Inquisitor
Subclass features
Inquisitor
Level 3Drive Out Fiends and Root out Heresy
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, you are tasked with rooting out heresy, exorcising demons, and stamping out any sign of the occult, and you 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.
Exorcist's Doctrines
Your training as an inquisitor grants you the following benefits.
Consecrated Armor
You add Consecrated Armor to your grimoire for free. When you cast it, your base AC becomes 13 plus your Dexterity modifier.
Dogma
Whenever you make an Intelligence (Religion) check, you can treat a d20 roll of 9 or lower as a 10.
Trinkets
You can use the following trinkets.
Alabaster Balm
As a Bonus Action, you can cast Lesser Restoration without a spell slot or components.
Hallowed Chalice
As a Bonus Action, you can enchant a container, such as a cup, that you touch to produce a flask of Holy Water. You can produce one such flask when you use this trinket. For the next hour, you can use a Bonus Action to produce another flask of Holy Water, until you have created a total of five flasks. Once created, these flasks and Holy Water vanish after 1 hour.
Reliquary of Doubt
As a Bonus Action, you can cast Detect Thoughts without a spell slot or components. When you cast the spell using this trinket, you can only detect thoughts associated with negative emotions, such as guilt, apprehension, regret, or melancholy.
Divine Strike
Level 6Once on each of your turns when you take the Attack action and hit a creature with a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
Rote Piety
Level 10You can use your ValdaSpire24 three times without expending a use of your ValdaSpire24. You regain these uses when you finish a Long Rest.
Excommunication
Level 14As a Bonus Action, you can emblazon a mark of condemnation upon a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or be marked for 1 minute. While marked, the target takes 6d6 Radiant damage at the start of each of its turns, can't regain Hit Points, and can't have Advantage on D20 Tests. A marked target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you mark a creature using this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a use of your ValdaSpire24 (no action required).
Raw data
{
"name": "Inquisitor",
"__prop": "subclass",
"source": "ValdaSpire24",
"className": "Investigator",
"shortName": "Inquisitor",
"classSource": "ValdaSpire24",
"subclassFeatures": [
[
{
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"entries": [
"{@i Drive Out Fiends and Root out Heresy}",
"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, you are tasked with rooting out heresy, exorcising demons, and stamping out any sign of the occult, and you 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.",
{
"name": "Exorcist's Doctrines",
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"Your training as an inquisitor grants you the following benefits.",
{
"name": "Consecrated Armor",
"type": "entries",
"entries": [
"You add {@spell Consecrated Armor|ValdaSpire24} to your grimoire for free. When you cast it, your base AC becomes 13 plus your Dexterity modifier."
]
},
{
"name": "Dogma",
"type": "entries",
"entries": [
"Whenever you make an Intelligence ({@skill Religion|XPHB}) check, you can treat a {@dice d20} roll of 9 or lower as a 10."
]
}
],
"className": "Investigator",
"classSource": "ValdaSpire24",
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},
{
"name": "Trinkets",
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"entries": [
"You can use the following trinkets.",
{
"name": "Alabaster Balm",
"type": "entries",
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"As a {@variantrule Bonus Action|XPHB}, you can cast {@spell Lesser Restoration|XPHB} without a spell slot or components."
]
},
{
"name": "Hallowed Chalice",
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"entries": [
"As a {@variantrule Bonus Action|XPHB}, you can enchant a container, such as a cup, that you touch to produce a flask of {@item Holy Water|XPHB}. You can produce one such flask when you use this trinket. For the next hour, you can use a {@variantrule Bonus Action|XPHB} to produce another flask of {@item Holy Water|XPHB}, until you have created a total of five flasks. Once created, these flasks and {@item Holy Water|XPHB} vanish after 1 hour."
]
},
{
"name": "Reliquary of Doubt",
"type": "entries",
"entries": [
"As a {@variantrule Bonus Action|XPHB}, you can cast {@spell Detect Thoughts|XPHB} without a spell slot or components. When you cast the spell using this trinket, you can only detect thoughts associated with negative emotions, such as guilt, apprehension, regret, or melancholy."
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}
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"Once on each of your turns when you take the {@action Attack|XPHB} action and hit a creature with a weapon, you can cause the target to take an extra {@damage 1d8} Necrotic or Radiant damage (your choice)."
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"entries": [
"You can use your {@classFeature Holy Trinkets|Investigator|ValdaSpire24|7} three times without expending a use of your {@classFeature Trinkets|Investigator|ValdaSpire24|3}. You regain these uses when you finish a {@variantrule Long Rest|XPHB}."
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[
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"entries": [
{
"name": "Excommunication",
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"entries": [
"As a {@variantrule Bonus Action|XPHB}, you can emblazon a mark of condemnation upon a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or be marked for 1 minute. While marked, the target takes {@damage 6d6} Radiant damage at the start of each of its turns, can't regain {@variantrule Hit Points|XPHB}, and can't have {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}. A marked target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.",
"Once you mark a creature using this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a use of your {@classFeature Rushed Incantation|Investigator|ValdaSpire24|2} (no action required)."
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}