Base Class: Cleric
Hailing from all sorts of backgrounds, Clerics that follow the Inquisitor Domain are as malleable as the situation requires. They seek out criminals, heretics, and all other types of injustice, bringing deliverance with cold calculation. To them, duty lies above all else, and it is this commitment that often sees them in positions of leadership.
Domain Spells
3rd-level Inquisitor Domain feature
You gain domain spells at the cleric levels listed in the Inquisitor Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
Inquisitor Domain Spells
| Cleric Level | Spells |
|---|---|
| 3rd | command, detect thoughts, hold person, identify |
| 5th | antagonize, tongues |
| 7th | compulsion, locate creature |
| 9th | hold monster, rary's telepathic bond |
Note. To be eligible for publishing on D&D Beyond, this subclass does not automatically grant Antagonize at 5th level. This spell must be added manually.
Divine Scrutiny
3rd-level Inquisitor Domain feature
You become proficient in your choice of two of the following skills: Insight, Investigation, Intimidation, Perception.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Note. Due to D&D Beyond homebrew restrictions, chosen proficiencies and expertise will need to be entered manually by the player.
Inquisitor's Gaze
3rd-level Inquisitor Domain feature
You can use your Channel Divinity to radiate a cold authority over others.
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to exude an imposing aura in a 30-foot Emanation originating from yourself. Each creature of your choice in that area must make a Wisdom saving throw, or become Restrained until the end of your next turn. On a successful save, a creature's speed becomes halved for the same duration.
Voice of Judgement
6th-level Inquisitor Domain feature
You can draw on the authority of your deity. Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
Additionally, as a Magic action, you may mark a creature within 10 feet of you for interrogation for 1 minute. When a marked creature knowingly lies to you, they must make a Wisdom saving throw against your spell save DC, or take 1d8 Psychic damage and briefly display a harmless visual effect, such as a flash of light or an illusory mark.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
Inquisitor's Authority
17th-level Inquisitor Domain feature
You have become a natural leader to those around you. When you hit a creature with a spell attack roll, or a creature fails a saving throw against a spell you cast, you may mark the creature as Condemned. The next time a Condemned creature takes damage from a creature other than you, it is vulnerable to all damage types. After taking this damage, or at the start of your next turn, the creature is no longer Condemned.
You may only mark one creature as Condemned per turn. If multiple creatures meet the criteria for being marked at once, you may choose to mark any of them.
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.
Blank feature (Level 1)
Necessary to fulfill level requirements for publishing via D&D Beyond
Blank Feature (Level 2)
Necessary to fulfill level requirements for publishing via D&D Beyond
Blank Feature (Level 8)
Necessary to fulfill level requirements for publishing via D&D Beyond
Comments