Inquisitor Bonfires light the town square, and a single, hard-faced man searches the faces of the townsfolk crowding around him. A woman, finally having learned the truth, strides toward the possessed prince, her denouncements stabbing into him like knives. Not all threats to the soul can be fought by fervent prayer, or bared steel. Some require cunning, tenacity, and ruthlessness. This is where the Inquisitor thrives. Hunters in the Darkness Seperate from the everday life common to most people, Inquisitor exist solely to hunt and destroy threats to the survival of the civilized races. An Inquisitor is sent where rumors of demonic corruption, despicable rituals, or heretical cults abound. Pragmatic in the extreme, and devoted to their ideals as strongly as any priest is to their god, they are sometimes feared by the masses because of their willingness to sacrifice themeselves and others to the greater good, and the strength of their will. Inquisitors, while Lawful, are usually not concerned with the laws of a lord or realm, instead following an internal, inviolate code. Trusted not to fall to the darkness themselves, Inquisitors work with little oversight, and are trusted, above all else, to bring results. Relying both on Charisma, the force of their personality and conviction, and the Strength or Dexterity of their steel, they will find the truth and act accordingly. Creating an Inquisitor When you create an Inquistor, it is important to answer these questions: What is the source of your conviction? Did the local lord fall to the deceit of a trusted advisor, leading them into corruption? Have you witnessed firsthand the dark rituals performed by evil cults during the new moon? Have you stumbled across a mysterious power, intent on destruction that you wish to uncover the truth behind? How does your character use the reputation of an Inquisitor? How do you approach an investigation? Do you hide your identity, and peel back deceptions until you find the truth? Or are you a provacateur, relying on the reputation of Inquisitors to flush out your foes? Quick Build You can make an Inquisitor quickly by following these recommendations. Make Charisma your highest stat, followed by Strength. Choose the acolyte background.

The Inquisitor Level Proficiency Bonus Features Censure Uses per Long Rest 1st +2 Censure, Divine Domain 2 2nd +2 Divine Domain Feature, Channel Divinty 1/rest 2 3rd +2 Root Out Heresy 2 4th +2 Ability Score Improvement 3 5th +3 Bane Weapon, Bane 1d6 3 6th +3 Divine Domain Feature 3 7th +3 Anticipation 4 8th +3 Ability Score Improvement, Divine Domain Feature 4 9th +4 Resolve 4 10th +4 Extra Attack, Bane 2d6 5 11th +4 Greater Censure 5 12th +4 Ability Score Improvement 5 13th +5 Sway the Masses 6 14th +5 Channel Divinity 2/rest 6 15th +5 Harrier, Bane 3d6 6 16th +5 Ability Score Improvement 7 17th +6 Divine Domain Feature 7 18th +6 Demagogue 7 19th +6 Ability Score Improvement 8 20th +6 Zealot's Fury, Bane 4d6 8 Class Features An Inquisitor gains the following class features. An Inquisitor must be Lawful. Hit Points Hit Dice: 1d8 per Inquisitor Level Hit Points at First Level: 8 + CON modifier Hit Points at Higher Levels: 1d8 (or 5) + CON modifier per Inquisitor level after the first Proficiencies Armor: Light Armor, Medium Armor, Shields (except tower) Weapons: All Simple Weapons, Rapiers, Shortswords, Longswords, Light Crossbows Tools: None Saving Throws: Charisma, Dexterity Skills: Choose two from: Acrobatics, History, Investigation, Perception, Insight, Religion Equipment You may choose to start with the following equipment, including any granted by your background Any Simple Weapon and a Shield, or Any Weapon you are proficient with

A Light Crossbow and 20 bolts, or a Chain Shirt

A priest pack, or explorer pack Divine Domain The Inquisitor chooses a Divine Domain, representing the ideals, goals and beliefs they hold to, or of the deity they follow. Choose one of the following domains: Knowledge, Light, Tempest, Trickery, Grave, Protection, or War. Your Domain grants additional ways to use the Channel Divinity feature, as well as additional abilities at 2nd, 6th, 8th, and 17th levels As an Inquisitor you do not gain any spells. Channel Divinity At 2nd level you gain the ability to channel divine energy, to create magical effects. You begin with the effect granted by your domain. Some Channel Divinity effects require saving throws. When you use such an effect, the DC is calulated as your Inquisitor Spell Save DC, using Charisma as your casting stat. You gain an additional use of Channel Divinity at 14th level.

Ability Score Improvement At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. You may not advance an ability score above 20 using this feature. Censure At 1st level, you gain the ability to declare Censures against a single target as a bonus action. The Inquisitor may use Censure as many times as indicated on the Inquisitor table per long rest. A target can only be affected by one Censure at a time. A Censure lasts one round per 2 Inquisitor levels (minimum 1 round), or until the Inquisitor ends it, using a bonus action. The inquisitor can declare the following Censures: Censure Of Apostasy If the Inquisitor deals damage to an enemy affected by this censure, the next attack from the target against the Inquisitor has disadvantage. Censure Of Heresy If an enemy is affected by this censure, they take a penalty equal to the Inquistor's proficiency bonus on Charisma checks. Censure of Anathema An enemy affected by this Censure has Disadvantge on Saves required by the Inquistor's Channel Divinity or Divine Domain features. Censure of Pariah An enemy affected by this Censure has its movement reduced by 10ft. This applies to flying, burrowing, and swiming speeds as well. Root Out Heresy At 3rd level, the Inquisitor can discern the alignment of a creature they can see as a standard action. If the Inquisitor detects that person or monster has any opposed alignment, such as Chaotic or Evil for a Lawful Good Inquisitor, the Inquisitor gains Advantage on Insight and Intimidate skill checks regarding that creature, and Advantage on Knowledge checks to determine the strengths and weaknesses of that creature. If the Inquisitor is Lawful Neutral, they must choose Good or Evil as an opposed alignment at charater creation. Bane Weapon At 5th level, the Inquistor may chose to bind a weapon. The weapon must be one the Inquisitor is proficient with. When wielding the bound weapon, the Inquisitor may not wield another weapon in their offhand, but may carry a shield. The Inquisitor cannot be disarmed while wielding the bound weapon. If the bound weapon is lost or destroyed, the Inquisitor must wait 24 hours to bind a new weapon. Attacks made during this time have disadvantage. The bound weapon deals an extra 1d6 damage to enemies affected by Censure. This increases to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. Anticipation At 7th level, the Inquisitor adds their Charisma Modifier to Initiative Rolls. Resolve At 9th level, the Inquisitor gains Advantage on Saving Throws required by spells from the Enchantment school. Extra Attack At 10th level, when making an attack action, the Inquisitor makes one additional attack. Greater Censure At 11th level, when spending a bonus action to declare a Censure, the Inquisitor can declare a second enemy to be affected by the same Censure. Sway the Masses At 13th level, the Inquisitor gains Advantage on Charisma (Persuasion) and Charisma (Intimidation) checks if attempting to influence a group of 5 or more people. Harrier At 15th level, the Inquisitor does not provoke Attacks of Opportunity from other creatures when moving toward an enemy affected by their Censure ability, and gains 10ft of additional movement speed. Demagogue At 18th level, as a standard action, the Inquisitor grants each ally that can see and hear them a Fanaticism die. This die is a d12. It can be rolled and the result added to an Attack Roll, Saving Throw, or Skill Check after the roll, but before the DM declares the result. This ability can only be used in combat, and the die must be used before the end of the combat in which its granted. This ability may not be used again until the Inquisitor has benefited from a long rest. Zealot's Fury At 20th level, when Intiative begins, if the Inquisitor has no uses of Censure left, they gain 2 uses.

Divine Doman List These domain represent the ideals or beliefs of the indvidual. Choosing one of these domains means following its tenents and upholding its laws. In exchange, the domain will grant the Inquisitor addional powers and abilities, related to the domain. Knowledge Blessings of Knowledge At 1st level, you learn 2 languages of your choice. You become proficient in two of the following skills : Arcana, History, Nature, or Religion. You proficiency bonus is doubled when using the two chosen skills. Knowledge of the Ages At 2nd level, you may you use your Channel Divinity feaure to gain proficiency with one skill or tool for 10 minutes. Read Thoughts At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. Potent Censure You may declare a Censure as part of a move action, instead of a bonus action. Visions of the Past Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest. Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. Light Warding Flare At 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. Improved Flare Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. Potent Censure You may declare a Censure as part of a move action, instead of a bonus action. Corona of Light Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Trickery Blessing of the Trickster Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. Cloak of Shadows Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. Prepared for Chaos At 8th level, you are familiar with the tricks and traps of your enemies, and are never off your guard. You always act in surprise rounds. Improved Duplicity At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum of 120 feet. War Din of Battle From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Guided Strike Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. War God’s Blessing At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. Rhythm of the War Drums At 8th level, you can feel the pulse of battle in your veins. You cannot be flanked unless there are at least 2 enemies within 5 ft of you. Avatar of Battle At 17th level, you gain resistance to bludgeoning, piercing and slashing from non-magical weapons. Grave Circle of Mortality As a Reaction, the Inquisitor may grant an ally within 30ft Advantage on a death save. Eyes of the Grave Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating. Once you use this feature, you can’t use it again until you finish a long rest. Path to the Grave: Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack’s damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage,and then ends. If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage. Sentinel at Death’s Door Starting at 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. Once you use this feature, you can’t use it again until you finish a short or long rest. Glance of Mortality At 8th level, you can see the death waiting in all things, and your enemies can see the knowledge of their own demise in your eyes. The first time an enemy would attack you this combat, they must pass a DC 10 Wisdom Saving Throw. This ability does not affect mindless enemies, enemies with an Intelligence score less than 3, Undead, or if you have already dealt them damage. Keeper of Souls At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature as long as you aren’t incapacitated, but no more than once per round.