Base Class: Rogue
Inquisitors are agents of the faith, dispatched by their order to uncover truth where it has been obscured. Whether sent to investigate heresy, root out corruption, or expose hidden threats, they serve as the eyes and judgment of their faith.
Trained to see through deception and resist manipulation, an Inquisitor does not rely on rumor or confession alone. They uncover what is hidden, strip away falsehood, and bring clarity where others see only uncertainty.
All must answer, regardless of station—be they high or low, rich or poor.
Level 3: Inquisitor Initiate
Divine Spellcasting
You gain the ability to cast spells using the Cleric spell list and Wisdom as your spellcasting ability.
Sanctified Focus
You can use a weapon you are proficient with as a spellcasting focus.
You always have True Strike prepared.
Truth Is Life
You have advantage on:
• Insight
• Investigation
• Perception
• Intimidation
Level 9: None Escape Judgment
Penance
When a creature within 30 feet becomes bloodied, you can use your reaction.
You turn invisible, move up to your movement speed, and make one weapon attack.
The invisibility lasts until the end of the current turn or until immediately after the attack, whichever comes first. Uses equal to proficiency bonus per long rest.
Zone of Truth
You can cast Zone of Truth equal to your proficiency bonus per long rest.
Level 13: Only Truth Remains
Truesight
You gain truesight out to 30 feet.
Unseen Penance
When you use your Penance feature, your invisibility instead functions as if you were under the effects of Greater Invisibility, lasting until the end of your next turn regardless of whether you attack. Additionally, the movement granted by Penance does not provoke opportunity attacks.
Level 17: All Must Answer
Answer in Kind
When you deal damage, you can choose for it to be Radiant or Necrotic. This applies to weapon damage and Sneak Attack damage.
All Debts Come Due
When you hit a creature with a Sneak Attack and it is below half its hit point maximum, it must make a Constitution saving throw
(DC = 8 + your proficiency bonus + your Wisdom modifier).
On a failed save, it takes additional damage equal to your Sneak Attack dice. On a success, it takes half as much damage
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