Inquisitor

The Inquisitor is an agent of their faith, known for their cunning minds and unconventional methods.

Inquisitor Table

Level

Attribute Points (Total)

Skill Points (Total)

Saving Throw Points (Total)

Attunement Slots

Features

1

-

6 (6)

1

Faith & Order, Field Specialization

2

1 (1)

1 (7)

1

Authority, Powerful Will, Advanced Inquiry

3

1 (2)

1 (8)

1 (1)

1

Well Studied, Faith Feature

4

1 (3)

1 (9)

2

Keystone Feature

5

1 (4)

1 (10)

2

Field Specialization Feature

6

2 (6)

2 (12)

1 (2)

2

Well Studied II, Cohesion

7

2 (8)

2 (14)

2

Combat Insights, Faith Feature

8

2 (10)

2 (16)

3

Keystone Feature

9

2 (12)

2 (18)

1 (3)

3

Field Specialization Feature

10

2 (14)

2 (20)

3

Well Studied III

11

2 (16)

2 (22)

3

Attack Efficiency

12

3 (19)

3 (25)

1 (4)

4

Keystone Feature

13

3 (22)

3 (28)

4

Field Specialization Feature

14

3 (25)

3 (31)

4

Faith Feature

15

3 (28)

3 (34)

1 (5)

4

Well Studied IV

16

3 (31)

3 (37)

5

Keystone Feature

17

3 (34)

3 (40)

5

Field Specialization Feature

18

4 (38)

4 (44)

1 (6)

5

Cohesion II

19

4 (42)

4 (48)

5

Well Studied V

20

4 (46)

4 (52)

6

Keystone Feature

21

4 (50)

4 (56)

1 (7)

7

Faith Feature

Class Features

Starting Vitality

As an Inquisitor at level 1, you start with 20+1d12+CON Vitality.

See: Vitality

Starting Skills

As an Inquisitor, you start with 6 skill points.

Additionally, you have a +1 bonus to Insight and Investigation.

Weapon Proficiencies

All Daggers, All Swords, Light Hammers, Maces, Morningstars, Handaxes, Battleaxes, All Staves, Flails, All Crossbows, All Guns, Throwing Knives

Armor Proficiencies

All Light Armor, Scale Armor, Plates over Aketon, Breastplate, Half Plate, All Shields

Equipment (WIP)

You start with the following equipment, in addition to the equipment granted by your background:

  • Choose any Melee weapon you are proficient with.

  • Choose between Scale Armor, or 50 gold.

  • Choose between a ranged weapon you are proficient with worth no more than 70 gold, or 50 gold.

  • Choose a case of ammunition, or 1 gold.

  • A spellcasting catalyst worth no more than 20 gold, or 10 gold.

  • An inquisitorial seal of your Order, or a writ of authority from your Faith, or 10 gold.

  • A pair of padlocked manacles and a matching key, or 3 gold.

  • A Holy Text of your Faith or Inquisitorial Order, or 5 gold.

  • A scroll case with an empty scroll within, or 1 gold.

  • Three pieces of parchment, a quill and ink, or 1 gold.

  • A set of two belts and a satchel, or 3 gold.

  • A silver phial of blessed water, or 10 gold.

  • A set of Tools you are proficient with, or 10 gold.

  • 140 starting gold

Faith and Order

At level 1, you choose a Faith. Your Faith represents your Inquisitor’s religion, and the inquisitorial order you serve. Your Faith determines several aspects of your character, such as your Faith Bonus' associated attributes, and the Faith’s associated damage type. You gain new Faith features at Level 1, 3, 7, 14, and 21.

The Divine Faith

The High Church worships the pantheon of Ardon and his lineage. These beings of light directly oppose the abyssal lineages, or celestial, cosmic entities, and are some of the most widely worshipped gods of Thurn. Members of the High Church worship multiple deities, but usually place Ardon, God of Light, as King above all other gods. Chiefly, these divine gods attempt to prevent change, extreme chaos, or subjugation, and as such, are neutral in most matters overall, and seek peace. The Golden Word is an ancient decree of law that all members of the High Inquisition swear upon, promising fealty to the divines and their ideals.

Field Specialization

Below are a list of Specializations you may choose as an Inquisitor, and what they gain at each Field Specialization Feature. You can have only one specialization. You gain specialization features at level 1, 5, 9, 13, and 17.

Bounty Hunter

Armed with holy favor and sacred relics, the bounty hunter takes down the enemies of their Order with fire, lead and silver.

Occulary

asdasdasd

Witch Hunter

asdasdasdasd

Old Hunter

asdasdasd

Authority

At Level 2, you’ve learned to call upon authority you hold as an inquisitor of your order.

You have advantage on persuasion, deception, coercion, intimidation, performance, and insight checks made against any person that recognizes your authority as an inquisitor. Many common members of your Faith, including low and middle ranking clergymen, will be hard pressed to contest your will.

In addition, characters that share the same Faith as you are more likely to assist you in gathering information, or in other appropriate ways, such as convincing a fellow member of your Faith to aid in a conflict.

Powerful Will

At Level 2, your will has been steeled by faith and tribulation.

Once per Rest, as a reaction, you may add half of your Faith Bonus, rounded up, to any Saving Throw.

Advanced Inquiry

At Level 2, your means of gathering information from others has improved notably.

Choose a Skill from investigation, persuasion, coercion, or intimidation. The Skill you choose gains a +3 bonus.

Additionally, you gain a +3 bonus to Insight checks.

Well Studied

At Levels 3, 6, 10, 15, and 19, you have accumulated useable knowledge or intelligence on a subject relevant to you.

You choose a Skill from Nature, History, Arcana, Religion, or Obscura. That skill gains a +1 bonus. You may choose the same Skill multiple times at later levels.

At level 3 and 15, you learn a new Language from the Languages list.

Cohesion

At Level 6, your experience enables you to better aid your allies in need.

When you take the Help action, the AP cost is reduced by 1.

At level 18, the AP cost of the Help action is further reduced by 1.

Combat Insights

At Level 7, your cunning can aid you and your allies in battle.

Once per round, you can perform an Insight check on a creature that you can see in an attempt to glean useful combat information off of them by studying their patterns, habits, and actions, and translating that into useful combat strategy. The DC of this check is 8 + The Creature's Level. If the creature has a bonus to Deception, it is added to the DC of this check.

If you succeed the check, this skill costs 0 AP, and you gain advantage on your next attack against the creature. If you fail the check, this skill costs 1 AP, and you do not gather useful information.

On a successful Insight check, you can opt to use the Help action on the same turn, and grant all allies that can hear you advantage on their next attack against the creature.

Attack Efficiency

At level 11, your Attack action costs 1 less action point.