Base Class: Cleric
The Inquisition domain reflects the order of the
multiverse and the rejection of tainted magic—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 magic-using mortals are kept in check. Most
zealots root out all arcanists, while some strike fragile
truces when complete removal isn’t feasible.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
witch slap
At 1st level, when you hit a creature with a weapon
attack, you can deal an additional 1d8 force damage.
If the creature is concentrating on a spell, you deal an
additional 2d8 force damage instead. If a creature fails
its saving throw to maintain concentration as a result
of taking damage from this feature, you gain a number
of temporary hit points equal to the extra force damage
dealt by this attack. You can use this feature a number
of times equal to your Wisdom modifier (a minimum of
once), regaining all uses upon completion of a long rest.
At 14th level, this damage increases to 2d8, and 3d8 if
the creature is concentrating on a spell.
Channel Divinity: lmao spells
Starting at 2nd level, you can use your Channel Divinity
to bestow a temporary resilience to arcane harm.
As a bonus action, you present your holy symbol
and choose a creature you can see (including yourself)
within 30 feet. The chosen creature gains temporary hit
points equal to 1d10 + your cleric level. While a creature
has temporary hit points granted by your spell shield,
it has resistance to damage from spells and advantage
on saving throws against spells. The creature loses any
remaining temporary hit points after 1 hour.
of its hit point maximum. You can’t use this feature on an undead or a construct.
concentration breaker
Starting at 6th level, as a reaction when a creature you
can see within 60 feet casts a spell, you can force the
creature to make a Constitution saving throw. On a
failure, the creature takes force damage equal to 1d8
per level of spell slot expended casting the spell + your
Wisdom modifier. Cantrips are considered first-level
spells for this ability. On a successful save the creature
takes half as much damage instead.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once), regaining
all uses upon completion of a long rest.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
supreme shield
Starting at 17th level, when you use your Spell Shield
feature, you can choose a number of creatures up
to your Wisdom modifier (minimum 2) instead of
choosing only one.

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