Cleric
Base Class: Cleric

Followers of the Steel Inquisitor Domain are built to stop magic users. Discover how easy it is to shut down magical effects and prevent spellcasting all together. All the while enhancing your abilities to overwhelm those that rely on magic.

Domain Spells

You gain domain spells at the cleric levels listed in the Steel Inquisition Domain Spells table. See the Divine Domain class feature for how domain spells work.

Forge Domain Spells
Cleric Level Spells
1st Absorb Elements, Gift of Alacrity
3rd Calm Emotions, Enhance Ability
5th Dispel Magic, Counterspell
7th fire shield, stoneskin
9th Dispel Evil and Good, Legend Lore

Bonus Proficiencies

1st level Steel Inquisitor class feature:

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.

Eyes of the Inquisitor

1st level Steel Inquisitor class feature:

You know the Detect Magic spell.  You may cast it without using a spell slot a number of times equal to your Wisdom modifier.  Regain these uses after a short rest.

Channel Divinity: Anti-Magic

2nd level Steel Inquisitor class feature:

As an Action, present your holy symbol and any select any number of creatures that you can see withing 30 feet.  All of the selected creatures that are concentrating on a spell take force damage equal to 2d10 plus your Cleric level.  The concentration check imposed by this damage is made at disadvantage and the DC is equal to half of the damage they took or your Cleric spell save DC, whichever is higher.

After Thought

6th level Steel Inquisitor class feature:

You can cast Dispel Magic without using a spell slot, a number of time equal to your Wisdom modifier and regain all uses after a long rest.  When you cast Dispel Magic in this way the following alterations apply to it:

  • Its casting time is a Bonus Action
  • It does not require verbal components
  • The number of targets is equal to half of your Proficiency Bonus rounded up

Reserves of Steel

8th level Steel Inquisitor class feature:

As a Bonus Action, Roll one of your Hit Dice. For 1 minute add the number rolled to all damage you deal with melee attacks, Str, Dex and Con Saves and every Acrobatics or Athletic Checks you make; also reduce any damage you take by the number rolled.
When this effect ends you suffer 1 point of exhaustion.

Steely Pressence

17th level Steel Inquisitor class feature:

All allies within 30' have Proficiency with and Advantage on all INT, WIS and CHA Saving Throws.

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