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Inquisitor


Hit Points

Hit Dice: d10 per Inquisitor level
Hit Points at first Level: 10 + constitution
Hit Points at Higher Levels: 1d10 + constitution

Proficiences

Armor: Light Armour, Medium Armour
Weapons: Simple weapons, martial ranged
Tools:
Saving Throws: Wisdom, Strength
Skills:

Overview & Creation

Hated by magical creatures, loved by others, feared by all. Inquisitors are magic hunters, they can detect magic and are handy at dispelling it and killing magical creatures. They used to work for the human and Elven kingdoms, hunting magicla creatures, but with the recent liberalisation of laws surrouding magical creatures, the only kingdom that really employs them is Kingdom of Kizgria.


Class Features

Detect Magic - you can detect magic from magical objects and from others. Level 1 - Large source (creature actively using magic) - 60ft, Medium source (magical creature not actively using magic or using passive magic e.g. alarm etc., very powerful magic objects) - 30ft, Small source (magical objects) - 5ft Level 6 - Large source (creature actively using magic) - 100ft, Medium source (magical creature not actively using magic or using passive magic e.g. alarm etc., very powerful magic objects) - 50ft, Small source (magical objects) - 10ft Level 9 - Large source (creature actively using magic) - 200ft, Medium source (magical creature not actively using magic or using passive magic e.g. alarm etc., very powerful magic objects) - 100ft, Small source (magical objects) - 25ft Level 13- Large source (creature actively using magic) - 500ft, Medium source (magical creature not actively using magic or using passive magic e.g. alarm etc., very powerful magic objects) - 200ft, Small source (magical objects) - 50ft


Magical Strength: Level 2 - +1 on attack rolls against magic creatures, deal an extra 1d4 damage against magic creatures Level 5 - resistance to any magic attacks, +2 on attack rolls against magic creatures, deal an extra 2d4 damage against magic creatures Level 10 - +3 on attack rolls against magic creatures, deal an extra 1d12 damage against magic creatures Level 16 - +5 on attack rolls againts magic creatures, deal an extra 2d12 damage against magic creatures
Magic Bindings Level 4- Twice per day you can choose to make a magical attack that will 'bind' a magical creature. Your spell attack modifier to hit, if it succeeds against their AC then they are prevented from using magical attacks until they succeed on a saving throw of their spell modifier. Level 7- The attack now deals 2d6 damage, increasing by 1d6 every level.


Subclass Options

There are many schools that an inquisitor can follow:

School of Death

  You are one of the few who specialise in the art of death. They say those who become deathbringers take their own life in exchange for taking the lives of others. For whatever reason, you have become an expert in the field of death, especially that of magical creatures.   Features: Level 3- Forboding Aura- You are a deathbringer and the aura around you lets the rest of the world know that. They may despise you or think that your actions are necessary but whatever their thoughts on deathbringers generally, all are terrified of you. Even rulers try to shy away from meetings with the deatbringers. Level 3 - Scythe - No true deathbringer is complete without a scythe. When wielding one you have proficiency. Level 6- Deathly Stare - It is rumoured that your stare can kill magical creatures on sight. You can chose to stare as an action,target does a widom saving throw challenged by an intimidation check with proficiency (if you already have proficiency then add another poficiency on) if non-magical then it leaves the target frightened for 15 minutes, if magical then the target takes 3d4 damage.

 

School of Espionage

  One of the more popular schools, the school of espionage turns members into spies who blend in. Members were often used to blend in and find out magical people hiding within the land. Features: Level 3-Invisible Aura- You are often overlooked by others who seem to not quite notice your presence and you blend into the background. Annoying for trying to get a drink at a bar, brilliant for sneaking. Level 3- Keen ears - Your ears are almost magically enhanced. You seem to be able to pick out the exact people you want to hear, even in a crowded setting, and block out all of the other voices and sounds. Level 6- (Somewhat) Silent Shadow - When you try to be you can be very stealthy and rather impercetable to those who are not looking for you. Gain advantage on stealth rolls.  

School of Ascension

  You don't have to hide your power because it is what makes you better than those, than the others, the unascended. You are Inquisitors, feared by all and you could be a God! Features: Level 3- Insane Aura - Others are not only terrified of you, they are petrified. Level 3- Mental Instability - When hunting a magicla creature you may suddenly be overcome with desire and rage. You can take an extra action to attempt to rip its heart out and eat it. Roll for an attack with proficiency against a dex saving throw. If it hits do 2d12 damage. Level 6- Greater Mental Instability - ???
 


Created by

Sariola.

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