Inquisitor The fire blazes behind her, the heat upon her skin as the rancid scent of burning flesh meets her nostrils. The human woman walks away from the pyre, satisfied in the knowledge that the stain will not spread any further. She knows the Council will be pleased, and she knows she will pursue the next quarry with added vigour. Sifting through the scrolls, volumes, and ancient tomes layed out before him the elf smiles, he has found it, the last piece of information he needed. Now he has the proof, the Lord is a rakshasa in disguise after all. It would not be long before his blade tasted fiendish blood. Flexing the newly formed talons, the dwarf slips through the city unseen. Her mind boiling over as she realises that her beastial senses are picking up the scent of some onerous abomination. Gleefully she smiles to herself, as she takes off running in the direction of the monstrosity. Whether burning magic users in the name of the Council, tracking down hidden demons, or turning the weapons of the enemy against them, whatever their methods an Inquisitor will always deliver. Trained for years to seek out and combat threats to the Council, an Inquisitor is a force of nature. Once unleashed, nothing will get in their way. Born leaders, talented tacticians, and erudite researchers, Inquisitors are the embodiment of the Council's will, unshakeable and relentless in their faith. For the Sake of Purity Originally founded by the Council of Five, the Inquisition was created in order to purge Astral of half-breeds, abominations, and other impurities. The first Inquisition lead to the deaths of many, and resulted in the extinction of half-elves, and a dramatic reduction in the population of halflings living in Astral, due to questions about their race's origins. After these events the Council publicly denounced and disbanded the Inquisition, executing several High Inquisitors and imprisoning the Grand Inquisitor for life. However, in reality the Inquisition continued in secret, under direct guidance from the Council of Five. Over the years the Inquisition has changed with the priorities of the Council, recently Inquisitors have been more frequently spotted in and around the Hive, possibly due to the birth of the cult of the Machine Mind. One Who Seeks A lone Inquisitor single handedly wields all the power of the Council of Five. Inquisitors are officially mandated to search out dissidents and religious fanatics. There being no recognised religion within Astral, the Inquisition instead reveres the Council and it's members as near gods. To them, to have faith in anything else is heresy, and therefore must be purged. First and foremost the duties of an Inquisitor are to uphold the tenets of the Council of Five, to seek out knowledge, and to destroy those who oppose the Council. Inquisitors are trained from a young age, cloistered within the walls of the Marble Tower, where they learn the arts of perception, analysis, and combat. When an Inquisitor leaves the Council it is only for a specific reason, to counter some new threat, or retrieve newly unearthed artifacts of interest. These journeys are almost like crusades for the Inquisitor. When on one of these missions, an Inquisitor will often make use of local criminal elements, merchants, or other affiliates to form themselves a small retinue of specialised individuals to assist them in their crusade, although often this retinue is treated with just as much suspicion as anyone else. Creating an Inquisitor When building an Inquisitor, consider your characters' motivations. Does your character fight solely for the glory of the Council, content with the knowledge that faith is its own reward? Perhaps your character has an avid thirst for knowledge, and spends their time in the various librariums of the city, or hunting down lost artifacts on the surface world. Maybe your character grew tired of the strict rigors of the Inquisition and took to experimenting with the tools of the heretic, harnessing the powers of the abomination in order to better combat the threat. Whatever the case, consider the purpose of your mission, every Inquisitor has a personal crusade, one thing that draws them relentlessly to the hunt. Quick Build You can make an Inquisitor quickly by following these suggestions. First, Wisdom should be your highest ability score. Make Strength or Dexterity your next highest, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Second, choose the Faction Agent background.

The Inquisitor Level Proficiency Bonus Inquisition Dice Die Size Features 1st +2 — — Piercing Gaze, Fighting Style 2nd +2 2 d6 Inquisitorial Tactics 3rd +2 2 d6 Inquisitor Rite 4th +2 3 d6 Ability Score Improvement 5th +3 3 d6 Extra Attack, Inquisitorial Seal 6th +3 3 d8 Crippling Blow 7th +3 4 d8 Inquisitor Rite Feature, Take the Initiative 8th +3 4 d8 Ability Score Improvement 9th +4 4 d8 Expose Weakness 10th +4 5 d8 Inquisitor Rite Feature 11th +4 5 d10 Sixth Sense 12th +4 5 d10 Ability Score Improvement 13th +5 6 d10 Expose Weakness (Improvement) 14th +5 6 d10 Judgement 15th +5 6 d10 Inquisitor Rite Feature 16th +5 6 d10 Ability Score Improvement 17th +6 7 d12 Willpower and Solidarity 18th +6 7 d12 Inquisitor Rite Feature, Indomitable Resolve 19th +6 7 d12 Ability Score Improvement 20th +6 8 d12 Master of Tactics Class Features As an Inquisitor, you gain the following class features. Hit Points Hit Dice: 1d10 per Inquisitor level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Level: 1d10 (or 6) + your Constitution modifier per Inquisitor level after 1st Proficiencies Armour: Light and Medium armour, shields Weapons: Simple weapons, Martial weapons Tools: Navigator's Tools Saving Throws: Wisdom, and Intelligence Skills: Choose two from Acrobatics, History, Insight, Investigation, Perception, Religion, or Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a glaive or (b) a scimitar

(a) a hand crossbow and a quiver of 20 bolts or (b) a brace of 20 darts

(a) a dungeoneer's pack or (b) an explorer's pack

Leather armour and two daggers Inquisitors in High-tech campaigns The Inquisitor class was designed for use in a post-steampunk campaign with guns and other technology. I altered it here to work for a wider audience. If you'd like to use it for such a campaign consider what options available within your setting would work for the Inquisitor. For example, the Inquisitor in my setting is proficient with all types of firearms, just as they are with ordinary simple and martial weaponry.

Piercing Gaze When you take this class at 1st level, you gain great powers of insight, able to tell if a person is lying simply by looking at them. You may add your proficiency bonus to Wisdom (Insight) checks made to determine if a creature is lying. If you are already proficient in Wisdom (Insight) checks, you may add double your proficiency instead. In addition, when making a Charisma (Intimidation) check, you may add your Wisdom modifier to the roll, if the target of your intimidation can see you. Fighting Styles When you take this class, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you 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. Improvising When using an improvised weapon, you may add your Proficiency Bonus to attack rolls made with them. 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. Pole Weapon Fighting When you are wielding a weapon with the Reach property, you may use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. Two-weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. Inquisitorial Tactics Starting at 2nd level, your tactical acumen gives you moments of inspiration that enable you to perform special actions. These moments are represented by inquisition dice. Your inquisitor level determines the number of dice you have, as shown in the Inquisition Die column of the Inquisitor table. These dice start out as a d6, and become larger as you gain levels in this class, as shown in the Inquisitor class table. You can expend these dice to fuel various class features. You start knowing two such features: Inquisitor's Sight, and Expedited Movement. You regain any expended Inquisition dice when you finish a short or long rest. Some of your Inquisitor features require the target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Tactics save DC = 8 + your proficiency bonus + your Wisdom modifier Inquisitor's Sight As a bonus action, you may take a moment to examine your surroundings. Expend one inquisition die and make a Wisdom (Perception) or Intelligence (Investigation) check, adding the number rolled to the result. Expedited Movement As a bonus action, you can move swiftly and without danger. Expend up to two inquisition dice, moving up to their rolled value in feet. Whilst moving in this way, any attacks of opportunity made against you are done so with disadvantage. Inquisitor's Rites At 3rd level, you choose the rite that will determine your way of life as an Inquisitor. Choose from the rites of the Witch Hunter, Demon Slayer, or Radical, all detailed at the end of the class description. The rite you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Inquisitorial Seal By 5th level, you have learnt to use your authority like a well honed blade. The writ of an Inquisitor is hard to ignore. Any governmental body or institute of authority that you visit cannot refuse to give you room and board if possible, and must do their best to fulfil any requests that you make of them. This does not mean that somewhere will have exactly the item or piece of information that you need, but they may well be able to make inquiries or uncover a lead for you. In addition, when using a library, laboratory, or other place of knowledge you may have advantage on any check made to seek or discover information on a subject, so long as the answers you seek could be found there. Crippling Blow At 6th level, when you hit a creature with a weapon attack, you may expend one inquisition die to strike a crippling blow. Choose whether to aim at the left or right arm, or the legs of the target. On a hit, the value rolled on the inquisition die is added to the damage roll, and the target must make a Constitution saving throw. On a failed save, the targeted limb suffers an effect dependant on which limb was hit. On a hit on the right or left arm, the target loses the use of that arm until the start of your next turn. Meaning if a weapon is wielded with the targeted arm, it cannot be attacked with, if a shield is held with the targeted arm, AC is reduced by 2, and if a two handed weapon is used, attacks with it are made with disadvantage. On a hit on the legs, movement speed of the target is reduced by half until the start of your next turn. Take the Initiative Beginning at 7th level, whenever you roll for initiative you may choose to use your Wisdom modifier rather than your Dexterity modifier when calculating the result. Expose Weakness Starting at 9th level, When you hit a creature with a weapon attack, you may expend one inquisition die. If you do, the target of the attack must make a Charisma saving throw. On a failed save, an ally may immediately take the Attack action as a reaction against this creature, providing they are able to. When you reach 13th level in this class, if you have used Expose Weakness on a creature this turn, you can also use a bonus action to distract it, giving advantage to the next attack to hit that creature. Sixth Sense Beginning at 11th level, you see things that others miss, and can react reflexively to danger, often manouvering so as to avoid damage entirely. When you are the target of a melee weapon attack, you may use your reaction to force the attacking enemy to make a Wisdom saving throw. On a failed save, the effects of the attack are directed against a hostile creature within 5 feet of you or the attacker. If there is no such enemy, the attack misses. On a success, you suffer the effects of the attack normally. You may perform this reaction a number of times equal to your Wisdom modifier (minimum 1) per day. You regain expended uses when you finish a long rest. Judgement Starting at 14th level, you have been empowered with the ability to pass judgement on your foes. Any governmental body or insitute of authority must receive your judgement on an individual, or group of individuals, when presented with you Inquisitorial Seal. For example, you may present a nobleman as guilty of heresy, treason, witchcraft, or any other crime that could fall within the perview of an Inquisitor. Your judgement is always taken seriously, and your word valued. However, any repercussions of your judgement are carried out by the governing body you brought it to. Willpower and Solidarity Starting at 17th level, your experiences have made you resilient, a trait which you can pass onto others to a lesser degree.

When a friendly creature within 30 feet of you that can see or hear you makes a saving throw in an attempt to end an effect on themselves, you may expend an inquisition die as a reaction. This allows them a bonus to their save equal to your Wisdom modifier (minimum 1). In addition, at the start of your turn, you may expend an inquisition die in order to ignore the effects of one of the following conditions for one round; exhausted, frightened, or stunned. Indomitable Resolve At 18th level, your training and analytical skills have fostered within you the will to never back down. If your attack misses its target, you may immediately make another attack against the same target, but must use the new roll. Master of Tactics At 20th level, whenever you roll for initiative and you have no inquisition dice remaining, you regain 2.

Inquisitor Rites As an Inquisitor progresses within the order, they develop a personal quest, a vendetta, or crusade that stokes the fire within. The crusade that an Inquisitor chooses causes them to learn a great many things about the nature of their chosen enemy. Rite of the Witch Hunter When an Inquisitor takes the rites of the Witch Hunter, they have made it their life's work to hunt down and cleanse evil magic users of any kind, whether they be humanoid or more magical and bestial in nature. A Witch Hunter can strip down a mage's defenses and render them incapable of casting in moments. Some speculate however, that the Witch Hunter's nullification of magic, is a form of magic itself. Phasic Strikes Beginning at 3rd level, whenever you make a weapon attack you may expend one inquisition die. If you do, you may add the number rolled to the damage of the attack as force damage. If this attack is made against a spellcaster, you may double the value rolled on the inquisition die. Magic Resistance Beginning at 7th level, the time you have spent hunting magical beings and spellcasters has altered your physiology. You have advantage on saving throws against spells, and resistance against damage caused by magical effects such as spells. Nullifying Weapon Beginning at 10th level, you can empower your weapon attacks with the ability to dampen magic before it is even cast. Whenever you hit a creature with a weapon attack, they must make a Wisdom saving throw. On a failed save the creature is rendered incapable of casting any spell more complex than a cantrip until the start of your next turn. Discombobulating Retaliation Starting at 15th level, you have learnt to anticipate the moment of casting and how to utilise your strike to maximum efficiency. Whenever a creature within range of your currently held weapon casts a spell, you may immediately use your reaction to make one weapon attack against the caster. Any creature that you damage in this way has disadvantage on the resulting saving throw made to retain their concentration on a spell. Oblivion At 18th level, a Witch Hunter has learned to identify the exact origin of power within spellcasters. Due to this unique mix of analytical prowess and spellcasting knowledge, a Witch Hunter can cut off a mage's source of power for an indeterminate length of time. As an action, you may touch one target. That target must make an Intelligence saving throw against your Tactics save DC. On a failed save, the target can no longer cast any spells or use features that are magical in nature, or utilise magical items that require interaction. This effect lasts for 1d6 rounds plus your Wisdom modifier (minimum 1), you may extend this effect to a number of days equal to the previous value, at the cost of all your remaining inquisition die (minimum 6). Once this feature is used, a long rest must be completed before it can be used again.

Rite of the Demon Slayer The Demon Slayer is an expert at tracking and felling fiends and demons of any kind, considering themselves to be on a crusade to expunge all of demonkind wherever they appear. Tough and resilient individuals, the Demon Slayers have special skills designed to ease the dispatching of their chosen foes, and train daily to hone their talents. The dark secret of the Demon Slayers is that repeated exposure to the blood of their chosen foe changes their physiology. Fiend Sense Beginning at 3rd level, your senses have attuned to the nature and presence of fiends. If there is a fiend within 30ft of you, you will always know it. Though you cannot tell exactly where the fiend is, nor who they are. When conversing with a being you know to be a fiend, you cannot be tricked into any form of contract or agreement, unless you wish to be. In addition, you learn to speak and read Abyssal. Hellish Experience Starting at 7th level, your time spent fighting demons has strengthened your body to withstand the most brutal of attacks. All incoming bludgeoning, piercing, and slashing damage from nonmagical attacks is reduced by a number equal to your Wisdom modifier (minimum 1). Reckless Perseverance At 10th level, when you are reduced to 0 hit points, instead of falling unconscious you may roll up to four inquisition dice (minimum 1). If you do, gain the total value as temporary hit points. You can maintain this state until any immediate threat is over, or your temporary hit points are lost. At which point you drop to 1 hit point and gain two levels of exhaustion. Once you have used this ability, you may not do so again until you have completed a long rest. Righteous Fury Beginning at 15th level, the continuing hardship of demon slaying has awakened a deep need for violent retribution. If you have less than your maximum hit points, you may activate Righteous Fury on your turn as a bonus action. When under the effects of Righteous Fury you gain the following benefits: When making a melee attack with a weapon, you may roll your Inquisition die instead of the weapon's damage die when calculating damage, add ability modifiers as normal (this does not expend an Inquisition die)

The damage die for your unarmed attacks and improvised weapons becomes a d8

You gain resistance to necrotic damage

When rolling damage for any of your attacks or abilities you may add 1d6 radiant damage Your fury lasts for 1 minute, or until you reach 0 hit points. You may use this feature a number of times equal to your Strength modifier (minimum 1) per day. You regain half your expended uses (rounded up) after you have completed a long rest. Abhorrant Form At 18th level, the blood of the accumulated demons you have slain has slowly seeped into your skin, tainting your body. You develop a minor demonic trait, such as a horn, tail, demonic eye, or patch of scales or spines. As a result of this transformation, you permanently gain two of the following effects of your choice: Barbed Hide At the start of each of your turns, you deal 1d10 piercing damage to any creature you are grappling or who is grappling you

Devil's Sight You gain Darkvision of 60ft, if you already had darkvision, it is extended by 30ft. Magical darkness does not impede your darkvision

Hellish Aura At the start of your turn, each hostile creature within 5ft of you must make a Dexterity saving throw or take 3d6 fire/necrotic/poison damage (chosen when you take this trait) on a failed save, or half as much on a successful one

Sting You gain a melee weapon attack with a tail, spine, or claw. Strength is the ability used to wield this weapon, and you are considered proficient in its use. On a hit this weapon deals 1d8 piercing damage, and 2d6 poison damage. The target must make a Constitution saving throw or become poisoned for 1 minute. An affected creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Stunning Screech Your vocal chords are mutated by the demonic blood in your system. You can emit a horrific screech as an action. Each creature within 20 feet of you that can hear you must succeed on a Constitution saving throw or be stunned until the start of your next turn.

Rite of the Radical The radical treads the line, exposing themselves to the weapons of the enemy, in order to better understand and defeat their foes. These individuals are often slightly unhinged, and are shunned and sometimes hunted by their more puritan brethren. Breaking Bad When you take this rite at 3rd level, there is one type of creature that fascinates you most, and you choose to dedicate your life to the understanding and pursuit of them. Choose one from the following list; Aberration, Fiend, Magic, or Undead. Your choice grants you features now and as your prgoress. Aberration Your research into the Aberrations has taught you much, you can now speak, read, and write Deep Speech. In addition, You can communicate mentally with another creature that knows at least one language within 60-feet of you. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive a message and cannot respond, initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once. Fiend Your experiments with demonic blood have made you stronger, and more resilient than you were before. You gain resistance to fire damage, and you choose two from your Strength, Constitution, or Dexterity scores to increase by 1. Magic Dabbling in the arcane arts has enabled you to learn some basic spells. You learn the Eldritch Blast, Prestidigitation, and Shocking Grasp cantrips. Wisdom is your spellcasting ability for these spells. You also know the Disguise Self spell and may cast it as a ritual, a number of times per day equal to your Wisdom modifier (minimum 1). Undead You have discovered the secrets of undeath, utilising its power for yourself. As a result, you gain resistance to necrotic damage and have advantage on saving throws against being Poisoned and contracting diseases. You also no longer require air to breathe. Mutagenic Assault At 7th level, your rite has mutated, giving access to new forms of assault. These new abilities are powerful, but use a great deal of energy. Once you have used this feature you must finish a long rest before you may do so again. Aberration Your mind has changed beyond recognition, you can use your action to emit a psionic blast in a 15-foot radius around you, which is not affected by cover. Creatures you choose within the area must make an Intelligence saving throw. On a failed save, the affected creature(s) take 2d(Inquisition Die Size) psychic damage and are Stunned for a number of rounds equal to your Wisdom modifier. Affected creatures may repeat the save at the end of each of their turns, ending the effect on a success. On a successful save, the affected creature(s) take half the damage and are not stunned. Fiend Your fiendish blood allows you to magically infuse a weapon with extra damage. As a bonus action, you may imbue a weapon you are currently holding with your choice of poison, acid, ice, or fire. For the next minute, attacks with this weapon deal an additional 1d(Inquisition Die Size) of the associated damage type. If you fall to 0 hit points, or lose your grip on the weapon, this effect ends. Magic Magic suffuses your being in a way most wizards would envy. As an action, you can release it in a chromatic wave of energy. All creatures in a 15ft radius, 20ft high cylinder centered on you, must make a Dexterity saving throw. On a failed save, the affected creature(s) take 4d(Inquisition Die Size) damage of either; acid, cold, fire, lightning, poison, or thunder (your choice). On a successful save, the affected creature(s) take half the damage. Undead Your undeath has begotten tremendous strength within you. As an action, you may make a grab attack. This attack uses your Strength, and you are considered proficient in it. This attack deals necrotic damage equal to 2d(Inqusition Die size). On a hit, the target of this attack is considered Grappled, the escape DC is your Tactics Save DC. At the start of each turn that it remains grappled the target takes an additional 2d4 necrotic damage, the value of which you gain as temporary hit points. Creatures that are huge or greater cannot be grappled in this way. Whilst you have a creature grappled in this way, you cannot attack.

Alien Discourse At 10th level, your chosen path of research has opened up new avenues of communication, changing the way you are seen by others forever. Aberration The power of your telepathy and the force of your mind have increased to a level where those without your abilities feel distinctly uncomfortable being near you, flinching and recoiling. You exude an aura of will in a 15ft radius centered on you. Any creature without the means to communicate telepathically who enters this aura, must make a Wisdom saving throw. On a failure, you have advantage on any Intimidation checks against affected creatures. In addition to this any creature currently affected by your aura has disadvantage when attacking you, as their mind is assaulted. On a success, the creature is unaffected, and is immune to this trait for the next 24 hours. Once a creature leaves the aura, any effect of it is lost. This aura does not work on creatures with an Intelligence score of 5 or less. Fiend Fiends can sense one like themselves, whenever you interact with a fiend you have a chance of charming them into aiding you. Fiends you encounter will not actively attack you unless you give them a good reason to do so Whilst negotiating a conract, or entreating a fiend for aid in some way, you have advantage on any Persuasion or Intimidation checks made to do so, unless you are in combat with said fiend. In addition, contracts or deals that you make with others are utterly binding. Any creature attempting to break or pervert a contract or deal made with you must make a Wisdom saving throw in order to do so. On a success, they may do as they wish and the binding effect of your deal or contract no longer effects this creature in future. On a failure, their oathbreaking action fails, and they may not attempt to break or violate the deal or contract for the next 24 hours. You always know if somebody has attempted to break one of your deals, no matter where you or they are. Magic Your magic has become more subtle, easily woven into a request or demand, empowering your speech and enabling you to influence the minds of others. Whenever you make an Intimidation or Persuasion check you may choose to imbue your words with magic. When doing so, add your Wisdom modifier (minimum 1) to the roll. In addition, you gain access to the Command spell, which you can cast at will, a number of times per day equal to your Wisdom modifier (minimum 1). When you reach 15th level, the number of creatures you may effect with Command increases to 2, who must be within 30ft of one another when targeted. Undead You now appear so dead that undead creatures with an Intelligence score of 9 or less do not immediately view you as a threat, and will not become hostile to you unless provoked. Due to your horrific visage, you now have advantage on Intimidation checks against living creatures (this does not include Undead or Constructs). In addition, as an action you may attempt to exert your will over a number of undead creature(s) you can see within 30-feet equal to your Wisdom modifier (minimum 1). The target(s) must succeed an Charisma saving throw or become controlled by you for a number of rounds equal to your Wisdom modifier (minimum 1). As a Bonus action, you may suggest to your thralls a shortly worded course of action, which they will then attempt to perform as best they can. If the undead creatures you target have an Intelligence score of 9 or more, they are not affected by this ability.

Unnatural Physiology By 15th level, your choice of research has left you physically changed forever, for better or worse. Your new mutations are powerful, but often come with a cost. Aberration Your psionics have manifested themselves physically, gifting you with a large third eye in the centre of your forehead. When closed, this third eye is indistinguishable from an ordinary forehead. As an action, you may open the eye. Whilst the third eye is open, you are always under the effect of the Dodge action, and can read the surface thoughts of any creatures you can see within 30-feet who fail on a Wisdom saving throw. The eye remains open for 1 minute, at the end of which you must shut the eye and gain one point of exhaustion. The eye cannot be opened again until you have finished a long rest. Fiend The fiendish blood you have imbued further alters your physiology, giving rise to new mutations. You gain the ability to manifest a pair of great leathery wings as a bonus action. These wings grant you a fly speed equal to your current walking speed, and last until they are dismissed again as a bonus action, or for 1 minute. This fly speed cannot be used again until you have finished a short or long rest. In addition, the brutish fiend inside you gives rise to great strength. Your unarmed attacks now use a d6 when calculating damage. Magic Your understanding of magic has grown immensely, allowing you to perform feats of the arcane more commonly set aside for the more expert of wizards. You gain access to the Bigby's hand, Dimension door, and Fireball spells, this feature can be used twice per day to cast one of these spells. Expended uses recharge after a long rest. When you reach 18th level, these spells act as though they had been cast using a 5th level spell slot. In addition, you learn to channel your magic into your ordinary attacks, which now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Undead Your undead state is nigh impossible to kill. If damage would reduce you to 0 hit points, you may instead expend up to 6 Inquisition Dice (minimum 1), unless the damage is radiant. You regain hit points equal to the value rolled on these dice. If this value would exceed your maximum hit points, you gain the overflow as temporary hit points. If you use this ability more than once inbetween long rests, you gain one point of exhaustion per use after the first. True Heresy At 18th level, your research has unlocked doors you did not think possible. Your compatriots would call you mad, some may even hunt you. But you know that your choice has been for the best. Aberration Your aberration is showing, you begin to develop small fleshy tentacles on your face, or small eye stalks from your forehead. You may cast the Telekinesis spell at will, a number of times per day equal to your Wisdom modifier (minimum 1). In addition, your third eye now gives you the effects of the True Seeing spell for as long as it is open. Fiend Your skin becomes darkened, and tougher, taking on a reddish hue. You feel stronger, and your hide is now toughened with barbs, spines, or patches of scale. You gain resistance to bludgeoning, slashing, and piercing damage from non-magical weapons. Additionally, whenever you infuse your weapon with a damage type, it gains an additional 2d(Inquisition Die Size) of the associated type, and your body becomes wreathed in the type you chose until the weapon infusion ends. Whilst wreathed in this way, any creature within 5 ft of you that hits you with an attack, takes 1d4 damage of the associated type. Magic Your eyes glow softly with magic, and your fingertips crackle with unspent energy. Your whole body now a font of arcane potential. As a bonus action, you may teleport to an unoccupied space you can see within 30ft of you. You may do this a number of times per day equal to your Wisdom modifier (minimum 1). In addition, your Mutagenic Assault now deals 8d(Inquisition Die Size) of the damage type of your choice, and you may reroll any 1s rolled whilst calculating the damage for this attack. Once rerolled you must take the new value, even if it is another 1. Undead Your skin becomes gaunt, lesions appearing on your flesh, and you have an odd tendency to slacken your jaw when not concentrating. If you are killed, and your body is not petrified, burnt to ash, or otherwise destroyed, you return to 'life' 1d4 days from the day you were slain. Additionally, the ongoing damage from your grapple attack increases to 4d4 necrotic. Any creature that would be reduced to 0 hit points either by the initial grapple or the ongoing damage, must immediately make a Constitution saving throw against your Tactics Save DC. On a failed save, the creature regains consciousness as a thrall under your command (see stat block on following page). Constructs and other Undead are not affected by this, you may only have two thralls at any given time.