Inquisitor
The church has long been the first line of defense
against the tide of impending darkness. Yet, the
clergy’s stubborn devotion to righteousness impedes
them where it counts: you must sometimes be willing
to do evil to counter evil. That’s where the inquisition
comes in.
As a righteous inquisitor of the faith, you are
tasked with rooting out heresy, exorcising demons,
and stamping out any sign of the occult, and are
offered clemency for any action you take in the
defense of the greater good. You may investigate
anyone or anything you deem to be in line with the
forces of evil, for you alone are a holy blade in the
dark, the arbiter of your church.
BONUS PROFICIENCIES
Starting when you choose this specialization at 3rd
level, you gain proficiency with medium armor.
EXORCIST'S DOCTRINES
Also at 3rd level, you gain proficiency in the Religion
skill and add double your proficiency bonus to
checks you make with it.
TRINKETS
By 3rd level, you’ve collected a number of magical
trinkets to help you banish restless spirits and foul
demonic forces. You can use the following trinkets:
Alabaster Balm. As a bonus action, you can
cast the spell lesser restoration once without using a
spell slot or spell components.
Hallowed Chalice. As a bonus action, you
can utter a prayer and produce a volume of holy
water from this cup sufficient to fill one flask. After
24 hours, this holy water becomes ordinary water.
You can use this trinket 5 times before its power is
expended.
Reliquary of Doubt. As a bonus action, you
can cast the spell detect thoughts once without using
a spell slot or spell components. When casting the
spell in this way, it can only detect thoughts which
are associated with negative emotions, such as guilt,
apprehension, regret, or melancholy.
DIVINE STRIKE
At 6th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each of
your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d6
radiant damage to the target.
ROTE PIETY
Starting at 10th level, you command a mastery of
divine magic seldom seen among the clergy. You can
use your Opportunistic Piety feature three times, and
regain all expended uses when you finish a short or
long rest.
EXCOMMUNICATION
By 14th level, as an action, you can emblazon a
creature you can see within 60 feet with a mark of
religious condemnation. The target must succeed
on your choice of a Constitution or Wisdom saving
throw or be marked for the next minute. While
marked, the creature can’t regain hit points or
have advantage on any attack roll or ability check.
Additionally, whenever the creature takes an action,
it takes 2d6 radiant damage as the mark burns with
radiant light.
Once you use this feature, you can’t use it again
until you finish a long rest.
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