Base Class: Wizard
"These practitioners of the profane are feared across the Realms, and many who have felt their wrath now prefer to fight alongside an Inquisitor than against one. Inquisitors burn and destroy weakened enemies with their cripping control of dark magic. While their summoned shadows protect and enhance them, Inquisitors strike at their enemies from a distance. As physically weak spellcasters bereft of heavy armor, cunning Inquisitors allow their magic to take the brunt of enemy's assaults in order to save their own skin."
- An Account: the Devil in Disguise
In the face of demonic power, most heroes see death. Inquisitors see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon their dark blade to fight beside them. At first, they command only the service of a blade of shadow but as an Inqusitor's knowledge grows, the dark wizard’s powers increase to wreak havoc on anyone who stands in their way.
Inquisitor's engage their enemies up-close, supplementing swings of their weapons with dark magic that renders enemies vulnerable. These wizards drag foes into one-on-one conflicts, compelling them to focus their assault from weaker companions. To prevent their enemies from fleeing their grasp, Inqusitors must remain mindful of the power they call forth from the dark arts, and pace their attacks appropriately.
Unmatched
When you learn this tradition 2nd level, you can weave the shadows to your will and they form your arsenal.
You learn the Blade of Ruin spell and can cast it once per short rest without expending a spell slot.
At Higher Levels. At 4th level, you learn the Armor of Dusk spell and can cast it once per short rest without expending a spell slot.
Show of Confidence
Starting at 2nd level, the shadows contort with you and they guide you to slay your rivals.
When you hit a target with your Blade of Ruin, you can use a bonus action to mark them as your rival for 1 minute, or until you or your rival is Incapacitated. You can only have one rival at a time.
- When marked, your rival must make Wisdom saving throw against your spell save DC. On a failed save, they can't choose to move more than 30 feet away from you. They can remake the saving throw at the end of their turns.
- Once on your turn, when you deal damage to your rival with your Blade of Ruin, you deal additional damage of your chosen damage type equal to your proficiency bonus.
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When you incapacitate your rival, you gain regain a spell slot equal to your rival's Proficiency Bonus (rounded down).
You can use this feature a number of times equal to your proficiency bonus, and you regain all spent uses of it when you finish a long rest.
Second to None
At 6th level while you wield your Blade of Ruin, you gain the following benefits:
- Your Blade of Ruin no longer requires concentration and now lasts 10 minutes.
- You can attack twice, instead of once, whenever you take the Attack action on your turn.
- You can expend a spell slot of any level to make an additional Attack on your turn. You can only do this once a turn.
Ruinous Pursuit
Starting at 10th level, the magic of your Blade of Ruin stains your rivals that you've harmed with it.
As a bonus action, you can magically teleport within 5 ft. of your rival. When you use this feature, you gain resistance to all damage when you teleport. The resistance lasts until you take damage. You can only teleport in this way if you're rival is within 60 ft. of you and you can see them. During that time, your form is warped by shadow.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all spent uses of it when you finish a long rest.
Ruinous Smite
Starting at 14th level, when you hit your rival with your Blade of Ruin, you can expend a Wizard spell slot to deal an additional 1d8 of your chosen damage type to the target, plus another 1d8 per level of the spell slot.
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