Cleric
Base Class: Cleric

Inquisitors are devout clerics who serve their gods in pursuit of the truth and the eradication of evil and heresy. They act as detectives and hunters, using their divine knowledge and martial skills to discover and eliminate threats to faith and order. In the world of Amra, Inquisitors may serve any deity, but they are more likely to follow those gods who stand for justice, truth, and law.

 

Inquisitor Domain Spells

Cleric Level Spells
1st command,detect evil and good
3rd see invisibility,locate object
5th dispel magic,sending
7th locate creature,wall of fire
9th dispel evil and good,legend lore

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Investigation and Insight skills.

Sense of Heresy

Starting at 1st level, you can use your action to detect celestial, fiendish, fey, or aberrational creatures within 60 feet. This ability works like the detect good and evil spell, but requires no concentration and lasts until the end of your next turn.

 

 

Channel Divinity: Inquisitive Insight

Starting at 2nd level, you can use your Channel Divinity to discern lies and deceit. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be unable to speak a deliberate lie for the next 10 minutes.

 

Judgment Strike

At 6th level, when you deal damage to a creature with a weapon attack, you can also deal radiant damage to the target equal to 2d10 + your cleric level. Once you use this feature, you can't use it again until you finish a short or long rest.

 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. You can do this a number of times equal to your Wisdom modifier per long rest.

 

Champion of Truth

At 17th level, your senses are honed to their peak. You can detect the presence of undead creatures and any creature under the effects of an illusion or transformation spell. Additionally, you can use your reaction to impose disadvantage on a Deception, Persuasion, or Performance skill check made by a creature you can see and hear within 60 feet. Your Judgment Strike becomes more powerful, dealing an additional 4d10 + your cleric level in radiant damage.

 

Amra's Inquisitor Image