Cleric
Base Class: Cleric

Ragesian inquisitors are clerics who revere their leader Leska almost as a god. Inquisitors are most often lawful neutral, lawful evil, or neutral evil and typically are heretics of gods of fire, knowledge, or magic. Their favoured weapon is the hand claw, which leaves their hand free to hold items and perform somatic component of spells.

NB: Conjure elementals can only conjure fire elementals
NB: Fire strike should scale with WIS - due to limitations in the builder, I've manually set the values assuming maximum character optimisation of WIS
NB: Cannot remove "Turn Undead or destroy undead" - due to limitations in the builder

Inquisitorial Initiate

When you choose this domain at 1st level, your inquisitor training provides the following benefits:
• You may choose Produce Flame as one of your cantrips known.
• You learn the Infernal language if you do not already know it.
• You have proficiency with the hand claw (NB: cannot homebrew new weapon groups - hand claws will likely be part of the "shortsword" weapon group)

Hand claw proficiency

The inquisitor's favoured weapon is the hand claw, which leaves their hand free to hold items and perform somatic component of spells.

Channel Divinity: Control Undead

At 2nd level, rather than being able to Turn Undead, you can use your Channel Divinity to control undead instead of turning them away. As an action, you present your holy symbol and speak a prayer commanding the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is under your control.

On each of your turns, you can use a bonus action to mentally command any creature you control with this feature if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature follows it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must you this feature on it again before the current 24-hour period ends. This use of the feature allows you to reassert your control over a number of creatures up to your Wisdom modifier.


Any creatures that have advantage on saving throws against Turn Undead also have advantage against Control Undead. Starting at 5th level, when an undead is subject to your Control Undead feature, the creature automatically fails its saving throw if its challenge rating is at or below a certain threshold, as shown in the Control Undead table.

This feature replaces the cleric Turn Undead and Destroy Undead features.

Control Undead
Cleric Level Controls undead of CR …
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Channel Divinity: Rebuke Magic

Starting at 2nd level, you can use your Channel Divinity to nullify the magic of others. As an action, you present your holy symbol and evoke negative energy that cancels enemy spells. The inquisitor casts dispel magic at 3rd level without using a spell slot or components.


You can also use your Channel Divinity as a reaction to stop a spellcaster while they cast a spell. You present your holy symbol to cast counterspell at 3rd level without using a spell slot or components. This use of counterspell or dispel magic cannot be countered by [Tooltip Not Found] or counterspell.

Fire Strike

At 6th level, you gain the ability to infuse your weapon strikes with fire. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Once per turn, when you roll fire damage for a spell, you add an additional amount of fire damage equal to your Wisdom modifier.

Channel Divinity: Overmaster

Beginning at 8th level, when you see a creature within 60 feet of you cast a spell, you can use your reaction to take over control of the spell, using your Channel Divinity. Make a spellcasting ability check contested by the target’s spellcasting ability check. If you succeed, you redirect the spell to valid targets of your choice within range of the caster.

Greater Rebuke

Starting at 17th level, when you use your Rebuke Magic feature, all creatures and objects within 5 feet of your target are affected as well.

Previous Versions

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