Base Class: Rogue
At level 3, the Inquisitor gains access to a spell list, which uses Charisma for it's modifier.
Inquisitor Spells
At 3rd, 5th, 7th, 9th and 11th levels you gain access to the spells listed for that level in the Inquisitor Spells table. Once you gain access to one of these spells, you always have it prepared.
Holy Pact Weapon
Using a ritual that takes one hour of concentration while holding a weapon, you create a holy pact with your weapon.
You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing your holy ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you summon your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Holy Reprieve
Once per long rest, the Inquisitor may heal all chosen targets in a 30 ft. radius the equivalent of 5 of the target's hit dice as if they had taken a short rest. This feature does not cost the targets any of their hit dice.
Divine Exodus
Your pact weapon is imbued with holy radiance. As a part of your action, if your weapon has been thrown, you can teleport to where the weapon has landed as opposed to it returning to you. Alternatively, if the weapon is still in your hand, you can use your bonus action to cast Searing Smite at 2nd level. You can use this feature a number of times equal to your proficiency bonus.
Wrath of the Temple
Once per long rest, you bring forth a torrent of pillars of divine light that blind up to six creatures for one minute. All affected creatures must make a DC:20 DEX Saving Throw, suffering 3d10 radiant damage on a fail. The pillars of light follows the creature(s), and can only end early if the creature casts Darkness at level 4 or above, Dispel Magic at level 4 or above, or Wish. While this effect is active, you and your party have advantage on all attacks, the creature(s) have disadvantage on all attacks, and you gain advantage on all DEX(Stealth, Sleight of Hand) checks made until the effect ends.
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