Coat of Spell Resistance. The Inquisitor has advantage on saving throws against spells.
Divine Strike. The Inquisitor's weapon attacks are considered magical and deal an extra 9 (2d8) force damage on a hit (included in the attack).
Witch Hunter's Strike (3/Day). When the Inquisitor hits a creature with a weapon attack it can deal and extra 9 (2d8) force damage, or 14 (3d8) force damage if the creature is concentrating on a spell. If the creature fails its saving throw to maintain concentration after the attack, the Inquisitor gains temporary hit points equal to the extra force damage dealt by the attack.
Spellcasting. The Inquisitor is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The Inquisitor has following Cleric spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead, word of radiance
1st level (4 slots): bane, command, detect magic, identify, pacify person, sanctuary
2nd level (3 slots): hold person, see invisibility, silence, wrack, zone of truth
3rd level (3 slots): bestow curse, dispel magic, remove curse, speak with dead, tongues
4th level (3 slots): arcane eye, divination, freedom of movement, guardian of faith, locate creature
5th level (2 slots): creation, geas, hallow, scrying
6th level (1 slot): true seeing
7th level (1 slot): divine word
8th level (1 slot): antimagic field
Multiattack. The Inquisitor can make two weapon attack.
Spelldrinker's Lash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 5) slashing damage plus 9 (2d8) force damage. When a creature that can cast spells takes damage from this attack, they must make a DC 18 saving throw using their Spellcasting Ability. On a failed save, the Inquisitor learns the level of the creature's highest remaining spell slot, and the creature takes extra force damage equal to that number.
Inquisitor's Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 2) piercing damage plus 9 (2d8) force damage. When a creature takes damage from this attack and is concentrating on a spell, they have disadvantage on the Constitution saving throw to maintain concentration.
Channel Divinity: Spell Shield (2/Short Rest). As a bonus action, the Inquisitor can choose a creature it can see (including itself). The chosen creature gains 25 temporary hit points. While the creature has temporary hit points granted by this feature it also has resistance to damage from spells and advantage on saving throws against spells. The creature loses any remaining temporary hit points after 1 hour.
Rebuke Invoker (3/Day). When a creature the Inquisitor can see within 60 feet casts a spell, it can force the creature to make a DC 18 Constitution saving throw. On a failure, the creature takes damage equal to (1d8 per expended spell slot level +5) force damage. Cantrips are considered 1st-level spells for this ability. On a success, the creature takes only half of the damage.
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