Fighter
Base Class: Fighter

An inquisitor is a member of the Magi Enforcers who exist to protect the world from chaotic and evil magic. Due to spellcasters running rampant through the planes, causing chaos wherever they go, the Inquisitors are tasked to seek and regulate them and their magic. There are exceptions to this rule: spellcasters who are registered and agree to the Magi code are allowed to continue the study and practice of magic of their own free will.

Inquisitor's Knowledge

Inquisitors gain proficiency in the arcana skill due to their studies of magic and how to foil it.
They are so aware of magic around them that they are able to cast detect magic a number a times equal to their proficiency bonus per long rest without requiring concentration.

Arcane Foundation

When you choose this fighter archetype at 3rd level, you learn Arcane Charges that are fueled by charge dice.

Arcane Charges. You learn two charges of your choice, which are detailed under “Arcane Charges” below. Many charges enhance an attack or defense tactic in some way. You can use only one charge per turn. Your reaction is not considered to be a part of your turn.

You learn two additional charges of your choice at 7th, 10th, and 15th level. Each time you learn a new charge, you can also replace one charge you know with a different one.

Charge Dice. You have four charge dice, which are d8s. A charge die is expended when you use it. You regain all expended charge dice when you finish a long rest.

You gain another charge die at 7th level and one more at 15th level.

Charge save DC = 8 + your proficiency bonus + your intelligence modifier

Arcane Charges

The arcane charges are presented in alphabetical order.

Arcane Aegis

When you are affected by a spell that requires you to make a saving throw, you can use your reaction to expend one charge die and add the roll to your saving throw, if your saving throw still fails you gain one arcane charge back. 

Arcane Defender

You can use a bonus action and expend one charge die to grant one creature of your choice within 30ft of you(including yourself) that can see or hear you, temporary hit points equal to your charge die roll plus your intelligence modifier.

Arcane Deflection

Prerequisite: 10th level
When you are targeted by a spell attack roll, you may use your reaction to spend an arcane charge to make the caster target a creature of your choice other than you, within the spell's attack range. If there are no other targets in range, the spell is wasted. The caster must make a spellcasting check against your arcane charge DC to try and resist this effect. 

Arcane Rush

Prerequisite: 7th level
As part of your movement, you can expend a charge die and increase your movement speed by 10 ft, and until you stop moving, your AC is increased by the roll of your charge die. If an enemy misses an opportunity attack on you, you reclaim your expended charge die. This ability can only be used once per turn.

At 18th level, your speed increases by 20 ft, and you also add your intelligence modifier to your AC.

Arcane Shove

When you hit with a weapon attack, you can expend one charge die and add the die roll to the damage of the attack. Additionally the target must make a strength saving throw against your arcane charge DC. On a failure, the creature falls prone and is pushed 10ft away from you.

Banishing Imprisonment

Prerequisite: 15th level
As a bonus action, you can expend two charge dice and the next time you hit a creature with a weapon attack before the end of this turn it takes additional damage equal to the rolls of your charge dice. Additionally, the creature must make a charisma saving throw against your arcane charge DC.

If the target fails the saving throw. It will be banished to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for one minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Detain

Prerequisite: 7th level
When you hit with a melee attack on your turn, you can use your bonus action and expend one charge die to cast hold person on the enemy struck.

Elemental Respite

As a reaction, you can expend one charge die to gain resistance to an instance of damage from a spell. This does not include breath attacks or other nonmagical sources. Your next attack deals additional damage equal to one charge die roll of the element resisted. 

Inquisitor's Dissolution

Prerequisite: 15th level
As an action, you can expend one charge die to dispel all magical effects 5th level or lower on any creature within 120ft of you. If the target is being affected by magical effects 6th level or over, you must make can intelligence check to dispel it (DC 10 + spell's level). You may choose whether the target is a friend or foe. If they are a friend, you additionally give them temporary hit points equal to a roll of your charge die plus your intelligence modifier plus the sum of the spell levels removed. If the target is a foe, you must make a spell attack roll to target them with this ability and it deal's force damage equal to one roll of your charge die plus your intelligence modifier plus the sum of the spell levels removed. Magic effects that do not have a spell level are not affected or dispelled.

Inquisitor's Steed

Prerequisite: 7th level
Inquisitor's can expend one charge die to cast the spell "Find steed" and roll their charge die and add temporary hit points to the steed itself.

Magi's Instinct

Prerequisite: 7th level
As a bonus action, you can expend 1 to 2 charge dice to impose advantage on your next two attacks per charge dice spent until the end of your current turn. Additionally, the first attack to hit an enemy has bonus damage equal to the roll of your charge dice.

Mana Drain

When you hit a creature concentrating on a spell with a weapon attack, you can expend one charge die to subtract a number equal to the roll of your charge die from the target's concentration saving throw.

Mana Flare

As a reaction, when you are hit by an attack roll, you can expend a charge die and subtract the roll of that die from the foe's attack roll. If the attack still hits you, you may gain back your expended charge die. 

Nullifying Pressure

Prerequisite: 10th level
As a reaction, you can expend a charge die to cast counter spell at 3rd level.

Shield of the Magi

Prerequisite: 7th level
When a creature you can see casts a damaging spell against you or another creature within 10 ft of you that you can see, you may use your reaction to expend one or more charge dice up to your proficiency bonus to reduce the damage the receiver takes equal to the roll of your charge dice plus your intelligence modifier. If you successfully reduce damage of the spell to 0, you regain one expended charge die.

When you get to 18th level in this class, the reaction range increases to 30 ft.

Unleash

Prerequisite: 10th level
On your turn, you can use a bonus action and expend one or two charge dice to increase the damage of two attacks per charge die on your turn. Each attack affected in this manner, deals bonus damage equal to one roll of a charge die. To decide what type of damage will be dealt, you must roll a d10 for each attack.

1: fire | 2: cold | 3: poison | 4: acid | 5: lightning | 6: thunder | 7: radiant | 8: necrotic | 9: psychic | 10: force

Inquisitor's Insight

You treat a 9 or lower on any arcana check as a 10. Additionally, you are able to cast identify a number of times equal to your proficiency bonus per long rest without requiring material components. 

Improved Arcane Charge

At 10th level, your charge dice turn into d10s. At 18th level, they turn into d12s.

Essence Transfer

Starting at 15th level, once per long rest when you roll initiative you may spend your hit dice to regain arcane charges. You may spend a number of hit dice equal to half of your proficiency bonus rounded down. 

Superior Arcane Charge

At 18th level, your charge dice turn into d12s.

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