Base Class: Cleric
Magic is the root of many problems of this world, so some have taken it upon themselves to regulate its use, and when it's required, hunt down those who would use it for harm. Some of these individuals get chosen by the gods themselves to enforce their ideals.
Domain Spells
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 | burning hands, absorb elements |
| 3rd | detect thoughts, hold person |
| 5th | counterspell, fear |
| 7th | wall of fire, elemental bane |
| 9th | flame strike, synaptic static |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Master of Divine Flame
Spells you cast ignore resistance to fire damage. In addition, when you roll damage for a spell you cast that deals fire damage, you can reroll any 1 and 2 on a damage die and keep the second result.
Channel Divinity: Burn the Unholy
Starting at 2nd level, you can use your Channel Divinity to stop hostile casters.
As a reaction, cleansing energy sprouts from your holy symbol towards a hostile spellcaster. When a creature within 60 feet of you casts a spell which affects you or a creature within 15 feet of you, you present your holy symbol and the creature must succeed on a Dexterity saving throw against your spell save DC or take 1d12 fire damage and is surrounded by divine flames for a number of turns equal to your spellcasting modifier. At the end of each of its turns, the target can make a Charisma saving throw. On a success, the spell ends.
Whenever the creature surrounded by your divine flames attempts to cast a spell it must succeed on a Dexterity saving throw or suffer an effect depending on the school of magic of the spell.
Abjuration. The divine flames turn blue and the caster takes 1d8 fire damage and is stunned until the end of its next turn.
Conjuration. The divine flames turn violet and the caster takes 1d12 force damage and is unconscious until the end of its next turn.
Divination. The divine flames turn white and the caster takes 1d6 psychic damage and is blinded until the end of its next turn.
Enchantment. The divine flames turn pink and the caster takes 1d8 psychic damage and is charmed by you until the end of its next turn.
Evocation.The divine flames turn red and the caster takes 1d10 fire damage and is incapacitated until the end of its turn.
Illusion. The divine flames turn see through and the caster takes 1d8 psychic damage and is frightened of you until the end of its turn.
Necromancy. The divine flames turn green and the caster takes 1d12 necrotic damage and is paralyzed until the end of its turn.
Transmutation. The divine flames turn golden and the caster takes 1d8 cold damage and is restrained until the end of its turn.
Cleansing Inferno
Beginning at 6th level, the cleansing flames you summon grow in power, letting you target multiple opponents. Whenever you deal fire damage with a spell of 1st level or higher, or with your Channel Divinity, you may also deal additional fire damage equal to 1d4 + your spellcasting modifier to another target within 60 feet.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Wrathful Flames
Starting at 17th level, when you would deal damage with a spell or a Channel Divinity, you can instead choose for the damage to be fire damage.
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