Cleric
Base Class: Cleric

The Inquisition domain reflects the order of the multiverse, at least so far as certain celestial powers see it. Only the divine casters are pure and fit for use. Since arcane magic is strong enough to challenge the gods, divine beings of this domain, such as the Arch Seraph Empyreus, demand that mortals be kept in check. Inquisitors lay down the law and enforce their order upon all who dare go against their laws or threaten society.

Bonus Cantrips

When you choose this domain at 1st level, you gain the cantrips: Fire Bolt and Shocking Grasp

Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Field Commands

As an action, you call out a field command to your allies, you can issue a field command to a number of friendly creatures that can hear you equal to your charisma modifier (Minimum of 1). This command lasts until the end of your next turn. You can issue the following commands:

Bring it Down!: You target a creature that you can see, commanded creatures gain a bonus to their attack rolls against that creature equal to your proficiency bonus.

Hold Your Position!: Until the command ends, or a commanded creature moves, each commanded creature gains a bonus to their AC equal to your proficiency bonus.

Fan Out!: Commanded creatures may double their movement until the end of the command.

You may use this ability an amount of times per long rest equal to your proficiency bonus.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Empowered Commands

Starting at 17th level, Your Field Commands become a bonus action to issue, in addition, they gain the following modifications:

Bring It Down!: Each time a commanded creature attacks the marked target they gain a damage bonus equal to your proficiency bonus.

Hold Your Position: commanded creatures may add your charisma modifier to saving throws made while commanded.

Fan Out: commanded creatures become invisible until the command ends.

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