| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +6 |
| WIS | 16 | +3 | +6 |
| CHA | 12 | +1 | +1 |
Arcane Sight.
The Inquisitor perceives active spells, magical effects, and enchanted items within 60 ft. as faint auras, even through thin walls or smoke.
Innate Spellcasting (Null-Weave).
The Inquisitor’s spellcasting ability is Intelligence (save DC 15, +7 to hit). It requires no material components when casting through its Null-Weave Harness.
Spellcasting
The Virin Inquisitor can innately cast the following spells, requiring no material components.
At will: Ray of Frost, Fire Bolt, Toll the Dead, Mage Hand, Minor Illusion, Detect Magic, Thaumaturgy
3/day each: Shield, Hold Person, Counterspell, Dispel Magic, Silence
2/day each: Greater Invisibility, Banishment, Wall of Force
1/day each: Cone of Cold, Antimagic Field, Globe of Invulnerability
Multiattack.
The Inquisitor makes two Runic Staff attacks or two Fire Bolt or Ray of Frost attacks.
Runic Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) force damage. If the target is concentrating on a spell, it must succeed on a DC 15 Constitution saving throw or lose concentration.
Description
Cold, precise, and clinical.
To the Inquisitor, unsanctioned magic is a wild infection — something to be sterilized.
They keep meticulous records of every spell they encounter, forwarding battle data to the Imperial Ministry of Dominion.







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