Rogue
Base Class: Rogue

The stalkers of the night, the inquisitors take their fanaticism and zeal to their enemies. They take an oath to the inquisition using a gods blessing to complement their own skills. They tend to be chaotic taking the law in their own hands to impose their punishments on non-believers. They use both holy and unholy magics, bending them to their own will to invoke retribution. They imbue their weapons with their own fanaticism with the crossbow being their favored weapon to do so.

Sacrificial Blood

An inquisitor will go as far as to harm themselves if it means smiting the non-beleivers. At 3rd level when you attack you can give up life energies to drain that of your enemies, sapping their strength. When you make an attack after you hit but before you roll damage you may choose to take 1dX necrotic damage to deal 1dX radiant or necrotic damage in addition to normal damage.

Crossbow Training

Increase Wisdom by 1 to a maximum of 20.

Using your new training in crossbow mastery you can now strike with deadly accuracy.

At 3rd level you gain the following advantages:

You gain advantage on ranged attacks with a crossbow.

You gain Crossbow Expert if you do not already have the feat.

Know the Darkness

Inquisitors use dark magics as well as light, using them to fight the evils from which the magic originates from some for poetic justice, others because they find it more efficient, whatever their reasons they study the darkness all the same. At 6th level you gain the cantrip list of Warlocks. You gain 1 eldritch invocation from the warlock class.

Bane of the Damned

Using their hatred to fuel their magics they can imbue their weapon for hate magics temporarily, gaining a bonus against the type of enemy they designate.

At 13th level an inquisitor can imbue one of her weapons with the bane weapon special ability as a bonus action this bonus lasts until the inquisitors next turn. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid).

A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. 

You can use this ability 3 + Dex Modifier times, these uses reset after a short or long rest

Judgement

Gaining a great amount of power from their deity the inquisitor can release most of this power at once leading to a strike of a mix of unholy and holy magics smiting anyone who may stand in the way of the faith causing their early demise.

At 17th level, an inquisitor can call  judgment down upon a foe during combat. Whenever an inquisitor uses his or her judgment ability, the inquisitor can invoke judgment on a foe as a bonus action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 20 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 8 + the inquisitors Wisdom modifier + 1/2 Inquisitor level. Non-Undead, Non-Fiend creatures that are immune to Criticals, Radiant, or Necrotic damage are immune to judgment.

Can be used once and the use is regained after a long rest.

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