• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E A Question of Balance (the Inquisitor)

Voi_D_ragon

Explorer
Not general balance of the game, just this one feature. You see, I have been looking for quite some time for a decent homebrew class I could use for an Inquisitor. I found this http://homebrewery.naturalcrit.com/share/ry-M8IV4g , but I had some problems with it. First off, page editing, but that's not why I'm here (I'm on top of that). Specifically, I think the balance on the Judgement feature is a bit off, as it breaks bounded accuracy (very badly at higher levels), and can be used a little too often for my taste.

Here's the original:

### Judgment

Starting at 1st level, you can pronounce judgment upon your foes as a bonus action.

Starting when the judgment is made, you receive a bonus based on the type of judgment made. At 1st level, you can use this ability once per short rest.
At 5th level and every five levels thereafter, you can use this ability one additional time per short rest. Once activated, this ability lasts for 1 minute.

You must participate in the combat to gain these bonuses. If you are frightened, paniced, paralyzed, 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 the 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, granting a +1 bonus on all weapon damage rolls.

- **Healing:** You are surrounded by a healing light. This causes you to heal 1 hit point each round as long as you are concious and the judgement lasts.

- **Justice:** This judgment spurs you to seek justice, granting a +1 bonus on weapon attack rolls.

- **Protection:** You are surrounded by a protective aura, granting a +1 bonus to Armor Class.

- **Purity:** You are protected from the vile taint of your foes, you gain a +1 bonus on saving throws.

- **Resistance:** You are shielded by a flicking aura, granting resistance against one energy type (acid, cold, lightning, fire, or thunder) chosen when the judgement is declared.
At 8th level you may gain resistance to any one damage type of your choice. This judgment can not be chosen until you reach 6th level as an inquisitor.

- **Smiting:** This judgement bathes your weapons in a divine light. Your weapons count as magic for the purposes of bypassing damage reduction. At 8th level you may change the
damage type dealt to radiant damage. This judgment can not be chosen until you reach 6th level as an inquisitor.

(Yeah, it's copy pasted from the source code, so kill me)

Anyway, since at high levels you can have up to 3 of these effects active at the same time, and the bonuses they give become +3, and you have up to 4-5 uses per short rest (with each active effect costing you a use), I thought it would do to tone this feature down a few notches (because no decent DM would let me get away with basically an always on magic weapon+armor, on top of any magic items we may already have)

So, here's my fix:

### Judgment

Starting at 1st level, you can pronounce judgment upon your foes (no action required).

Starting when the judgment is made, you receive a bonus based on the type of judgment made. At 1st level, you can use this ability once per short rest. At 8th level and again at 16th level, you can use this ability one additional time per short rest. Once activated, this ability lasts for 1 minute.

You must participate in the combat to gain these bonuses. If you are frightened, paralyzed, 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 the combat again.

When you use this ability, you must select one type of judgment to activate. This judgement stays active until the beginning of your next turn, when you can change the type of active judgement that affects you or refresh your current one (no action required).

* **Destruction:** You are filled with divine wrath. You can use a bonus action to add a +1 bonus on a single attack or damage roll.


* **Healing:** You are surrounded by a healing light. This causes you to heal 1 hit point each round as long as you are concious and the judgement lasts.


* **Justice:** This judgment spurs you to seek justice. You can use a bonus action to add a +1 bonus to all attack rolls you make in this round.


* **Protection:** You are surrounded by a protective aura. You can use your reaction to grant you a +1 bonus to Armor Class against an attack.


* **Purity:** You are protected from the vile taint of your foes, you gain a +1 bonus on saving throws.


* **Resistance:** You are shielded by a flicking aura, granting resistance against one energy type (acid, cold, lightning, fire, or thunder) chosen when the judgement is declared. At 8th level you may gain resistance to any one damage type of your choice. This judgment can not be chosen until you reach 6th level as an inquisitor.


* **Smiting:** This judgement bathes your weapons in a divine light. Your weapons count as magic for the purposes of bypassing damage reduction. At 8th level you may change the damage type dealt to radiant damage. This judgment can not be chosen until you reach 6th level as an inquisitor.

This changes most of the bonuses to 1/turn, so they only partially break bounded accuracy, and even when you can have various effects active at one time, you won't have accuracy and damage together, since they both require a bonus action.

Also, I added some fighting styles at 1st level, because the class only had one 1st level feature.

How're my changes looking balance-wise?

I'll link my own version here when it's done, cheers.

Rework is done

http://homebrewery.naturalcrit.com/share/H1g2QI1JM

Edit: remove the extra Judgement copy-paste that somehow got here. And wow, I really must say I dislike all the archetypes except Heretic Hunter and Witch Hunter. All the others look really inappropriate for a PC.
 
Last edited:

log in or register to remove this ad

The original version is too weak at lower levels, and a little too strong at higher levels. You should gain the ability to stack 2 judgments at 8 and 3 judgments at 16, but the numerical bonus shouldn't increase. Once per short rest, 2 at 8th, and 3 at 16th sounds about right.

I wouldn't give the class a fighting style, the judgment ability is a weaker but more flexible version of a fighting style. It seems to match up pretty well with the lower level abilities of a paladin and ranger, which are its closest analogues.
 

The original version is too weak at lower levels, and a little too strong at higher levels. You should gain the ability to stack 2 judgments at 8 and 3 judgments at 16, but the numerical bonus shouldn't increase. Once per short rest, 2 at 8th, and 3 at 16th sounds about right.

I wouldn't give the class a fighting style, the judgment ability is a weaker but more flexible version of a fighting style. It seems to match up pretty well with the lower level abilities of a paladin and ranger, which are its closest analogues.

Well, it needs something, doesn't it?

Also, do you mean you get to stack 2 judgements twice per short rest or you get two uses and can decide to stack them?
 

Well, it needs something, doesn't it?

Also, do you mean you get to stack 2 judgements twice per short rest or you get two uses and can decide to stack them?
I meant the latter, yes.

I agree it does need something, and a fighting style does track with what Paladins and Rangers get. A 1/SR small bonus to hit or damage doesn't seem much better than Divine Smite.
 



Sure thing! I'm a big supporter of homebrew.

Awww right, done! I't up in the OP. I removed all the subclasses except Heretic Hunter and Witch Hunter, as I felt they didn't fit the flavor I was going for. Added a third subclass, which hopefully has a "support/disabler-y" feel and hopefully isn't overpowered as hell.
 
Last edited:

Alright, necroing this thread because I fixed up some things and wanted to ask some things.

Namely-since this class has a lot of smite spells, like the paladin, would using its bonus action virtually every turn (to activate judgments) cripple it as a melee damage dealer, since it wouldn't be able to cast smite spells in the same turn?
If so, my proposed change would be to add the following to Judgement: "If an effect requires you to use a bonus action to gain its benefits, you may, with no additional action required, cast an Inquisitor spell that you have prepared and that has a casting time of 1 bonus action."
I know it breaks action economy, but it just a +1/3 on attacks or damage, versus 2d6 or more, and I'm not sure many people would take that tradeoff.
That being said, there are judgments that don't require a bonus action to activate, but they don't impact damage in any way.
 

Into the Woods

Remove ads

Top