Inquisitor Domain - A Cleric Subclass

Inquisitor Domain - A Cleric Subclass

Inquisitors are relentless agents of divine justice, tasked with hunting the forces of darkness, infiltrating evil cults, and striking down those who serve malevolent beings. They blend martial prowess with divine authority, using intimidation, the ability to see evil when others cannot, religious knowledge, and unyielding conviction to expose and destroy evil.


Inquisitor Domain

Level 3: Inquisitor Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Inquisitor Domain Spells table, you thereafter always have the listed spells prepared

Inquisitor Domain Spells

Cleric Level Spells
3rd Command, Guiding Bolt, Hold Person, Zone of Truth
5th Daylight, Spirit Guardians (radiant only)
7th Banishment, Locate Creature
9th Greater Restoration, Hallow

Level 3: Piercing Judgement

As a Magic action, you call upon your god and expend a use of your Channel Divinity to allow you to see the true nature of your surroundings. You gain Truesight out to 10 feet for 1 minute. In addition, you can mark a creature you see with Truesight with a Divine Brand for 1 minute.

Level 3: Revelation

When you hit a creature with a weapon attack, you can call down holy vengeance to deal additional radiant damage equal to 1d8 + your Wisdom modifier (minimum of +1), and it can’t become invisible or shapechange until the end of its next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Level 6: Unmasking Heresy

You gain a +1 bonus to attack and damage rolls against creatures that have taken radiant damage from you since your last turn.

In addition, when a creature marked by your Divine Brand tries to move away from you, you can use your Reaction to move up to half your speed toward it without provoking opportunity attacks. If you end your movement within 5 feet of the creature, your next weapon attack against it before the end of your next turn has Advantage.

Level 17: Absolute Edict

As a Magic action, you issue an Absolute Edict. One creature of your choice within 60 feet must make a Wisdom saving throw. If the creature fails its save, the creature is subjected to one of the following effects of your choice:

  • Chains of the Faithful: Radiant chains bind the creature, giving it the Restrained condition for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on a success.

  • Silence the Heretic: The creature gains the Silenced condition and cannot communicate telepathically for 1 minute.

  • Deny the Darkness: The creature has Disadvantage on all D20 Test rolls for 1 minute.

Once you use this feature, you can’t do so again until you finish a Long Rest.


Like what we do?
Join our
Patreon!

You’ll get early access to deep dives, the Homebrew Hoard
featuring 500+ monsters, ad-free articles, and more!
Follow us on Reddit to keep up to date on everything we talk about!

Art Credit - WotC

D&D Backgrounds - Fallen Prodigy

D&D Backgrounds - Fallen Prodigy

College of Sarcasm - A Bard Subclass

College of Sarcasm - A Bard Subclass

0