Cleric
Base Class: Cleric

A more intelligent war cleric.  Less of a priest and more of a tactician or inquisitor.

Inquistor Domain Spells

Cleric Level          Spells                                                          

1st                         Comprehend Languages, Shield

3rd                         Misty Step, Magic Weapon

5th                         Blinding Smite, Counterspell

7th                         Dimension Door, Greater Invisibility

9th                         Banishing Smite, Dominate Person

Fighting Style

At 1st level, you can choose an option from the Fighting Style class feature.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Inquisitors slash

From 1st level, your intuition gives you a bit of insight into your foes fighting style and openings therein. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Inquisitors Wrath

When you hit a creature with a melee attack using a weapon with which you have proficiency, you can expend a use of your channel divinity to deal 2d10 extra damage to the creature. If you are at least 11th level, the damage increases to 4d10.

Channel Divinity : Inquisitors Luck

Sometimes doing great works allows the luck gods blessing to shine through.  Starting at 6th level, you can expend one use of your Channel Divinity to grant one advantage roll or disadvantage roll to any creature within 60 feet of you.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Inquisitors Avatar

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

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