Voi_D_ragon
Explorer
Heeello people! Some of you may remember me from the Samurai class Thread (which btw I can't seem to access anymore since the servers had maintanance
) found here: http://www.enworld.org/forum/showthread.php?p=6898589
Alright, so, the Inquisitor: let's start by saying that I have less ideas for this class than I had for the Samurai. Here are the core aspects of the class, which will need very god arguments to be changed:
-Core feature is the Inquisitor's Brand, which allows for various types of in- and out-of-combat options (though for now I've only come up with in-combat effects)
-The class will have limited spellcasting, either a normal halfcaster or a warlock-type halfcaster (nifty idea I found while searching for inspiration from other homebrews)
Other than that, not much is decided; I have a two archetypes in mind, one focusing on darkness and the other on buffing/being buffed by allies.
Also, it is inevitable that someone will cry "Why not make it an archetype!?" to those people I say: the Inquisitor would obviously be either a Paladin or a Cleric archetype; well then, the Paladin seems too righteous to stoop to the levels an Inquisitor would reach to achieve his goals, while also being a straight martial class, mostly focused on spiking its own damage, with only a few features working for buffing or battlefield control, while also having limited out of combat versatility. The Cleric shares the moral limitations of the Paladin, which in my opinion are limiting enough to warrant a new c.
Here are the features I have so far:
Level 1
-Inquisitor's Brand: when you hit a creature with a weapon attack, you may choose to brand that creature [insert restriction on number of branded creatures at any one time/per day]. The creature takes 2d4+ Cha mod damage and gains thebranded condition. A branded creature presents a visible sign on their body where the attack hit, if the body part is cover by clothing, armor or the like, the sign appears on the flesh directly underneath it. A creature loses the branded condition after 36 hours, or if it is targeted by a remove curse spell or similar magic. It may also scrape the brand off, dealing itself 1d4 damage. If the creature regains any hit points, the brand immediately reappears. It also reappears after a number of hours equal to the amount of damage the creature dealt itself. An Inquisitor may also brand a creature by touching it with his holy symbol/inquisitorial badge. If he brands a creature in this way, he may choose to not deal damage to it; if no damage is dealt by the brand, the sign is invisible to casual inspection and the creature is unaware that it was branded.
-Brand Words: At 1st level, you know 3 Brand Words, chosen from the list below. You learn 2 additional brand words at 6th and 10th level. As a bonus action [action?] on your turn, you may target a creature with the branded condition and speak a Brand Word against it; the creature suffers one of the following effects:
Chain of Light: the target must pass a Wisdom (DC=8+prof bonus+ Cha mod) saving throw or be connected to you by a magical chain of light and take 1d6 radiant damage. The chain is 30ft long and passes through other creatures, but not inert matter. If the target tries to move more than 30ft away from you, it must pass another Wisdom saving throw, (DC=8+prof bonus+ Cha mod), breaking the chain on a success or taking 1d6 radiant damage and remaining chained on a failure. Neither you nor the target can force each other to move by pulling the chain. You break the chain if you ever voluntarily move more than 30ft from your target or if you dismiss it (no action required). Otherwise, the chain lasts for 10 minutes.
Searing Light: the target must pass a Wisdom [Constitution? your choice?] saving throw, (DC=8+prof bonus+ Cha mod) or be blinded and take 1d6 radiant damage. It may repeat the saving throw at the end of each of its turns, ending the blindness on a success.
Stunning Blast: the target must pass a Wisdom [Constitution? your choice?]saving throw (DC=8+prof bonus+ Cha mod) or tkae 1d6 thunder damage and be stunned for one round and knocked prone.
Purge: the target must pass a Wisdom saving throw or take 1d10+Cha mod radiant or necrotic damage
Righteous Fury: The target must pass a Wisdom saving throw (DC=8+prof bonus+ Cha mod). On a failed save, all of your attacks against it gain advantage and add your Charisma modifier to their damage.
Sluggishness: the target must pass a Wisdom saving throw or have thier speed halved and disadvantage on Dexterity saving throws for 1 minute. This Brand word has a range of 60 ft.
Instill Fear: the target must pass a Wisdom saving throw (DC=8+prof bonus+ Cha mod) or be frightened of you for 1 minute. A creature frightened in this way moves as far away as it can fro you each turn. If it can't move, it acts normally, but has disadvantage on attack rolls and ability checks as long as you are within 30 ft of it. The creature can repeat the saving throw at the end of each of its turns [provided you aren't within 30 ft of it?], ending the effect on a success.
Unrepentance: the creature's brand does not disappear after 36 hours, instead lasting indefinitely (it can still be removed by magic or scraping). If the creature was not aware of its brand, it now is.
Level 2
Fighting Style [?]: Archery, defense, dueling, great weapon fighting.
Spellcasting: same as Paladin [different spell list?]
Level 3/7/11/15
Archetype: Stalker (creepy guy who works in the shadows) and Insert Name (type of guy that incites the populace to capture their suspects for them, working publicly. Buffer/battlefield control)
Level 4/8/12/16/19
Ability Score Improvements
Level 5
Extra Attack [?] [something else?]
Level 6
New Brand words [stronger effects?]
Level 8
Aura of determination: you and all your allies within 10ft add your Cha mod to saving throws against fear. Becomes 30ft at Level 14
Level 10
Unsettling Presence: all enemies subtract your Cha mod from their initiative.
New Brand words [Stronger effects?]
Level 14
Sanctified Mind: your thoughts cannot be read and you cannot be scried or otherwise detected or seen by magic unless you allow it. If a creature attempts to read your mind or use magic to detect/scry you, you are aware of the fact, but do not know the identity or the location of the creature trying to do so.
Level 18
Piercing Gaze: you see through illusions, and automatically detect any creature that isn't behind total cover within 30 ft of you.
Level 20
Capstone

Alright, so, the Inquisitor: let's start by saying that I have less ideas for this class than I had for the Samurai. Here are the core aspects of the class, which will need very god arguments to be changed:
-Core feature is the Inquisitor's Brand, which allows for various types of in- and out-of-combat options (though for now I've only come up with in-combat effects)
-The class will have limited spellcasting, either a normal halfcaster or a warlock-type halfcaster (nifty idea I found while searching for inspiration from other homebrews)
Other than that, not much is decided; I have a two archetypes in mind, one focusing on darkness and the other on buffing/being buffed by allies.
Also, it is inevitable that someone will cry "Why not make it an archetype!?" to those people I say: the Inquisitor would obviously be either a Paladin or a Cleric archetype; well then, the Paladin seems too righteous to stoop to the levels an Inquisitor would reach to achieve his goals, while also being a straight martial class, mostly focused on spiking its own damage, with only a few features working for buffing or battlefield control, while also having limited out of combat versatility. The Cleric shares the moral limitations of the Paladin, which in my opinion are limiting enough to warrant a new c.
Here are the features I have so far:
Level 1
-Inquisitor's Brand: when you hit a creature with a weapon attack, you may choose to brand that creature [insert restriction on number of branded creatures at any one time/per day]. The creature takes 2d4+ Cha mod damage and gains thebranded condition. A branded creature presents a visible sign on their body where the attack hit, if the body part is cover by clothing, armor or the like, the sign appears on the flesh directly underneath it. A creature loses the branded condition after 36 hours, or if it is targeted by a remove curse spell or similar magic. It may also scrape the brand off, dealing itself 1d4 damage. If the creature regains any hit points, the brand immediately reappears. It also reappears after a number of hours equal to the amount of damage the creature dealt itself. An Inquisitor may also brand a creature by touching it with his holy symbol/inquisitorial badge. If he brands a creature in this way, he may choose to not deal damage to it; if no damage is dealt by the brand, the sign is invisible to casual inspection and the creature is unaware that it was branded.
-Brand Words: At 1st level, you know 3 Brand Words, chosen from the list below. You learn 2 additional brand words at 6th and 10th level. As a bonus action [action?] on your turn, you may target a creature with the branded condition and speak a Brand Word against it; the creature suffers one of the following effects:
Chain of Light: the target must pass a Wisdom (DC=8+prof bonus+ Cha mod) saving throw or be connected to you by a magical chain of light and take 1d6 radiant damage. The chain is 30ft long and passes through other creatures, but not inert matter. If the target tries to move more than 30ft away from you, it must pass another Wisdom saving throw, (DC=8+prof bonus+ Cha mod), breaking the chain on a success or taking 1d6 radiant damage and remaining chained on a failure. Neither you nor the target can force each other to move by pulling the chain. You break the chain if you ever voluntarily move more than 30ft from your target or if you dismiss it (no action required). Otherwise, the chain lasts for 10 minutes.
Searing Light: the target must pass a Wisdom [Constitution? your choice?] saving throw, (DC=8+prof bonus+ Cha mod) or be blinded and take 1d6 radiant damage. It may repeat the saving throw at the end of each of its turns, ending the blindness on a success.
Stunning Blast: the target must pass a Wisdom [Constitution? your choice?]saving throw (DC=8+prof bonus+ Cha mod) or tkae 1d6 thunder damage and be stunned for one round and knocked prone.
Purge: the target must pass a Wisdom saving throw or take 1d10+Cha mod radiant or necrotic damage
Righteous Fury: The target must pass a Wisdom saving throw (DC=8+prof bonus+ Cha mod). On a failed save, all of your attacks against it gain advantage and add your Charisma modifier to their damage.
Sluggishness: the target must pass a Wisdom saving throw or have thier speed halved and disadvantage on Dexterity saving throws for 1 minute. This Brand word has a range of 60 ft.
Instill Fear: the target must pass a Wisdom saving throw (DC=8+prof bonus+ Cha mod) or be frightened of you for 1 minute. A creature frightened in this way moves as far away as it can fro you each turn. If it can't move, it acts normally, but has disadvantage on attack rolls and ability checks as long as you are within 30 ft of it. The creature can repeat the saving throw at the end of each of its turns [provided you aren't within 30 ft of it?], ending the effect on a success.
Unrepentance: the creature's brand does not disappear after 36 hours, instead lasting indefinitely (it can still be removed by magic or scraping). If the creature was not aware of its brand, it now is.
Level 2
Fighting Style [?]: Archery, defense, dueling, great weapon fighting.
Spellcasting: same as Paladin [different spell list?]
Level 3/7/11/15
Archetype: Stalker (creepy guy who works in the shadows) and Insert Name (type of guy that incites the populace to capture their suspects for them, working publicly. Buffer/battlefield control)
Level 4/8/12/16/19
Ability Score Improvements
Level 5
Extra Attack [?] [something else?]
Level 6
New Brand words [stronger effects?]
Level 8
Aura of determination: you and all your allies within 10ft add your Cha mod to saving throws against fear. Becomes 30ft at Level 14
Level 10
Unsettling Presence: all enemies subtract your Cha mod from their initiative.
New Brand words [Stronger effects?]
Level 14
Sanctified Mind: your thoughts cannot be read and you cannot be scried or otherwise detected or seen by magic unless you allow it. If a creature attempts to read your mind or use magic to detect/scry you, you are aware of the fact, but do not know the identity or the location of the creature trying to do so.
Level 18
Piercing Gaze: you see through illusions, and automatically detect any creature that isn't behind total cover within 30 ft of you.
Level 20
Capstone
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