Inquisitor

Pursuers of Shadows
In the shadows that linger beyond the reach of daylight and amidst the whispers of unseen malevolence, Inquisitors emerge as vigilant seekers and relentless hunters. Their existence is woven into the fabric of a world where the boundary between light and darkness blurs, and malevolent forces threaten to plunge realms into the abyss.

Unveiling Deception
Inquisitors navigate the clandestine realms where the truth is often obscured by deception and the veils of the unknown. Clad in garb that melds seamlessly with the shadows, they wield the twin weapons of scrutiny and determination. With eyes trained to pierce the murkiness of half-truths and hidden motives, Inquisitors unravel mysteries that elude the uninitiated.

Harbingers of Justice
Forged in the crucible of duty and justice, Inquisitors serve as harbingers against the encroaching darkness. Whether pursuing renegade sorcerers, unearthing secret cults, or tracking elusive fiends, their resolve is unyielding. Cloaked in the mantle of their sacred duty, they venture where others fear to tread, bringing justice to the forgotten corners where shadows thrive.

Empowered by Conviction
Inquisitors derive their strength from an unwavering conviction to uphold the tenets of justice. This devotion transcends the boundaries of law and aligns with a higher calling. Their abilities are not merely tools; they are manifestations of an inner fire that burns against the darkness. With enchanted blades and spells that pierce illusions, Inquisitors are a force to be reckoned with in the ongoing struggle against the occult.

An Oath Against Obscurity
Inquisitors stand as sentinels against the encroaching obscurity that seeks to engulf the realms. With an oath that binds them to the pursuit of truth, they emerge as the unsung heroes of a world teetering on the precipice of the unknown. In their relentless quest, Inquisitors bring to light the obscured secrets, ensuring that shadows, once looming, yield to the illumination of truth.

LevelProficiency BonusFeatureJudgements KnownJudgement DecreesExalted JudgementsCantrips Known1st2nd3rd4th5th
1st+2Divine Judgement, Holy Inquisition21
2nd+2Spellcasting, Spirited Scrutiny2222
3rd+2Devotion2223
4th+2Ability Score Improvement2233
5th+3Divine Boon32342
6th+3Inquisition Feature32342
7th+3Exalted Judgement331343
8th+3Ability Score Improvement331343
9th+44313432
10th+4Inquisition Feature4314432
11th+4Lasting Judgement4324433
12th+4Ability Score Improvement4424433
13th+554244331
14th+5Inquisition Feature54244331
15th+5Zealous Devotion54344332
16th+5Ability Score Improvement54344332
17th+6653443331
18th+6Inquisition Feature, Improved Lasting Judgement654443331
19th+6Ability Score Improvement654443332
20th+6Divine Judge654443332

Class Features

Starting at 1st level, your connection with your god allows you to pronounce Judgement to a creature you can see within 60 feet of you. To have Judgement sworn to them, the creature must be able to hear you and see you. You start knowing two judgements, and learn more as indicated in the Judgements Known column on the Inquisitor table.   Only one judgement can be active at once, if you pronounce judgement whilst another judgement is still active, the judgement that was pronounced first ends. You can choose to enter an active judgement early at any point on your turn.   The number of times you can pronounce judgment each day is shown in the Judgments Decrees column of the inquisitor table. You regain all expended uses of your judgment when you complete a short or long rest.   Some of your judgements require your target to make a saving throw to resist the judgement’s effects. The saving throw DC is calculated as follows:  

Judgement save DC = 8 + your proficiency bonus + your Charisma modifier

Also at 1st level, you carry out the will of your god in the best way you see fit. You choose to align yourself with one of the listed at the end of the class description. You gain additional features based on your chosen Inquisition at 6th, 10th, 14th and 18th level.

Inquisition Spells

Each Inquisition has a list of associated spells. You gain access to these spells at the levels specified in the inquisition description. Once you gain access to an inquisition spell, you always have it prepared. Inquisition spells don’t count against the number of spells you can prepare each day. If you gain an inquisition spell that doesn’t have appear on the Inquisitor spell list, the spell is nonetheless an inquisitor spell for you.

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Cantrips

You know two cantrips of your choice from the inquisitor spell list. You learn additional inquisitor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the inquisitor table.

Preparing and Casting Spells

The Inquisitor table shows how many spell slots you have to cast your 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 Charisma modifier + your half your inquisitor level. 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 1stlevel and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six 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 prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your inquisitor spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an inquisitor spell you cast and when making an attack roll with one.  

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Also at 2nd level, your zealous nature is visible even in just your gaze. Whenever you make a Deception, Insight, Intimidation, or Persuasion check against one or more creatures, you may choose to gain advantage on the roll. Once you have used this feature on one or more creatures, you cannot use it on those creatures again until 24 hours have passed.
At 3rd level, your zealous commitment to your deity has granted you a powerful resolve against aggressors.  Whenever you make an attack roll, ability check, or saving throw, you can expend a use your reaction to add 1d4 + one fourth your inquisitor level to the roll. You must use this feature before you make the roll.   You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
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.
When you reach 5th level, a powerful agent of your god has bestowed you with a divine strength for your service. You gain one of the following boons you choose:

Divine Esoterica

You are blessed with a divine sorcery, a magical essence that allows you a greater control over your magic. You gain an additional spell slot of 1st level, which is recovered after a short or long rest.   The level of this spell slot increases as you gain inquisitor levels, increasing by 1 at 7th, 13th, and 19th level.

Divine Crusade

You have been bestowed with a holy fervor. You can attack twice, instead of once, whenever you take the Attack action on your turn.

Divine Piety

Your pure devotion to divinity has allowed you to bestow its gifts upon your allies. You can provide the benefits of your Devotion feature to creatures you can see within 60 feet of you.   Additionally, when you reach 10th level, you roll a d6, instead of a d4, whenever you use your Devotion feature.
When you reach 7th level, you gain the ability to specialize your decrees, growing in power and impact. Choose one judgement you know. This judgement becomes Exalted, causing the judgement to include the Exalted section in its effects.   You may choose additional judgements to exalt as you gain inquisitor levels, as shown in the Exalted Judgements column of the inquisitor table.
At 11th level, your voice lingers in the souls of your foes, even after you lay Judgement on another. You can have two judgements active at once.   Once you reach 18th level, you may have any number of active judgements.
At 15th level, your devotion can survive even the greatest trials. Whenever you expend a use of your devotion, but the affected attack roll, ability check, or saving throw still fails, roll a d20, adding your Charisma modifier. If the result of this roll is 15 or higher, you regain the expended use of devotion.
By the time you reach 20th level, you channel the Judgement of your deity with such zeal that proclaiming the will of the divine is second nature to you, and not even the heaviest of blows can stop your divine declaration. When you roll initiative whilst you have less than half your uses of your Judgement remaining, you regain one use.   In addition, when you drop to 0 hit points and are not killed outright, you can expend a use of your Devotion as a reaction to drop to 1 hit point instead

Inquisitions

Your inquisition shows how you spread the worship of your religion. Be it through your commanding presence, your beguiling subterfuge, or your sheer force of will, your inquisition grants you powers untold.

While inanimate objects are rarely evil in of themselves, powerful enchantments can wreak much havoc in the hands of the impure. Arcane inquisitors hunt down magical items, for destruction if they are dark, or for the use of their church if otherwise. Furthermore, they supplement their divine connection with arcane ability, and are not above making use of forbidden magics if the situation requires it.
Source: The Inquisitor

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.
Arcane Inquisition Spells
Level Spells
2nd comprehend languagesidentify
5th augurylocate object
9th counterspellmagic circle
13th arcane eyeconfusion
17th legend lore, passwall

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you gain proficiency in two of the following skills: Arcana, History, Nature, or Religion.

Arcane Knowledge

Also at 1st level, your magical knowledge has granted you access to minor magics unknown to most inquisitors. You learn two cantrips from the wizard spell list, which do not count against your number of cantrips known. Cantrips learned this way count as inquisitor spells.   You learn one additional wizard cantrip at 6th and 12th level.

Esoteric Font

When you reach 6th level, you magic has granted you the ability to channel more spells through your god. You may choose two spells from the wizard spell list. You learn these spells and they count as inquisitor spells for you. Each spell learnt in this way must be of a level for which you have spell slots.   You learn additional wizard spells as you gain inquisitor levels, increasing by one at 8th, 10th, 12th, 16th, and 20th level.

Arcane Syphon

At 10th level, your expertise in facing magic has granted you the power to nullify its effects. As an action, you can expend a use of your Judgement to touch an object or creature that is currently affected by a spell. Make an ability check using your spellcasting ability for each spell you choose currently affecting the target.   The DC equals 10 + the target spells level. On a success, the spell ends.

Theurgical Replenishment

At 14th level, your zealous worship has granted you the ability to draw upon the power of your god to replenish your spells. During a short rest, if you spend 10 minutes in prayer, you can regain a number of spell slots of with a combined level equal to one third of your inquisitor level.   Once you have used this feature, it cannot be used again until you complete a long rest.

Kabbalah

At 18th level, your mixture of holy and arcane magic has made you a conduit of spell power. You gain the following benefits:
  • You gain advantage on saving throws against spells and magical effects.
  • When you dispel a magical effect using Arcane Syphon, you gain temporary hit points equal to the spells level + your inquisitor level. These temporary hit points last for 1 hour.
  • When you use your Theurgical Replenishment, you instead regain all expended 1st level spell slots, plus a number of spell slots with a combined level equal to one fifth your inquisitor level.
Sometimes the conviction of one man is not enough to command change. Conversion Inquisitors are experts in the art of making others see things as they do. Their smooth talk and silver tongues are sure to bring more souls to the light, and more bodies to its holy purpose.
Source: The Inquisitor

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.
Conversion Inquisition Spells
Level Spells
2nd charm person, silent image
5th calm emotions, suggestion
9th major image, Zerthimon’s focus
13th compulsion, confusion
17th fact/fiction, geas

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you learn two languages of your choice. You also become proficient in one of the following skills: Deception, Insight, Intimidation, or Persuasion.

Powerful Words

Also at 1st level, your powerful words and silver tongue strike like thunder. The number of times you can declare judgement increases by one.
   
Additionally, whenever you creature comes under the effects of your judgement, you can choose for that creature to suffer psychic damage equal to your inquisitor level + your Charisma modifier.

Silver Tongue

When you reach 6th level, you can whisper divine truths in the minds of your enemies, allowing them to hear exactly what will transform them into a part of your zealous congregation. As an action, you may speak a short phrase to a creature that can hear you within 30 feet of you. That creature must succeed on a Wisdom saving throw or become charmed by you until the end of its next turn.
 
  A creature charmed by you in this way sees you as a staunch leader that is to be protected. Any creature it would have previously perceived as an ally is now considered an enemy, and vice versa.

Alternatively, you may speak to a number of creatures up to half your inquisitor level for 10 minutes, rousing their very souls with exactly what they want to hear. Each affected creature must succeed on a Wisdom saving throw or become charmed by you for 1 hour.

A creature charmed by you in this way ceases to be charmed if you or creatures allied to you take aggressive action against it or another creature allied to it, or you would attempt to convince it to perform an obviously harmful action. Once you have charmed one or more creatures with this feature, if you attempt to do so again before you next complete a short or long rest, you must expend a use of your judgement.

Turning Gaze

At 10th level, your mere gaze is enough to turn even the most fearsome of challengers. When an enemy that can see you within 60 feet of you makes an attack roll, you can expend a use of your Devotion as a reaction to impose disadvantage on that attack roll, and all other attack rolls that creature makes before the end of your next turn.

Golden Tongue

At 14th level, the power of your voice pierces ever-deeper into the hearts and minds of others. Whenever you charm a creature using the longer duration of your Silver Tongue feature, that creature follows general commands and instructions that you give it, as long as those instructions would not be obviously harmful to it or another creature it is allied to.

Additionally, you gain immunity to magical effects that would: read your mind, coerce you into voluntarily giving secretive information, detect lies you speak, or prevent you from lying.

Voice of the Heavens

At 18th level, your mastery of words and your zealous devotion to your faith has granted you a voice of power. You gain the following benefits:
  • You gain immunity to the charmed condition.
  • Whenever you could suggest an action to a creature via the charmed condition or an appropriate spell, you may suggest an obviously harmful action at no repercussion.
  • Enemies that are targets of your Turning Gaze deal half damage on all damage rolls they make for the duration.
Those of the flagellants believe that the one true way to absolve sin is through self-torture and sacrifice. A flagellant’s body has been hardened from a thousand healed lashes, and has transformed the flagellant into an individual who count devotion is scars.
Source: The Inquisitor

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.
Flagellant Inquisition Spells
Level Spells
2nd false life, inflict wounds
5th branding smite, heat metal
9th fear, life transference
13th bleed, break
17th contagion, enervation

Flagellator

Starting when you choose this inquisition at 1st level, your flesh has hardened after years of self-inflicted torture. Whilst you wear no armour, your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. You can wield a shield and still gain this benefit.

In addition, you gain proficiency in both the flail and whip.

Sacrificial Power

Also at 1st level, you can let blood to show your zealous piety, empowering your abilities. Certain flagellant abilities allow you to pay a blood price to gain certain benefits. Whenever you choose to pay the blood price, you reduce your current hit points by an amount equal to your level. This reduction cannot cause you to drop below 1 hit point.

Whilst your current hit points are equal to your less than half your hit point maximum, you reduce your hit points by an amount equal to only half your level to pay the blood price.

Additionally, whenever you pronounce judgement on a creature, you may pay the blood price. If you do, you affect the target in one of the following ways:
  • It gains temporary hit points equal to your inquisitor level + your Charisma modifier, which last for 1 minute.
  • It suffers necrotic damage equal to your inquisitor level + your Charisma modifier.

Blood Magic

At 6th level, you can use your own ichor to fuel your magic. When you cast an inquisitor spell of 1st level or higher that deals damage, you may pay the blood price. If you do, you may roll one additional damage die as a part of that spell, plus another die if the spell is capable of dealing damage to only one creature.

Unspoiled Ichor

Starting at 10th level, your consistent sacrifice has granted you blessed blood. Whenever you take damage, if your current hit points are equal to your less than half your hit point maximum, you reduce that damage by an amount equal to half your proficiency bonus.

Additionally, you have advantage on saving throws made against poison and disease.

Bloody Tenacity

When you reach 14th level, your self-sacrificial power has made you far more tenacious than most. You gain an additional pool of blood energy, which empties whenever you complete a short or long rest. Whenever you reduce your current hit points, your pool gains hit points equal to half that amount.

Additionally, whenever you would regain hit points or gain temporary hit points, you may choose to instead add that many hit points to your pool.

Whenever you take damage, the pool takes the damage instead. If this damage reduces the pool to 0 hit points, you take any remaining damage. While the pool has 0 hit points, it can’t absorb damage, but its magic remains. The amount of hit points in your pool cannot exceed twice your inquisitor level.

Abrogated Sin

At 18th level, the blood you have spilled for your god has granted you greater power. You gain the following benefits:
  • Whilst you wear no armor, and your current hit points are equal to your less than half your hit point maximum, you gain resistance to bludgeoning, piercing, and slashing damage.
  • When you use your Blood Magic feature, you roll one additional damage die alongside any others granted by that feature.
Evil flourishes when good men rest. Pursuers do not wait for evil to show its face; they hunt it down and destroy it before it has the chance to spread.
Source: The Inquisitor

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.
Pursuer Inquisition Spells
Level Spells
2nd bane, cause fear
5th hold person, misty step
9th blinding smite, haste
13th banishment, locate creature
17th destructive wave, mortal smite

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you gain proficiency in heavy amor and martial  weapons.

Holy Scourge

Also at 1st level, your experience in studying and tracking the enemies of your god as granted you a sign you can place on your enemies, marking them for death. As a bonus action, you mark a creature you can see within 30 feet of you as your scourge. Whilst marked, your scourge takes an additional 1d6 radiant damage from your weapon attacks, and you have advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track them. The target remains marked as your scourge for one hour, or until the target is reduced to 0 hit points. This bonus damage increases to 1d8 at 10th level and 1d10 at 18th level. Once you have marked a creature as your scourge, attempting to mark a second causes the first mark to end early. You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses after you complete a long rest.

Hunter’s Velocity

At 6th level, your divine power and desire to hunt your enemies has granted you a pace that outmatches most. You may use a bonus action on your turn to move up to 15 feet towards a hostile creature that you can see.

Pursuer’s Wrath

When you reach 10th level, you foes find themselves weakened by your fell hand. When you score a critical hit against a creature, the target suffers disadvantage on ability checks and saving throws made against your spells and features for 1 minute. A creature can end this effect with a successful Charisma saving throw at the end of each of its turns, or if the remove curse spell is successfully cast upon it.

Scourge of the Wicked

At 14th level, you know only hatred for your enemies, and strike them down with impunity. Whenever you would mark a creature as your Holy Scourge, you may expend two additional uses of the feature. When you do, you may choose up to one additional creatures within range. Each chosen creature is also marked as your Holy Scourge, ignoring the normal limitations on the number of scourges you can have at once. Additionally, whenever you roll a 1 or a 2 damage on your Holy Scourge damage dice, you may reroll the damage. You must use the new roll.

Prognostic Destruction

At 18th level, your endless hunt for future evils has granted you a vision of truth, and a thirst for heretical blood. You gain the following benefits:
  • Your speed increases by 5 feet and nonmagical difficult terrain counts as normal terrain to you Targets of your Holy Scourge suffer a -2 penalty to the AC when they are subject to an attack roll made by you.
  • Whenever you hit a creature affected by your Pursuer’s Wrath feature with a weapon attack, that creature suffers an additional 1d8 radiant damage.
See the Protectorate for this subclass.
He who hides in the shadows needn’t be consumed by them. Shadow Inquisitors act as spies, double-agents, and trickster. Those who deceive had best know how to detect deception when these Inquisitors are near.
Source: The Inquisitor

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.
Shadow Inquisition Spells
Level Spells
2nd disguise self, enshade
5th invisibility, suggestion
9th facade, nondetection
13th dimension door, greater invisibility
17th mislead, modify memory

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you gain proficiency in the Stealth skill, as well as the disguise kit and the poisoner’s kit.

Shadowed Blade

Also at 1st level, when you strike from the dark, the light within burns brightest. Once on each turn, whenever you hit a creature with an attack roll, if that attack roll was made with advantage, the attack deals an additional 1d10 necrotic damage.

This bonus damage increases to 2d10 at 10th level, 3d10 at 14th level, and 4d10 at 18th level.

Additionally, you can now pronounce Judgement against a creature you are hidden from. When you do so, you become visible, and the target creature has disadvantage on any saving throw it would make against the judgement before the start of your next turn.

Deceiving Darkness

At 6th level, you may dive into the shadows, becoming almost completely undetectable. Whenever you Hide as an action on your turn, you gain the following benefits:
  • If you are within dim-light or darkness, you become invisible until the end of your next turn, you make an attack roll, cast a spell, pronounce judgement, or enter into a space covered by bright light.
  • You gain an additional action this turn.
You can gain these benefits a number of times equal to your Charisma modifier, regaining all expended uses whenever you complete a long rest.

Divine Shroud

Starting at 10th level, you magic allows you to vanish into the shadows. Whenever you cast a spell of 1st-level or higher, you can teleport to an unoccupied space filled with dim-light or darkness within 30 feet.

Agonizing Extraction

At 14th level, when you use your Shadow Strike feature, or pronounce judgement on a creature whilst hidden, you can force it to make a Wisdom saving throw. On a failure, you learn the target’s answer to a particular question that you pose. The target’s responses can be either: “Yes,” “No,” “Unsure,” if it does not know the answer, or “Unclear,” if the target did not ask a question with a yes or no answer, or a question with no answer. Once a creature has been affected by this feature, it succeeds on all future saving throws it would make against it for the next 24 hours.

Ambidexterity

At 18th level, your divine mission in the dark has led you down a path of holy subterfuge. You gain the following benefits:
  • Whilst you are invisible, sounds you make are inaudible unless you choose for them to be, and you give off no scent. Whilst you have these benefits, you are considered hidden from all creatures without special senses that would allow them to detect invisible creatures.
  • As a bonus action on your turn, you can gain the benefits of your Divine Shroud feature without expending a spell slot.
Warriors of truth and order, members of the strength inquisition face enemies head on in combat with both weapons and divine magic. They defend their holy orders with valor, smiting enemies and preserving their holy sites.
Source: The Inquisitor

Inquisition Spells

You gain inquisition spells at the inquisitor levels listed.
Strength Inquisition Spells
Level Spells
2nd armament, wrathful smite
5th guided strike, zealous smite
9th crusader’s mantle, elemental weapon
13th banishment, staggering smite
17th holy weapon, reverent rampart

Bonus Proficiencies

Starting when you choose this Inquisition at 1st level, you gain proficiency in heavy armor, shields, and martial weapons.

Fire of Belief

Also at 1st level, you can use your faith to guide your hand when you strike your enemies. Whenever you make an attack roll, you may add 1d4 to your roll. If you do, the attack deals an additional 2d4 radiant damage on a hit.

You may use this feature twice, regaining expended uses whenever you complete a short or long rest.

This damage increases as you gain inquisitor levels, increasing by 1d4 at 6th (3d4), 10th (4d4), 14th (5d4), and 18th (6d4) level.

Additionally, at 3rd level, you add this bonus damage whenever you apply Devotion to an attack roll you may. You cannot add both the attack roll bonuses from this feature and your Devotion to the same attack roll.

Fervent Devotion

When you reach 6th level, your staunch following of your cause drives you onwards. Whenever you score a critical hit against a creature, you regain one expended use of devotion.

Additionally, whenever you expend devotion to add a bonus to a weapon attack, if the result of the attack would have been a successful hit without the benefits of your devotion, you regain a use of your devotion.

Zealous Constitution

At 10th level, your zealous nature has granted you a powerful resistance to physical assault. When you take damage, you expend a use of Devotion as a reaction to gain temporary hit points equal to half the damage taken. These temporary hit points last for 1 minute.

Eternal Flame

At 14th level, the zealous flame within you burns brighter. When you use your Fire of Belief feature, the target of the attack ignites with holy fire. Whilst burning in this way, the target suffers the damage of your Fire of Belief feature at the start of each of its turns. A creature can use its action to extinguish the holy flames from itself or another creature within 5 feet of it.

Diligence

At 18th level, your power on the battlefield and unmatched faith has granted you godly strength in battle. You gain the following benefits:
  • You add your Charisma modifier to the radiant damage dealt by your Fire of Belief feature.
  • The temporary hit points gained from your Zealous Constitution is now equal to half the damage dealt + half your inquisitor level.
  • You score a critical hit on a roll of a 19 or a 20.

Restriction

  • Faith. Cannot be a Free Soul, or belong to the Apostates, Old Covens or Old Pagan Cults.

As an inquisitor, you gain the following class features.

Hit Points
Hit Dice
: 1d8 per inquisitor level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per inquisitor level after 1st

Proficiencies
Armor: Light armor, medium armor, bucklers
Weapons: Simple weapons, battleaxes, hand crossbows, heavy crossbows, longswords, morningstars, shortswords
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Deception, History, Insight, Intimidation, Investigation, Persuasion, Religion

Equipment
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:

  • (a) a simple weapon or (b) a martial weapon (if proficient)
  • (a) scale mail, (b) leather armour, or (c) hauberk (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • A shield and a holy symbol

Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.

Multiclassing

Ability Score Minimum. Charisma 13
Proficiencies Gained. simple weapons, light armor, shields

Multiclassing and the Inquisitor

  • Ability Score Minimum: As a multiclass character, you must have a Charisma score of at least 13 to take a level in this class or to take a level in another class if you are already a inquisitor.
  • Proficiencies. If inquisitor isn’t your initial class, you gain proficiency with simple weapons, light armor, and shields when you gain your first level as a inquisitor.
  • Spell Slots. Add half your levels in the inquisitor class to the appropriate levels from other classes to determine your available spell slots.

Source: The Inquisitor

Judgements