Rogue
Base Class: Rogue

Inquisitors are deadly weapons in the hands of their god, imbued with divine power through secret rites of initiation. Your charge is to seek out blasphemers and punish them for their transgressions. Nonbelievers may criticize your work, but you know that heresy left unchecked will only cause greater woe in the long term. Let the clerics and paladins remain as shining beacons of righteousness while you do the dirty work that your god demands be done.

Spellcasting

3rd-level Inquisitor feature

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: thaumaturgy 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person 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 enchantment and divination 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 enchantment or divination 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 enchantment or divination spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through faith and devotion. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Inquisitor Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Righteous Action

3rd-level Inquisitor feature

You can perform the ritual to create holy water as if you were a cleric or paladin. You gain the following additional options for the bonus action granted by your Cunning Action:

Rebuke Evil. You can throw or splash Holy Water on a creature within range. When you do so, you can add your proficiency to attacks made using Holy Water as an improvised weapon.

Sanctify Blade. You apply Holy Water to a weapon you are carrying. For 1 minute, your Sneak Attack deals radiant damage, and it deals an additional 1d6 damage to fiends and undead.

 

Brand of the Heretic

9th-level Inquisitor feature

Once on each of your turns when you deal radiant damage to a creature with a different alignment than you, you can mark it with your Brand of the Heretic until the start of your next turn.

Alternately, when you make a successful Intimidation check against a creature of a different alignment than you outside of combat, you can mark it with your Brand of the Heretic for 1 minute.

While marked with your Brand of the Heretic, a creature subtracts 1d4 from all attack rolls, ability checks, and saving throws.

Conviction

13th-level Inquisitor feature

You have advantage on Wisdom and Charisma saving throws against effects originating from a creature bearing your Brand of the Heretic.

Guided Strike

17th-level Inquisitor feature

At a crucial moment, a divine force guides your blade to strike true. When you attack and roll an 18 or 19 on the d20, you can declare the attack a critical hit. Once you use this feature, you can’t do so again until you finish a short or long rest.

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