Cult of the Hexenwerk

Hexenwerk, a Northumbreisen word that can be roughly translated to the Common tongue as "witchcraft", is an occult and, for many, sacrilegious practice, that involves the creations of special ointments, used to aid the inquisitor in any activity it may partake. This strange form of alchemy was rediscovered in the gloomy lands of Northumbreisen, when Undertakers started using the parts of their undead preys in order to create concoctions and potions that helped them when they were hunting down dead aberrations. This lead to unearthing of ancient knowledge, and various recipes were found.

Hexene (hexe in singular) are see with strange and suspicious eyes, even by other inquisitors, because of the gruesome of their work, and the easy temptation of using this kind of powers in order to pursuit malicious goals. Also, there's a little secret. The body parts of a hexe works wonders as ingredients for the ointments. So it is not weird that many evil hexene hunts their own to harvest these valuable ingredients.

Judgment of Open Secrets At 3rd level, you gain a new judgment option for your Judgment feature. Judgment of Open Secrets. The inquisitor learns new ways to learn the strengths or vulnerabilities of their foes. When you use this judgment, choose a creature that you can see within 30 feet of you. That creature needs to make a Wisdom saving throw against your spell save DC. On a fail, you can choose to learn its immunities, resistances or vulnerabilities. Regardless of whether or not the save is made, the target creature is immune to the inquisitor’s Judgment of Open Secrets for 24 hours.

Grim Alchemy Starting when you choose this cult at 3rd level, you learn how to create special Ointments made of humanoid corpses, herbs, venoms, parts from monsters and other disgusting, rare or mystical materials. These ingredients could be the blood of a recently dead body, eyeballs plucked from a dead body, the cut tongue of a recently deceased, venom of natural or antinatural creatures or even common objects (like water and wine) blessed by the priest of a certain deity. There are seven mayor ointments and thirteen minor. No number is a coincidence. No number is a mistake. Creating Ointments requires 1 hour of uninterrupted work, the right materials for the specific Ointment, alchemist's supplies and the expend of one use of your Deathbrands feature per Ointment. If you are interrupted in that time, the materials and the Ointment is lost, and you must start again. Once created, anyone can use the ointment. However, the Ointments are pretty unstable, and at the next dawn, they become useless: they are filtered from their own containers, they become spoiled or degrade themselves, etc. Each Ointment is further described at the end of this class. You learn the recipes of five Minor Ointments. You learn one additional recipe, and you can choose to replace one of the recipes you know with another one, at 5th, 7th, 11th and 13th level. When you follow the steps mentioned above to create ointments, you make two Minor Ointments. You can choose to create the two dose of the same minor Ointment or two different ones. When you reach the 15th level, you learn the recipes to craft Mayor Ointments. You choose two Major Ointments, and then additional ones at 17th, 19th and 20th level. When you start the process to create an Ointment, you can now choose to make a Mayor Ointment, in addition to the two Minor Ointments you can already craft. You can't have more than one Mayor Ointment with yourself at any given time, if you create a new one, the old one becomes useless. You also gain proficiency with alchemist's supplies and herbalism kit, if you weren't proficient already.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.