Fighter
Base Class: Fighter

When the church needs a job done that might not be as righteous in the eyes of the people, they call on an Inquisitor to carry out the deed. From demon hordes coming out of portals and devilish cults terrorizing a town to assassinations of those who appose the church, an Inquisitor is expected to take care of it as fast as possible while making as little of an impact as necessary.

Church Operative

Starting at 3rd level, you gain proficiency in the Religion skill, and learn the Thaumaturgy cantrip, using your Wisdom modifier.

Additionally, you may cast Pass Without Trace without Material or Vocal components once per short or long rest using this feature.

Cleaving Blade

Also as 3rd level, you can imbue your strikes with the wrath of your masters. When you hit a creature with a weapon attack, you can use a bonus action to carry the strike through the creature and cause a radiant wave to emit from you weapon. Creatures in a 15ft cone originating from you must make a Constitution saving throw. The DC is equal to (8 + proficiency bonus + Con Modifier). On a failed save they take 2d6 radiant damage and suffer a random negative effect until the end of their next turn. If the creature succeeds they take half damage and do not suffer a negative effect.

Creatures roll a d4 when failing their save, 1= Blinded, 2= Deafened, 3= Frightened, 4= Stunned.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Starting at 10th level, the range becomes 30ft and damage is increased to 3d8.

Purity of Duty

Starting at 7th level, you gain resistance to necrotic damage and can not have your max hit points be reduced. You also can sense when there is a celestial, fae, fiend, undead, or aberration within 30ft of you.

Efficiency

Starting at 10th level, you become better adept at finishing jobs quickly. When you use your Action Surge feature, all subsequent attacks made against a creature already dealt damage during your turn are made with advantage.

Light In The Dark

Starting at 15th level, you become the hidden light the world can not see. If you are standing still in dim light or darkness, you may become invisible until you attack or move.

Additionally, if you take your first turn before your enemy in combat, you can move an additional 20ft and add 2d6 radiant damage to your attacks for that turn.

 

All The Worlds Evil

Starting at 18th level, you carry the evil of the world on your shoulders, for then you leave only good behind. You can cast the spell antipathy/sympathy  as an action without material components once per long rest.

Using the spell in this way you may only cast it centered on yourself and the duration becomes 6 hours.

Previous Versions

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