Soul Inquisitor
Hit Points
Hit Dice: d8 per Soul Inquisitor level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Soul Inquisitor level after 1st
Proficiences
Armor: Light Armor, Medium Armor
Weapons: Longsword, Hand Crossbow, Simple Weapons
Tools: Artian's tools
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, Acrobatics, Athletics, Insight, Investigation, Perception, Survival
Overview & Creation
Level |
Proficiency Bonus |
Features |
Cantrips Known |
Spells Known |
Spell Slots |
Slot Level |
|
|
1st |
+2 |
Inner Spirit[d4] |
|
|
|
|
|
|
2nd |
+2 |
Vengeful Souls |
|
|
|
|
|
|
3rd |
+2 |
Branch Feature, Spellcasting |
2 |
3 |
2 |
2 |
|
|
4th |
+2 |
Ability Score Improvement |
2 |
4 |
2 |
2 |
|
|
5th |
+3 |
Soul Manipulation |
3 |
5 |
2 |
3 |
|
|
6th |
+3 |
Soul Manipulation |
3 |
6 |
2 |
3 |
|
|
7th |
+3 |
Branch Feature, Inner Spirit(d6) |
3 |
7 |
2 |
4 |
|
|
8th |
+3 |
Ability Score Improvement |
3 |
8 |
2 |
4 |
|
|
9th |
+4 |
Eyes of the Afterlife |
3 |
9 |
2 |
5 |
|
|
10th |
+4 |
Wicked Hunt |
3 |
10 |
2 |
5 |
|
|
11th |
+4 |
Convergence of Essence, Inner Spirit(d8) |
3 |
11 |
3 |
5 |
|
|
12th |
+4 |
Ability Score Improvement |
4 |
11 |
3 |
5 |
|
|
13th |
+5 |
Convergence of Essence |
4 |
12 |
3 |
5 |
|
|
14th |
+5 |
Inner Spirit(d10) |
4 |
12 |
3 |
5 |
|
|
15th |
+5 |
Convergence of Essence |
4 |
13 |
3 |
5 |
|
|
16th |
+5 |
Ability Score Improvement |
4 |
13 |
3 |
5 |
|
|
17th |
+6 |
Convergence of Essence, Branch Feature |
4 |
14 |
3 |
5 |
|
|
18th |
+6 |
Inner Spirit(d12) |
4 |
14 |
3 |
5 |
|
|
19th |
+6 |
Ability Score Improvement |
4 |
15 |
3 |
5 |
|
|
20th |
+6 |
Soul Siphon |
4 |
15 |
4 |
5 |
|
|
Class Features
Inner Spirit
Upon indoctrination into the Inquisitors, those who show a keen connection to the Spirit are trained to become Soul Inquisitors, harnessing their own Inner power as a weapon. You gain a resource pool called Inner Spirit equal to your Constitution modifier. Whenever you make an attack or damage roll, you can add a 1d4 to it by expending a charge of Inner Spirit. You regain one charge on a Short rest, and you regain all of your expended charges on a Long rest. This bonus increases to a d6 at 7th level, to a d8 at 11th level, to a d10 at 14th level, and to a d12 at 18th level.
Vengeful Souls
Inquisitors are a bastion against evil, but sometimes evil can be used. You can capture the spirit of a recently fallen enemy, up to one hour since the death of said enemy. The process for capturing a soul is a one minute ritual that will pull the soul from a recently slain body before the soul passes on. This ability prevents any form of resurrection until the Soul has been expended. You can hold a number of Souls equal to your Constitution Modifier + your Soul Inquisitor level. These souls do not disappear and can be held indefinitely.
There are two distinctions of souls:
All Souls of CR 2 or higher count as a Vengeful Soul. Souls from creatures CR 1 or lower count as a Minor Soul.
Whenever you make an ability check, you can expend a Minor Soul in order to gain advantage on the roll, or to reroll a failed ability check, taking the result regardless of what it is. You cannot expend two Minor souls on the same ability check.
Channel Divinity
Inquisitors are first and foremost trained Paladins of Amaunator, and as such possess some of their training and blessings, allowing them to call upon Amaunator for his divinity.
Channel Divinity: Lawbearers of the Eternal Sun Starting at 2nd level, you gain the following two Channel Divinity options.
Reinvigorating Warmth: As an action, you present your Inquisitor’s Symbol and generate a wave of pleasant warmth in a 30-foot radius around you. All creatures of your choice within the area regain hit points equal to 1d4 + your Constitution modifier (minimum of +1). In addition, creatures of your choice within the area are no longer blinded if they were suffering from that condition due to a spell, feature, or some other temporary effect.
Heatwave: As an action, you present your Inquisitor’s Symbol and generate a wave of heat in a 30-foot radius around you. A creature within the area must make a Constitution saving throw or take 2d8 + your Soul Inquisitor level fire damage and it can’t take reactions until the end of its next turn. On a successful save, the creature takes half damage, but suffers no further effects.
Inquisitor's Branch
At third level, the Soul Inquisitor picks a branch to have devoted their life to. Each of these represent unique options of magic to counter and make use of, and give you class features at 3rd, 7th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Soul Manipulation
An Inquisitor’s ability to use and harness the Souls of the Vanquished can be used to relentlessly pursue those who practice magic.
At 6th level, When a creature within 5 feet of you casts a spell or provokes an attack of opportunity, you can use your reaction to make one of two Soul Manipulation reactions.
You can use your reaction to make a melee weapon attack against that creature, and may expend Vengeful Souls to deal an additional 1d10 damage per soul expended. If the creature is concentrating on a spell, they have disadvantage on their concentration check. You can expend a CR5 Vengeful Soul or higher to immediately cast Counterspell with no spellslot expenditure, regardless of whether or not you know Counterspell. The higher the Soul you are spending, the higher the spell level.
Soul CR |
Counterspell Level |
5 |
3rd level |
7 |
4th level |
9 |
5th level |
11 |
6th level |
13 |
7th level |
15 |
8th level |
17 |
9th level |
Eyes of the Afterlife
At 9th level, As long as you retain at least one Vengeful Soul, you can cast Detect Magic at will.
The Wicked Hunt
Starting at 10th level, you can as an action activate an aura with a 30ft radius. If there are any spellcasters within 30ft, you are aware of their presence. If your aura detects any of these spellcasters you can as a bonus action cast Hunter’s Mark without knowing the spell or without expending a spell slot.
You can do this a number of times a day equal to your Constitution modifier, and you regain use of it on a long rest.
Convergence of Essence
Starting at 11th level, you are able to uniquely manipulate the essence of the slain into your own, channeling magics previously unknown to you to combat threats. So long as you have one Vengeful Soul at the end of a long rest, you gain a Spellslot and Spell known of 6th level for the day.
At 13th level you gain an 7th level slot and spell known.
At 15th you gain a 8th level slot and spell known.
At 17th, you gain a 9th level slot and spell known.
Soul Siphon
At 20th level, you are adept at siphoning pieces of souls off those still living. You can activate Soul Siphon. Any hostile creature within a 15ft radius immediately gives you a charge of Vengeful Souls equal to their CR. You can use this feature twice, after which you regain uses on a long rest.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword (b) two simple weapons
- (a) a Hand crossbow and 10 bolts (b) A shortbow and 20 arrows
- Leather Armor, Symbol of the Inquisition, Weapon of the Inquisitors.
Spellcasting
Spellcasting
Cantrips You know two cantrips of your choice from your branch spell list. You learn additional Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Soul Inquisitor table.
Spell Slots The Soul Inquisitor table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st through 5th level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
At 3rd level, you know three 1st-level spells of your choice from your branch spell list. The Spells Known column of the Soul Inquisitor table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from your branch spell list, which also must be of a level for which you have spell slots.
Constitution is your spellcasting ability for your spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier. Spell Attack modifier = your proficiency bonus + your Constitution modifier. Spellcasting Focus You can use your Inquisitor Weapon as a spellcasting focus for your spells.