Upheaval

Inquisitor


Whether dedicated to a deity, a cause, or other ideal, inquisitors are always stalwart in their pursuit of those who violate their perceived sense of justice. Trained in tracking down and rooting out those who violate such tenants, inquisitors can be dangerous foes.

LevelJudgment Times per DayCombat Proficiency BonusNew Abilities
1st1+0Spells, cantrips, inquisition, judgment #1, new technique
2nd1+1Inquisitor skills, cunning initiative, divination 1
3rd1+2New technique
4th2+3Divination 2
5th2+3Bane weapon, new cantrip
6th2+4New technique
7th3+5Divination 3
8th3+6Judgment #2, inquisition ability 2, bane weapon 2d6
9th3+6New technique
10th4+7New cantrip, Divination 4
11th4+8Stalwart, bane weapon 3d6
12th4+9New technique
13th5+9Divination 5
14th5+10Exploit weakness, bane weapon 4d6
15th5+11New technique, new cantrip
16th6+12Judgment #3, Divination 6
17th6+12Slayer, bane weapon 5d6
18th6+13New technique
19th7+14Divination 7
20th7+15True Judgment, new cantrip
LevelSpells KnownSpells per Day
1st2nd3rd4th5th6th
1st42----------
2nd52----------
3rd63----------
4th731--------
5th842--------
6th943--------
7th10431------
8th11442------
9th12543------
10th135431----
11th145442----
12th155543----
13th1655431--
14th1755442--
15th1855543--
16th19555431
17th20555442
18th21555543
19th22555554
20th23555555

Class Features

Prime Ability: Wisdom

Hit Points: d8 + Con bonus per level

Skill Points: Medium (4 per level)

Knowledge Points: Medium (4 per level)

Save DC: 10 + Character Level + Wis Bonus

Spell Attack: Character Level + Wis Bonus

Starting Proficiencies

Weapon Proficiency: Simple Weapon Proficiency, Martial Weapon Proficiency (bows), special weapon proficiency

Armor Proficiency: Light, Medium, and Heavy Armor Proficiency, Shield Proficiency

Other: Tracker

Spells

Inquisitors begin by knowing four spells drawn from the inquisitor spell list. You always know these spells and do not have to prepare them daily, like some spellcasters. To cast any of these spells, you will need to expend a spell slot. Spell slots come in different levels, and you must use the appropriate level slot to cast the spell. Casting spells at higher levels than necessary can sometimes boost the spell's effects. Used spell slots are regained once per day after a long rest.

Both spell slots and the number of spells known increase as you level up (see table). When you acquire new spells, you may choose any spell from your spell list if you are able to cast it. Every level, you may also choose to swap out one of your existing spells for a different one.

See spellcasting.

Cantrips

Some spells are so minor or intuitive that they don't require spell slots. At level 1 you start by knowing three cantrips of your choice. Once chosen, you cannot change these, though you gain a new cantrip at level 5 and every fifth level afterward. Cantrips are cast like normal spells, except they don't require spell slots. You can cast them as many times as you wish. See cantrips.

Special Weapon Proficiency

Each order has a favored weapon that relates to their particular deity. Like clerics, Inquisitors automatically start with Simple, Martial, or Exotic weapon proficiency (whichever is most appropriate) in the particular weapon favored by their deity, if any.

Inquisitions

By nature, inquisitors are devoted to a precept that governs their action, feeds their zeal, and determines which abilities they have. These precepts guide the inquisitor and give them the tools to fight against enemies of their faith. At level 1, you should select one inquisition from the list below.

Judgment (Su)

Starting at 1st level, you can pronounce judgment upon your foes as a bonus action. In doing so, you receive a bonus or special ability based on the type of judgment made. At 1st level, you can use this ability once per day. At 4th level and every three levels thereafter, you can use your judgment one additional time per day.

Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. You must participate in the combat to gain these bonuses. If you are frightened, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until you can participate in combat again.

When you use this ability, you must select one type of judgment to make. As a bonus action, you can change this judgment to another type.

Destruction: You are filled with divine wrath, gaining a +1 competence bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels.

Healing: You are surrounded by a healing light, gaining fast healing 1. This causes you to heal 1 point of damage each round as long as you are alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels.

Justice: This judgment spurs you to seek justice, granting a +1 competence bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels.

Piercing: This judgment gives you great focus and makes your spells more potent. This benefit grants a +1 competence bonus on concentration checks and spell attacks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels.

Protection: You are surrounded by a protective aura, granting a +1 dodge bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels.

Purity: You are protected from your foes, gaining a +1 competence bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes you resistant to harm, granting 1 point of resistance to weapon damage. This increases by 1 for every five levels.

Resistance: You are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels.

Smiting: This judgment bathes your weapons in a divine light. Your weapons count as magic for the purposes of bypassing resistances. At 6th level, your weapons also count as one alignment type (chaotic, evil, good, or lawful). The type selected must match one of your alignments. If you are neutral, you do not receive this bonus. At 10th level, your weapons also count as adamantine for the purpose of overcoming resistance (but not for reducing hardness).

Cunning Initiative (Ex)

At level 2, you may add your Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Investigation Skills (Ex)

At level 2, you gain Skill Focus in Track, Intimidation, or Insight (your choice). When making skill checks to identify the abilities and weaknesses of creatures, add your Wisdom modifier to knowledge and skill checks in addition to your Intelligence modifier.

Divinations

Inquisitors are granted divinely inspired abilities to detect and investigate their surroundings. At level 2, pick one of the divinations below. At level 4 and every 3 levels after you may choose another.

All-Around Vision (ex): You gain all-around vision and are immune to sneak attack when flanked

Blood Biography (su): You learn the answers to a specific set of questions about a creature--living or dead--so long as you have access to at least one drop of its blood. After investigating and diviningly communing, you learn the name, race, profession, and gender of the creature. You also catch a brief glimpse of how and when the blood was shed.

Darkvision (ex): You gain darkvision.

Detect Alignment (sp): At will, you can detect chaos, detect evil, detect good, or detect law, as per the detect spell. You can switch between detecting different alignments but can only use one of these at any given time.

Detect Enchantment (su): At will, you can detect whether any creatures within 60 feet are under an enchantment effect.

Discern Lies (sp, prerequisite level 5): You can discern lies, as per the spell, for a number of rounds per day equal to your inquisitor level. These rounds do not need to be consecutive. Activating this ability is a reaction.

Find Fault (sp, prerequisite level 5): One per day, as a spell-like ability, you can cast find fault, allowing you to learn a target's weaknesses. At level 10 and every 5 levels afterward, you can use this ability one extra time.

Find Quarry (su): Three times per day, you can detect a specific creature that is known to you. It must be within 20 miles and you must be able to visualize what it looks like. This ability gives you the general direction and distance that the creature is from you. You can also sense whether the creature is moving, and you know its direction and speed.

Follow Aura (su): Choose one alignment type: chaotic, evil, good, or lawful. You gain the ability to follow the aura left by creatures of that alignment as if tracking their trail with the scent ability. The DC to follow the traces of an aura depends on the aura's strength: faint (DC 20), moderate (DC 15), strong (DC 10), overwhelming (DC 5). The GM may also adjust this DC to account for the presence of similar auras (such as trying to track a moderate aura in a busy city, or to pick out a specific evil aura in an evil temple).

Know the Enemy (sp, prerequisite level 5): Once per day, you can cast know the enemy as a spell-like ability. Reflect on one type of creature you've encountered in the past day and make a knowledge check regarding that creature again with a +10 competence bonus.

Read Lips (ex): You are proficient at reading lips. By making a successful perception check (using the creature's DC), you can determine what a creature is saying, provided you can see their lips move. The creature must have a discernable mouth and must speak a language you understand to read lips.

Scent (ex, prerequisite level 5): You gain the scent ability.

Sense Fear (su): You can detect the presence of fear felt by a creature within 60 feet. You instantly know the general direction of each creature. You do not need direct line of sight or an unblocked path to sense this fear.

Stone Tell (sp, prerequisite level 10): Once per day you can cast stone tell as a spell-like ability.

Tremorsense (ex, prerequisite level 10): Three times per day you gain tremorsense for one minute.

True Seeing (sp, prerequisite level 10): Once per day you can cast true seeing as a spell-like ability. At level 15 and level 20, you can use this ability one extra time each.

Watersight (su, prerequisite level 5): By touching a natural body of water, you can see anything on or within the river as if you were present at that location, or you can observe anything happening within 15 feet of the river's banks as if peering from the water's surface. As a standard action you can move your point of view to another part of the waterway. Your vision lasts 1 minute, the range of this effect is 5 miles, and you can use it twice per day.

Bane Weapon(Su)

At 5th level, as a bonus action you can imbue one of your weapons with the ability to deal an extra 1d6 points of damage to certain types of creatures. Select one creature type to be targeted (Aberrations, Animals, Constructs, Dragons, Elementals, Fey, Giants, Magical Beasts, Monstrous Humanoids, Oozes, Plants, Undead, or Vermin). You can also choose to target specific humanoid or outsider subtypes. Once selected, the type can be changed as a bonus action.

This ability only functions while you wield the weapon. If dropped or taken, the weapon returns to normal. You may use this ability a number of rounds per day equal to your level. These rounds do not need to be consecutive.

At 8th level and every 3 levels afterward, the amount of bonus damage dealt by your bane weapon increases by another 1d6.

Second Judgment (Ex)

At level 8, whenever you use your judgment ability, selects two different judgments instead of one. This only consumes one use of your judgment ability. As a bonus action, you can change one of these judgments to another type.

Extra Attacks (Ex)

At level 8, you gain an extra attack that you can use when making a full attack. In a full attack, all attacks except for your first ones are made at a -5 penalty.

Stalwart (Ex)

At 11th level, you can use mental and physical resiliency to avoid certain attacks. If you make a Con or Wis saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely. This ability can only be used if your are wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Exploit Weakness (Ex)

At 14th level, you learn to take advantage of any opportunity that presents itself. Whenever you score a critical hit, you ignore any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round.

Extra Attacks (Ex)

At level 15, you gain another extra attack that you can use when making a full attack. In a full attack, all attacks except for your first ones are made at a -5 penalty.

Third Judgment (Ex)

At 16th level, whenever you use your judgment ability, selects three different judgments instead of just two. This only consumes one use of your judgment ability. As a bonus action, you can change one of these judgments to another type.

Slayer (Ex)

At 17th level, you learn to focus your judgment. Whenever you use your judgment ability, you must select one type of judgment. You are treated as if you were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgments, the one enhanced by this ability cannot be changed for the remainder of the judgment.

True Judgment (Su)

At 20th level, you can call true judgment down upon a foe during combat. Whenever you use your judgment ability, you can invoke true judgment on a foe as a bonus action. Once declared, you can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Con save or die. Regardless of whether or not the save is made, the target creature is immune to your true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Inquisitions

Anger Inquisition

Holy or unholy rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory.

Hateful Retort (Ex): Once per day, a successful melee attack from an opponent provokes an attack of opportunity.

Divine Anger (Ex): At 6th level, you gain the ability to rage like a barbarian. Choose one emotional channel to learn. You can use this channel a number of rounds per day equal to your Wisdom bonus, plus 1 round for every inquisitor level above 4th.

Improve Anger (Ex): At levels 8 and 12, you can improve your chosen emotional channel with one improvement from the channel’s list.

Conversion Inquisition

You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.

Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Deception, Persuasion, and Intimidation checks.

Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single humanoid creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails a Cha save, he is affected by dominate, except the duration is only 1 minute.

Fate Inquisition

Fate is a powerful tool for those who dole out justice for their deity. You can read the strands of fate, and those strands guide your endeavors.

Augury (Sp): Once per day, you can use augury as a spell-like ability.

Agent of Fate (Su): At 8th level, when you use your augury spell-like ability, you gain a benefit that lasts until the end of your next combat. If the result was "weal," all curing effects used on you cure an additional +1d10 hit points. If the result was "woe," your melee attacks deal an additional +1d6 points of damage. If the result is "weal and woe" or "nothing," you gain a +2 dodge bonus to your Armor Class.

Fervor Inquisition

Only a passionate and righteous will such as yours can ensure that justice will be properly done.

Fire of Belief (Sp): You can unleash a gout of holy or unholy flame that sears one target within 30 feet as a ranged spell attack. The target takes 1d6 points of fire damage plus half your inquisitor level (minimum +1). If you are good, the flames only harm nongood targets. If you are evil, the flames only harm nonevil targets. If you are neither good nor evil, when you gain this ability you must decide whether the flames harm only nongood or nonevil targets; once you make this decision, it cannot be changed (though if your alignment changes, the effect of the flames changes appropriately). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fervent Action (Ex): At 8th level, once per day as a bonus action, you can make a single melee attack at your highest attack bonus, move up to your speed, or cast a prepared inquisitor spell (of a spell level up to one lower than the highest level spell you can cast) as per Quickened Spell.

Heresy Inquisition

Often it is hard to tell heretics from the faithful. You use duplicity, stealth, and the heretics' own arguments to root them out and bring them to justice.

Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Deception and Intimidation checks.

Blessed Infiltration (Ex): At 4th level, you may make a Deception, Persuasion, or Stealth checks at advantage. You can use this ability a number of times per day equal to your Wisdom bonus.

Word of Anathema (Sp): At 8th level, once per day, you can speak a word of anathema against a single creature within 60 feet (Wis negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks.

Imprisonment Inquisition

Sometimes it is better to capture foes than to kill them—whether your intention is to punish them for their crimes or to torture them for information.

Caging Strike (Su): With a devastating weapon strike, spectral chains wrap around your target for a short period of time. Whenever you roll a successful critical hit with a melee or ranged weapon attack (including spells that require attack rolls), you can choose to also entangle that target for 1d4 rounds (Str save negates). You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Divine Prison: At 8th level, once per day upon making a successful melee attack, you can affect your target with hold monster (Con negates).

Illumination Inquisition

Many times an inquisitor's greatest weapon is pure and unflinching illumination; errors are often illuminated by light and wisdom.

Illuminating Touch (Sp): You cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it advantage on a single saving throw or skill check that depends on Intelligence, Wisdom, or Charisma. This ability lasts for 1 hour or until the creature uses it. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Enlightenment (Su): At 4th level, you can create a 30-foot-radius aura of normal light. Allies in this aura gain a +2 insight bonus on skill checks. This counts as a 2nd-level light effect for the purpose of countering or dispelling darkness effects. You can use this aura for a number of rounds per day equal to your inquisitor level. These rounds do not need to be consecutive.

Justice Inquisition

Some must learn that to submit to one's fate often means submitting to your form of justice.

Judicious Force (Su): If you or an ally within 10 feet successfully hits an opponent with a melee or ranged attack, you may then roll the attack at advantage for another chance to also score a critical hit. You may use this ability a number of times per day equal to your Wisdom bonus.

Chains of Justice (Su): At 6th level, once per day, you can bind an opponent within 60 feet to you with spectral chains (Wis negates). When you take damage from an enemy, the bound target takes this damage as well. Whenever the bound target takes damage from you or one of your allies, you take this damage as well. You and the target are not physically bound to each other, and either can end the connection by breaking the line of effect or exceeding the ability's range. You may dismiss the chains as a standard action.

Oblivion Inquisition

Some inquisitors believe that without faith there is only oblivion. But there are some divine servants who know enough about the darkness that lies beyond faith to use it as a tool… and a weapon.

Life Anchor (Su): You gain a 10-foot-radius aura that helps dying creatures cling to life. Within this aura, a dying creature (including yourself) adds your Wisdom bonus to it stabilization checks (in addition to any other modifiers to stabilization checks).

Stare of Oblivion (Sp): At 8th level, you can use feeblemind as a gaze attack against one creature (Wis negates). This effect lasts 1d4 rounds. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Order Inquisition

Most inquisitors fight insane aberrations and demonic creatures as well as the chaos of heresy. They use the dictum and the mantles of law in order to aid their struggle.

Mantle against Chaos (Sp): You can use protection (from chaos only) on yourself or another creature as a spell-like ability. You can use this ability for a number of minutes per day equal to your inquisitor level (minimum 1). This duration does not need to be consecutive, but it must be used in 1 minute increments.

Commanding Order (Sp): At 8th level, you can use command, except that the duration of the effect lasts 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom bonus.

Persistence Inquisition

Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world's end if necessary.

Relentless Footing (Ex): As a bonus action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).

Inner Strength (Su): At 6th level, once per day, you may heal yourself as a bonus action, healing 1d6 hit points for every two inquisitor levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.

Tactics Inquisition

It is the cold and tactical mind that often wins the day. A proper, carefully considered sacrifice can inspire one's allies to serve your cause.

Inquisitor's Direction (Su): At the start of your turn, you can choose to enter a tranquil, reflective state and forgo all actions for that round; one ally of your choice within 30 feet gains the benefit of haste for 1 round. You can use this ability a number of times per day equal to your 3 + Wisdom bonus (minimum 1).

Grant the Initiative (Ex): At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks.

Torture Inquisition

Only through pain can truth and justice come to the surface. And if that doesn't work, at least you've enacted divine vengeance.

Torturer's Presence (Ex): You gain 2 bonus ranks in Intimidation. The max ranks for intimidation (usually equal to your level) increases by 2 as well.

Torturer's Touch (Sp): You may use ray of fatigue as a spell-like ability. Creatures that are immune to pain effects are immune to this touch. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Torturer's Fear (Ex): At 8th level, you may cast fear as a spell like ability. Doing so uses up one use of our Torturer's Touch ability.

Truth Inquisition

To find truth, one has to wring honesty from others—whether in a friendly or hostile manner.

Justice's True Path (Sp): As a standard action, you can touch a creature, granting an insight bonus on one attack roll, skill check, ability check, or saving throw before your next turn; this bonus is equal to half your inquisitor level (minimum 1) and lasts for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Grasp of Honesty (Su): At 8th level, any creature you are grappling is affected by zone of truth (Wis negates). Outside of combat, you may use this ability by touching a target with both hands. You can use this ability a number of rounds per day equal to your inquisitor level. These rounds do not need to be consecutive. The effect ends if you stop grappling, pinning, or touching the target.

Valor Inquisition

It takes courage to confront the enemies of your faith.

Touch of Resolve (Sp): You may use remove fear on a single creature a number of times per day equal to your 3 + your Wisdom bonus.

Fearless (Su): At 8th level, you become immune to fear.

Vengeance Inquisition

Vengeance is justice naked of pretense. On your oath, you will deliver justice so unbounded.

Divine Retribution (Sp): As a standard action, you can point at one creature within 30 feet to indicate that it is the target of divine wrath. A mishap or an accident appropriate to the environment occurs, such as a branch falling on the creature, rocks falling from the ceiling, or some other nonmagical misfortune; regardless of the cause, the mishap deals 1d6 points of damage + 1 point for every two inquisitor levels you possess (Dex half). The GM decides whether this damage is bludgeoning, piercing, or slashing damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Final Vengeance (Su): At 8th level, once per day, a melee attack that would reduce you to zero hit points provokes an attack of opportunity. Once your attack is resolved, you suffer the normal effect of the attack that provoked this ability. Effects that kill you instantly do not trigger this ability.

Zeal Inquisition

An inquisitor needs unyielding zeal in order to make sure her deity's work is done.

Zealous Surge (Sp): Once per day, when you are reduced to 0 or fewer hit points, you heal a number of hit points equal to your inquisitor level + your Wisdom modifier.

Scourge of the Enemy (Ex): At 8th level, select one religion that is a rival or opponent of your religion, gaining a circumstance bonus against them on attack rolls, damage rolls, and certain skill checks (Deception, Knowledge, Perception, Insight). This bonus starts at a +2, raising to +4 at level 13, and to +6 at level 18.