Inquisitor

Not every part of the church is welcoming. There are those who root out heretics, evil mages, and monsters. These inquisitors use tactics that others in their order may frown upon: stealth, deception and infiltration. Still working for the church these individuals step up against evil where honor and virtue fail.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

Cantrips. You learn the Sacred Flame cantrip and two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Preparing and Casting Spells. The Inquisitor table shows how many spell slots you have to cast your inquisitor 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 cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + a third your rogue level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level inquisitor, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five 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 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 prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric 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

Sacred Brand

Starting at 3rd level when you deal damage to a creature with Sacred Flame you may brand them. A brand lasts for 1 minute or until you brand another creature. When you hit a branded creature with a finesse weapon, and you did not have disadvantage on the attack, you can deal sneak attack damage.

Constant Vigilance

At 9th level you are always wary for danger. You may add your Wisdom modifier to your initiative rolls and cannot be surprised.

Further when a creature you've branded is within 30ft you know where they are. This allows you to discern an invisible creature's location and identify a creature through a disguise. This doesn't allow you to see the invisible creature or see through it's disguise.

Inquisitor Spellcasting

Rogue Level Cantrips Known 1st level 2nd level 3rd level 4th level 3rd 3 2 - - - 4th 3 3 - - - 5th 3 3 - - - 6th 3 3 - - - 7th 3 4 2 - - 8th 3 4 2 - - 9th 3 4 2 - - 10th 4 4 3 - - 11th 4 4 3 - - 12th 4 4 3 - - 13th 4 4 3 2 - 14th 4 4 3 2 - 15th 4 4 3 2 - 16th 4 4 3 3 - 17th 4 4 3 3 - 18th 4 4 3 3 - 19th 4 4 3 3 1 20th 4 4 3 3 1

Credit: The Pixel Buster