Base Class: Rogue
Zealots. Fanatics. The shadow men of holy organizations are called many names, most of them never good. Even some of the most just and lawful religious organizations have an unknown member of the clergy that is employed for distasteful tasks that would give the church a bad reputation. Employing the tactics of assassins and criminals, there are no limits to the lengths Inquisitors will go to in order to exterminate their personal enemies, or those of the church or their gods. Inquisitors have a fear inducing reputation, and when one appears in town, or makes itself known within the city, windows and doors begin to shut, and streets begin to clear.
Spellcasting
When you choose this archetype at 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn three cantrips: toll the dead and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Inquisitor Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the divination or necromancy spells on the cleric spell list.
The Spells Known column of the Inquisitor Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an divination or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an divination or necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your cleric spells, drawing upon your zealotry and fanaticism to gain power from your faith. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Divine Enlightenment
Beginning at 3rd level when you choose this archetype, you gain proficiency in Religion and your choice of either Arcana or History. Additionally, whenever you deal sneak attack damage, you deal an extra 1d6 of radiant or necrotic damage (your choice).
Arcana
You gain proficiency in Intelligence (Arcana) checks.
History
You gain proficiency in Intelligence (History) checks.
The Light in the Shadow
At 9th level, your divine bond with your god empowers you. Your attacks are considered magical for the purpose of overcoming resistances and immunities. The extra radiant or necrotic damage you deal when you deal sneak attack damage increases from 1d6 to 2d6.
Additionally, when you cast a cleric spell as a bonus action, you may Hide, no action required.
Faith Opened Eyes
Starting at 13th level, you may add your Charisma modifier to Intelligence (Investigation) and Wisdom (Perception) checks. Additionally, successful Intelligence (Arcana) checks reveal the following information; desecrated or consecrated areas or areas affected by the Hallow spell, if an item is cursed (though this doesn't fully reveal the nature of the curse), and if fiends or undead have been present in the past 24 hours.
Fanatic
At 17th level, your extra radiant or necrotic damage you deal when you sneak attack damage increases from 2d6 to 3d6. You may also choose to change your sneak attack damage from the normal weapon damage to either radiant or necrotic, of your choosing. You can use this feature a number of times equal to your Charisma modifier per long rest.
When a creature fails against a saving throw or you hit a creature with a cleric spell of first level or higher, you may use a bonus action to make a weapon attack against that same creature. You can use this feature a number of times equal to your Charisma modifier per long rest.
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