Intelligence) or Nature (Intelligence) check used to recall information pertaining to a creature’s general traits, resistances, or weaknesses. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses. Judgement Starting at 1st level you can draw your ire into a channeled projection of your devotion to your cause, known as a judgement. As a bonus action you may invoke one of these judgements, and only one judgement may remain active at a time. A judgement remains active for as long as the Inquisitor remains conscious, ending early if the Inquisitor chooses a new judgement as a bonus action, falls unconscious, is incapacitated, or completes a long rest. You learn one judgement at first level from the list below, learning a second at 6th level, a third at 10th level, and a fourth at 14th level, and any time you gain a new level in this class you may switch one judgement you know for another from the provided list. In addition, you gain a pool of dice used to seal a judgement, amplifying its strength. You gain a number of 1d4 dice equal to half of your level in this class (rounded down, minimum of 1,) these dice increase to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 16th level. You may spend one die to seal a judgement and you may only seal your judgement once per turn. You regain all spent dice when you take a short or long rest. Choose to learn one of the following Judgements: Verdict of Pain Once per turn while this judgement is active your first weapon attack that hits deals bonus damage of the weapon’s type equal to your seal dice. Once per turn, you may seal this judgement and roll a second die and add the result to your damage total, expending a seal die. You may choose to seal this judgement after you learn whether an attack hits. Verdict of Censure While this judgement is active you have advantage on saving throws against effects that would charm or frighten the target. As a reaction to a failed saving throw by you or an ally within 30 feet of you, you may spend a seal die, roll it, and add the result to the target’s total. Verdict of Celerity While this judgement is active you and allies within 30 feet gain a movement speed bonus of 10 feet. As a bonus action you may spend a seal die to use the dash action. Verdict of Fortitude While this judgement is active, once per round when you or an ally within 30 feet of you is the target of a weapon or spell attack you may roll a die equal to your seal dice and add the result to the target’s AC against the attack. To seal this judgement you may use your bonus action to spend a seal die, rolling it and healing a target within 30 feet for HP equal to the result. Verdict of Weakness While this judgement is active your attacks are a critical hit on a roll of 19 or 20. As a bonus action you may expend one of your seal dice to seal this judgement, giving you advantage on any attacks you make until the start of your next turn.

Verdict of Stalking While this judgement is active you gain darkvision to a distance of 60 feet, if you already have darkvision, the distance becomes 120 feet and you can see in magical and non-magical darkness, and you may hide as a bonus action. You may spend a seal die to seal this judgement and gain advantage on your next Stealth (Dexterity) or Sleight of Hand (Dexterity) check. Verdict of Control While this judgement is active once per round on your turn as a free action, you may designate one enemy to have its speed reduced by 10 feet until the start of your next turn. When you seal this judgement, as a bonus action you may expend one seal die, roll it and subtract the result from a saving throw total the enemy designated by this judgement makes before your next turn. You choose when to apply this penalty. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting By 2nd level, your discipline and hatred for the impure have been honed to a fine point. This discipline fuels your spellcasting, toeing the line between a zealous paladin or arcane sorcerer. Some Inquisitors gain their abilities from a deity, and many others learn their knowledge through discipline and dedication, but all Inquisitors cast their spells gained from a codex of their order or sect, passed down from generations past. This codex must be decoded and meditated upon to partake of its secrets. Experience and meditation will allow the Inquisitor new spells as knowledge is gained. The codex may be a physical written document, a book, a magical trinket, or just knowledge imprinted on your mind by a deity or mentor. Whichever form you choose, your spellcasting is prepared from the codex, and your mind cannot comprehend the entire breadth of its information at one time. Preparing and Casting Spells The Inquisitor table shows how many spell slots you have to cast your Inquisitor spells. To cast one of your Inquisitor spells of 1st level or higher, 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 Wisdom modifier + half your Inquisitor level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level Inquisitor, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. 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 research and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your Inquisitor spells, as an Inquisitor your disciplined and perceptive nature fuel your abilities. With a cold and calculated demeanor you subtly bend the forces of the world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Purifier Discipline When you reach 3rd level, your balance of hatred and focus qualify you to gain the abilities of a true Inquisitor. Your path from this point on is governed by your chosen Purifier Discipline. This discipline grants features at 3rd, 7th, 15th, and 20th level. Discipline Spells Each discipline has a list of associated spells. You gain access to these spells at the levels specified in the discipline description. Once you gain access to a discipline spell, you always have it prepared. Discipline spells don’t count against the number of spells you know. If you gain a discipline spell that doesn’t appear on the Inquisitor spell list, the spell is nonetheless an Inquisitor spell for you. Disciplined Physique Through intensive training you’ve honed your body to fight impure beings. Starting at 3rd level you become immune to disease and you gain resistance to poison damage.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Second Judgement Upon reaching 6th level, you may choose a second judgement to learn from the provided list. Third Judgement At 10th level you learn a third judgement from the provided list. High Court Beginning at 10th level you may now have two active judgements at a time from your known judgements. You may not have the same judgement active twice. Focused Hatred Starting at 11th you’ve learned to channel your hatred to capitalise on enemies’ shortcomings in combat, all of your weapon attacks now do bonus damage of your weapon’s type equal to one of your seal dice. Final Judgement At 14th level you learn a fourth judgement from the provided list. Unerring Truth At level 14, any time you use your 7th Sense feature in addition to its normal effects it can now be used to gain advantage on your Persuasion (Charisma) and Intimidation (Charisma) checks. In addition, you may now choose to expend one of your seal dice, roll it, and add the result to your total for any skill check affected by your 7th Sense feature. Spell Binding Starting at 18th level your ability to stand toe to toe with the arcane and the wicked is bolstered. As an action you inscribe yourself with a set of runes known only to you, harnessing elemental energies to keep yourself in the fight. Choose one of the following: Acid, Cold, Fire, Lightning, or Necrotic. For 1 hour you are resistant to this damage type, and any time you are dealt damage of this type you regain Health Points equal to your seal die. Once you use this feature, you can’t use it again until you finish a long rest. Slayer's Discipline Your training as an Inquisitor have led you to a skill set suited for slaying monsters, the undead, and renegade mages. As such, your life is dedicated to these pursuits, and you are adept at exploiting weaknesses in an enemy’s defenses. Discipline Spells You gain discipline spells at the levels listed. Slayer's Discipline Spells 3rd Level Fairie Fire, Hunter's Mark 5th Level Misty Step, Hold Person 9th Level Glyph of Warding, Slow 13th Level Banishment, Dimension Door 17th Level Hold Monster, Scrying Extermination Order Upon entering this discipline at 3rd level, as an action you gain the ability channel your hatred into a deadly fervor. For 1 minute, the first time you hit with a weapon attack each turn, if you had advantage on the attack, or an ally within 5 feet of the target, you can choose to deal damage equal to one of your seal dice. Once you use this feature, you can’t use it again until you finish a short or long rest. Zealous Flow Beginning at 7th level, if an enemy misses you with a weapon or spell attack, you can choose to a roll a die equal to one of your seal dice; on a roll of 4 or higher you may move up to half of your movement speed. This movement does not provoke attacks of opportunity. Vicious Riposte Beginning at 15th level, once per round when an enemy misses you with a weapon or spell attack you may make an attack. If this attack hits, the next time you seal a judgement you may do so without expending one of your seal dice. Slayer's Trance Beginning at level 20 your discipline has honed your body and mind into a killing machine. You enter a trancelike state for 10 minutes and gain the following benefits for the duration: -Your movement speed increases by 10 feet for the duration, and you may attack a third time using your attack action. -You have advantage on all weapon and spell attacks. -All saving throws you make are made with advantage. Once you use this feature, you can’t use it again until you finish a long rest.

Occultist's Discipline Eldritch knowledge has come as a part of your training. You utilize the dark and arcane forces of great unseen beings and energies to supplement your vigilant hunt, careful not to succumb to their dark allure. You fight fire with fire. Discipline Spells You gain discipline spells at the levels listed. Occultist's Discipline Spells 3rd Level Hex, Armor of Agathys 5th Level Shatter, Invisibility 9th Level Hunger of Hadar, Vampiric Touch 13th Level Hallucinatory Terrain, Blight 17th Level Cone of Cold, Contact Other Plane Dark Rites Upon entering this discipline at 3rd level you learn how to utilize life force to seal your judgements. Any time you would expend one of your seal dice to seal a judgement you may instead expend one of your hit dice. In addition, you learn the Chill Touch cantrip, and any judgements that would apply to your weapon or spell attacks also apply to this cantrip. Shackles of The Deep At 7th level, once per round when you hit with an attack and had advantage on the roll or an ally within five feet of the target you may expend one of your seal dice to reduce that creature’s speed to 0 until the end of its next turn. Eldritch Attunement Starting at 15th level, whenever you roll initiative and have no seal dice left you may roll a die equal to your seal dice and gain seal dice equal to the result up to the amount granted by your level in this class, in addition, attacks and spells you cast that deal nectrotic damage ignore enemies’ resistance. Ritual Form Upon reaching level 20 you have perfected the dark practices fueled by your hatred. For 10 minutes you gain the following bonuses for the duration: -You gain a flying speed of 30 feet. -You exude dark shadow in a 30 foot radius centered on yourself; all light in the space becomes dim light and all dim light in the space is now complete darkness, and you are considered heavily obscured. Spells like “Daylight” cast at level 5 or higher temporarily disperse this effect. -For the duration, you may cast spells requiring an action as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest. Art Courtesy: Algrim Whitefang Created By: Absent_Imental