Fighter
Base Class: Fighter

Divine Inquisitors are martial members of the clergy that they serve, invested with a singular grim purpose- to root out and destroy enemies of the faith. Not above using trickery, intimidation and even viler methods, Divine Inquisitors are feared by members and enemies of a church alike, for they are ever present, and ever suspicious.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Divine Inquisitor Spellcasting table shows how many spell slots you have to cast your wizard 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.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and evocation spells on the wizard spell list.

The Spells Known column of the Divine Inquisitor Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or evocation spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through connection to a deity. You use your Wisdom whenever a 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

Divine Inquisitor Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Enemy of the Faith

At 3rd level, you gain the ability to mark an enemy within 30 feet as an Enemy of the Faith. This mark lasts for 1 minute and cannot be dispelled except by a Remove Curse spell.

A marked enemy’s location is known to you at all times, and whenever you make an attack action, your first attack deals an additional 1d6 Radiant or Necrotic damage (your choice).

You can use this feature a number of times equal to your wisdom modifier plus your proficiency bonus (minimum 1) and regain all expended uses upon completing a short or long rest.

Wrath of the Righteous

Beginning at 7th level, when you successfully hit the foe you’ve marked as an Enemy of the Faith, you can make an additional attack as a bonus action.

Greater Enemy of the Faith

At 10th level, you can now mark two enemies as Enemies of the Faith, and now add your wisdom modifier to the damage dealt by the Radiant or Necrotic damage the mark imposes. However, if you mark two foes, the duration of your mark is halved. 

Vehement Enmity

At 15th level, your hatred for those opposed to your deity has been nurtured into something greater. The range from which you can mark an enemy as an Enemy of the Faith increases to 60 feet, the duration increases to 1 hour, and the damage die of your additional Radiant or Necrotic damage increases to 1d10.

Red Right Hand

Upon reaching 18th level, you have proven yourself to be a true agent of your deity’s vengeful will. When you mark a foe you know the name of as an Enemy of the Faith, the duration becomes indefinite, and you perpetually become aware of their location, health, and class levels (if they possess any), as a searing brand of your deity’s divine symbol appears on their right hand, mirrored by a tattoo that appears on your own. The closer you get to your marked enemy, the hotter their brand becomes.

When you are within 10 feet of your marked target, their brand bursts into radiant flame. So long as you remain within 10 feet, they take radiant damage equal to 1d10+your wisdom modifier at the beginning of your turn.

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