Scrutator (Inquisitor)

The scrutators are a longstanding institution within the Protectorate, with their origins tracing back to the early days of its formation. Originally, each community was served by a single scrutator, who held the roles of executioner and torturer. These individuals were feared and shunned by the populace, as well as often isolated from other clergy members.

One of the primary duties of scrutators was to sacrifice heretics, a task they continue to perform among the Old Tradition in the northern regions to this day. However, within the Protectorate, scrutators hold positions of unquestioned authority and leadership. The High Scrutator traditionally serves as the leader of the Protectorate and holds a title linked to the Hierarchy, symbolizing their power and authority.

Becoming a scrutator is a challenging endeavor, requiring not only experience and zeal but also tremendous strength of faith and a willingness to do whatever is necessary to uphold the True Law. Scrutators are granted extra respect within the hierarchy, regardless of their actual rank, and are rarely questioned by other clergy members. They are expected to be followed without question by the citizens, with disobedience often resulting in severe consequences.


Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Interrogation

Starting when you chose this Inquisition at 1st level, this skill encompasses a broad variety of techniques to interrogate a helpless target, applying pressure, both psychological and physical, to force them to speak and answer questions. This skill does not always force a target to tell the truth, only to volunteer information. Other skills are utilized to determine veracity.

Normal use of this skill requires a target to be helpless and access to specialized tools and equipment.

Interrogation Check

A successful check (determined identically to Intimidation) indicates the target must talk or make a Constitution save (DC equal to the Interrogation skill check result) to stay silent. Every day the target is under interrogation, he must make a Constitution save (DC 10) or gain one level of Exhaustion.

A check represents a full day of interrogation. Each consecutive day incurs a cumulative -2 penalty to the target’s checks and saving throws. These penalties remain until two full days of rest without interrogation.

Special

Along with its use to interrogate specific prisoners, Interrogation can be used in place of History and other checks to gain general information about an area, given a ready supply of captives.

Witch Hound

At 1st level the scrutator can determine whether a creature possesses arcane magical abilities, but not divine abilities, simply by being in its presence for a few moments. On a successful Wisdom check (DC 15), the character senses the creature’s arcane magical aura, if any, as well as its relative strength. He does not know the precise power level of the creature’s magical abilities, but the DM can give a rough idea by comparing it to other such abilities the character has encountered. This ability can be countered through the use of spells like non-detection, etc.

Special: The character cannot retry this check against the same creature, regardless of success or failure. The Wisdom check should be made secretly by the DM, since the character should never be absolutely certain of the success of this ability.

Rebuke Invoker

Starting at 6th level, as a reaction when a creature you can see within 60 feet casts a spell, you can force the creature to make a Constitution saving throw. On a failure, the creature takes force damage equal to 1d8 per level of spell slot expended casting the spell + your Wisdom modifier. Cantrips are considered first-level spells for this ability. On a successful save the creature takes half as much damage instead.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all uses upon completion of a long rest.

Discern Lies

At 10th level, the scrutator can cast discern lies. As an action select one creature per scrutator level, no two of which can be more than 30 feet apart and force them to make a Wisdom save. On a failed save, so long as the target(s) remain within range, you know if the subject is deliberately and knowing speaking a lie by discerning disturbances in its aura caused by lying. This ability does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

This ability can be used once per rest, and an additional 1x per rest at every other scrutator level to a maximum of 4x/day. You regain all expended uses when you finish a short or long rest.

Burden of Atonement

At 14th level the scrutator gains the ability, once per long rest, to attempt to erase the memory of any deed from the mind of a subject. This is commonly done to ease the minds of subordinates tasked to perform unpleasant tasks, but can also remove memories of tasks the scrutator would prefer be kept secret. If the subject is willing, the scrutator offers a benediction and accepts the consequences for the actions, which are then forgotten by the target. When performing the benediction, the scrutator experiences the deed as if they was present and been the one acting. For example, a scrutator performing a Burden of Atonement on a man who was forced to kill his heretic wife would remember it as if he had killed her instead, while the man in question would completely forget his involvement. This power can be also be used on heretics as a very effective means of interrogation. When used on unwilling subjects, they must make a Wisdom save (DC 10 + scrutator’s Wis and Cha modifier, whichever is higher) or the scrutator learns the information desired, while the target forgets it completely.

Memory loss caused by a single application of Burden of Atonement cannot exceed two hours per application. Memories lost by Burden of Atonement can only be regained by Greater Restoration.

Aura of Obedience

At 18th level the scrutator gains the ability, once per rest, to project an aura of awe and might which makes them seem even more imposing. This power bestows advantage to intimidation, persuasion, and other social skill checks as deemed applicable to the DM. This also makes it impossible for individuals of 1 hit die or less to look directly at the scrutator (no save). Those of higher hit die will find it difficult to look at or target the scrutator unless they succeed a Wisdom save (DC 10 + charisma modifier). This can be attempted once per encounter. The Aura of Obedience lasts as long as concentration is maintained (DC 15); after concentration is broken it lasts 1 minute/class level. The scrutator can drop the aura as a free action.

Vrayd, Vice Scrutator of the Protectorate

INQUISITION SPELLS

Inquisitor LevelSpells
2ndhellish rebuke, identify
5thspiritual weapon, true law’s wrath
9threbuke of the lawbreaker, vampiric touch
13thcompulsion, locate creature
17thcreation, hallow

CODE OF BEHAVIOR

Scrutators must perform all actions in the cause of their faith. Scrutators are not at liberty to seek power for personal gratification. Scrutators found guilty of abusing authority or acts of treason against the Temple are wracked and ritually sacrificed.