Inquisitor

Inquisitors are operatives and interrogators in service of a temple or other religious organization. They scour the world of heretics of their faith, giving them a simple choice: convert or die. In combat, they employ a mix of guileful tactics and divine magic. They favor enchantment and divination spells, but usually employ some spells from other schools as well.

A good inquisitor knows when to stay their hand and when to act. They are trained to read people's actions, knowing their intentions better than the target does themselves. Tasked with keeping the temples safe - especially from infiltrating fiends, fey, and shapechangers - they do so by any means necessary .

Inquisitors are often left to do the unsavory clean-up work that remains once the paladins have kicked down the door and left without asking questions. They bring intelligence back to their temples, where it is archived and collated for later use.

Spellcasting

3rd-level Inquisitor feature

You gain the ability to cast spells to aid you in your missions.

Cantrips

You learn two cantrips from the Cleric spell list. You learn another cleric cantrip of your choice at 6th and 12th level.

Spell Slots

The Inquisitor spellcasting table below shows you many spell slots you have to cast your spells. To cast a spell you know, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known

You know three 1st-level cleric spells of your choice. The Spells Known column of the Inquisitor Spellcasting Table shows when you learn more cleric spells. Each spell you learn must be of a level you have spell slots. For example, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell references your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

Inquisitor Spellcasting Table

Rogue LevelCantrips knownSpells KnownLevel 1 slotsLevel 2 slotsLevel 3 slotsLevel 4 slots
3rd232---
4th243---
5th243---
6th343---
7th3542--
8th3642--
9th3642--
10th3743--
11th3843--
12th4843--
13th49432-
14th410432-
15th410432-
16th411433-
17th411433-
18th411433-
19th4124331
20th4134331

Temple Training

3rd-level Inquisitor feature

You gain proficiency in the Insight skill. If you already had proficiency, you gain Expertise instead.

Channel Divinity: Interrogate Heretic

3rd-level Inquisitor feature

You can focus your mind on a creature to force it to tell you the truth. As a bonus action, you assault its mind, forcing it to make a Charisma saving throw against your spell save DC. On a failure, the target cannot tell you lies for 10 minutes. A creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains truthful. You know whether the creature succeeded on its save or not, and fiends, undead, celestials, fey, and shapechangers make their save with disadvantage.

Being subjected to this ability is a painful ordeal, and creatures you use this on will remember you as their tormentor. While a creature is under this effect, you can use your Sneak Attack against them even if you do not meet the conditions, as long as you do not have disadvantage on the attack.

You can use this ability once per short rest. If you have Channel Divinity options from other classes, they share uses.

Purge the Wicked

9th-level Inquisitor feature

When you attempt an attack, you can expend a spell slot to empower your attack, giving you advantage on the attack. If you hit, the damage from the entire attack becomes psychic, radiant, or necrotic (your choice). Each level of the spell slot used also adds one Sneak Attack die.

A shapechanger not in its original form hit by this attack must make a Charisma saving throw against your spell save DC or return to their original form.

Eye for Heresy

13th-level Inquisitor feature

As an action, you sense the presence of fiends, undead, celestials, fey, and shapechangers not in their original form, within 60 feet of you. You only sense that something is nearby, but you gain no insight into what you sense, its true nature, or its location. You also sense the presence of magic around you, and are able to determine which schools of magic are around you.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Additionally, you can use your own interrogation skills to your benefit if the tables are turned on you. Magic cannot compel you to tell the truth, and you choose what magic that determines if you are truthful indicates when used on you.

Exterminate the Heretics

17th-level Inquisitor feature

When you use your Purge the Wicked feature, all damage dice dealt by the attack explode - as long as you roll the maximum number on the die, you can reroll it and add the number rolled to the total.