Cleric
Base Class: Cleric

The Inquisitor is a cleric who no longer follows the doctrines of life or death alone; instead, they stand between these forces, demanding purity from both. An Inquisitor passes judgment on those who are worthy, and damns those who are corrupt.

 

Domain Spells

1st-level Inquisition Domain feature

You gain domain spells at the cleric levels listed in the Inquisition Domain Spells table. See the Divine Domain class feature for how domain spells work.

Inquisition Domain Spells
Cleric Level Spells

1st

identify, detect magic

3rd

silence, see invisibility

5th

dispel magic, remove curse

7th

locate creature, arcane eye

9th

creation, hallow

Implement of Investigation

1st-level Inquisition Domain feature

You gain twice the proficiency in the Intimidation skill and learn the use of one martial weapon.

Also, if you hit a creature with an attack before it has taken its turn in combat, the creature takes an extra 1d6 damage of the type dealt.

 

Arcane Exorcism

1st-level Inquisition Domain feature

At first level, you can as a bonus action, unleash a baleful arcane exorcism upon a target.  Designate a target, for one minute, whenever you successfully attack your target, you gain temporary HP equal to half the damage inflicted.  If the target is concentrating on a spell, they have disadvantage on their check to maintain concentration. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: False Conversion

 2nd-level Inquisition Domain feature

Starting at 2nd level, as an action you present your holy symbol. An aura of radiance emanates from you as you attempt to convert the heretics. The aura has a 15-foot radius and moves with you, lasting for 1 minute or until you are incapacitated or die. Whenever an ally (including you) starts its turn in the sphere, that creature gains these benefits:

- Any ally within this 15 foot radius gains 1d6 plus your wisdom modifier in temporary hit points.
- While any ally has these temporary hit points, they have advantage on saving throws against magical effects.

 

Rebuke Invoker

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 Wisdom saving throw as you present your holy symbol. On a failure, the creature takes 1d4 psychic damage causing the spell to fail. You can use this feature a number of times equal to your Proficiency Bonus. You regain all uses when you finish a long rest.

 

Improved Arcane Exorcism

At 8th level, whenever your target of Arcane Exorcism loses concentration on a spell; the lost spell backlashes, causing 1d4 psychic damage to the caster for each round left in the duration of Arcane Exorcism. The affected creature can make a saving throw at the end of each of it's turns to avoid the damage that round.

 

Hateful Mastery

Starting at 17th level, to catch your enemy, you must know some of their vile endeavors.  Choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2024 12:39:40 PM
9
3
1.2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes