Help on balancing/adding features for an Inquisitor class

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 :erm:) 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
 
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As I like the Inquisitor Pathfinder class and just the idea of the Inquisitor in general, I'm definitely down for this.

However, I've brought stuff up like this before, and must say:
Alignment means very little nowadays, and therefore both Paladins and Clerics can fulfill the role of an inquisitor-style character.

The Oath of Vengeance is basically a Paladin Inquisitor: do what must be done, fight the greater evil, and even their abilities and bonus spells are based on being a mobile, debuffing dealer of straight revenge.

Likewise, there is nothing stopping a Lawful Neutral Cleric from taking the Light Domain and burning heretics, or a Knowledge Domain Cleric from being a super infiltrator to search out those who would threaten their faith, and then defeat them with overwhelming magic.


With that said, I dolike what you're doing here, and I hope you will not mind some commentary.

Branding. I like the way this works, but there's some wonky things here.
The main way to apply this is by hitting something with a weapon attack, so why does this last 36 hours? This is clearly a combat ability, and so should probably last no more than 1 Minute as is standard for most combat abilities.

Now, the idea of placing a hidden Brand by touching someone, that is cool and could go with the 36 Hour duration, though perhaps make that an Archetype feature for the Stalker-type archetype?

This should definitely be a feature related to Bonded Accuracy: every time it increases by 1, you can Brand 1 additional Creature per Long Rest. Probably not a Short Rest feature as we also have Spellcasting going on, so the Brand should be a kinda Nova ability for when things go south.


Brand Words. Some of these are pretty powerful, others are pretty lackluster. I'm also uncertain how many times an Inquisitor can do this? Cha times per Long Rest seems pretty fair. I would also say most of these would be an Action, not a Bonus Action, as being able to do these and then attack or spellcast on top of that could be pretty potent.


Chain of Light I'm not sure how I feel about. I get the purpose, but 30 feet is still quite a distance. For spells like Witchbolt, this distance makes sense because most spellcasters don't want to get into Melee. However, the Inquisitor seems like they wouldn't mind: why not close this to 10 feet? The 1d6 of damage for trying to get away is far more effective if the distance is shorter, it makes it far more likely to trigger.

Searing Light. Holy hells is this powerful. This is single-target Color Spray, but that only lasts 1 Round. Blind and damage, and they're blinded until they pass a save? Blinded is a huge detrimental status effect, it's pretty much certain death at lower levels for a creature. The idea of blinding a creature with a brand is awesome, but maybe lose the damage or make it where this only lasts 1 Round. Alternatively, make this a more powerful Brand Word for higher level Inquisitors.

Stunning Blast
I have no real issue with. To resist Stun, it would probably be a Con save. While the damage is lackluster, the stun is always good.

Purge is basically a free cantrip at lower levels, and then immediately becomes lackluster once a Cantrip gets its second damage die. This definitely needs an adjustment. Based upon the Name, what about an ability to strip the target of positive buffs? This could be a pretty potent Debuff against spellcasters.

Righteous Fury: All of your attacks have Advantage and possibly +2 to +5 damage? Granted, target has to fail a save but this is like the Oath of Devotion's Sacred Weapon, except better because that doesn't give Advantage (which is a massive benefit in 5E). Way too powerful. This is like a Capstone Ability, or close to it. This needs absolutely reworked, either putting a round limit on it, removing the damage, or removing the advantage. Preferably a round limit = Cha Mod and one of those other limitations.

Sluggishness isn't bad. Half Speed and Disadvantage on Dex saves makes the Rogues and Spellcasters happy. This is the first time we see the 1 Minute duration on a Brand, which is good for this ability.

Instill Fear for 1 Minute is good too: 1 minute fear against 1 targeted creature on a failed save is a good ability for something that doesn't cost a Spell, kinda like the battlemaster ability which I think is a good benchmark.


Unrepentance should probably be an Archetype ability instead of a Brand Word. Again, what is the point of making it last longer than 1 Minute, and now the target is aware of the Brand? This is far more situational than helpful.

For most of the Brands, they definitely have to increase in power or gain better effects as you level. If this is supposed to be the main ability of an Inquisitor, it stands to reason that they're going to be their bread-and-butter. The levels that you list getting more/better Brands are good for expanding upon these.



Fighting Styles are good: lends to a few play-styles, although perhaps it could be tied to an Archetype focused more on being a warrior-style Inquisitor? Otheriwise we have the Brand, Brand Words, Spells, and a Fighting Style on top of all this.



For your Archetypes, how about:

Agent: Nobody Expects the Inquisition! Focuses on Stealth and being basically a religious spy. This gal gets the hidden brands, maybe some bonus spells like Disguise Self and Invisibility, and maybe an assassination-style ability or an ability to induce panic. Very sneaky. Chiefly relies upon Surprise and Fear.

Zealot: Praise the Lord and Pass the Bolts! A charismatic, spellcasting, buff/debuff Inquisitor that maybe gets some Talking Skill bonuses, bonus spells about battlefield control, favors the spellcasting side of the Inquisitor in general. Lots of Dominate Humanoid and Command and such here, as well as keeping their allies swinging.

Templar: Rip and Tear! This Inquisitor is less about subtlety and more about punishing the unfaithful and the enemies of the Faith. They get Martial Weapons, Shields, and Medium Armor, a fighting style, expanded Brand Word abilities (or more powerful Brands), the Extra Attack, and maybe a low-level Smite that they can burn their spell slots for.




For Spellcasting, I think the Warlock spell style would work well. Although you may want to make the Inquisitor Wisdom based: Paladins are the Charismatic holy fighters. An Inquisitor gets by with their sheer willpower, these are scary individuals. A case could be made maybe for Charisma, but then you get Inquisitor Warlocks and that can prove scary. Although there is something to be said for Barditors and Sorcitors, I suppose. The Spell List should go off the Cleric Spell List, with perhaps the Agent gaining spells from the Illusion and Enchantment schools, the Zealot gaining a handful of spells from several lists, and the Templar gaining some Paladin spells (like the Smites).



I've waxed on a lot, but I like the framework here, and I'd definitely be interested in playtesting this once it is refined.
 

First off, thank you, I was really afraid thisbthread was going to die DX. Anyway, not at home right now, but I'll get to work on tweaking things once I'm back.
 

Take your time, mate. Again, I'm more than happy to help and contribute with this, I think you've got a great framework in the idea of Branding and Brand Words to make this class work and feel different from our other Divine Warriors.

A small idea I had, thinking on this afterwards, was the idea of Brand Words being able to affect every branded creature. So, higher level Inquisitors can take the first few turns of combat marking everything they can see (Templars with Extra Attack obviously get a leg up here, as they would be the Brand Specialists. Maybe this should be an ability exclusive to them?), and then once everyone is marked, boom, hit them all with a Status Effect. Takes a bit to set up but it can be a very potent and fun playstyle to set combat up for 2-3 rounds and then basically end it all on the fourth with a massive debuff to most of the remaining enemies.


Anyway, again, no rush in responding, and am definitely eager to put this class into action.
 

Branding. I like the way this works, but there's some wonky things here.
The main way to apply this is by hitting something with a weapon attack, so why does this last 36 hours? This is clearly a combat ability, and so should probably last no more than 1 Minute as is standard for most combat abilities.


Now, the idea of placing a hidden Brand by touching someone, that is cool and could go with the 36 Hour duration, though perhaps make that an Archetype feature for the Stalker-type archetype?


This should definitely be a feature related to Bonded Accuracy: every time it increases by 1, you can Brand 1 additional Creature per Long Rest. Probably not a Short Rest feature as we also have Spellcasting going on, so the Brand should be a kinda Nova ability for when things go south.


Yes, this makes a lot of sense, with the combat brands lasting 1 minute and the out of combat brands lasting longer. Also, I like the idea of the hidden brand being relegated to the "sneaky" archetype, but the other Inquisitors should still be able to brand out of combat, as this adds some great RP potential. And it makes sense that an Inquisitor can brand suspects even if they're not fighting him.




Brand Words. Some of these are pretty powerful, others are pretty lackluster. I'm also uncertain how many times an Inquisitor can do this? Cha times per Long Rest seems pretty fair. I would also say most of these would be an Action, not a Bonus Action, as being able to do these and then attack or spellcast on top of that could be pretty potent.




Chain of Light I'm not sure how I feel about. I get the purpose, but 30 feet is still quite a distance. For spells like Witchbolt, this distance makes sense because most spellcasters don't want to get into Melee. However, the Inquisitor seems like they wouldn't mind: why not close this to 10 feet? The 1d6 of damage for trying to get away is far more effective if the distance is shorter, it makes it far more likely to trigger.


Searing Light. Holy hells is this powerful. This is single-target Color Spray, but that only lasts 1 Round. Blind and damage, and they're blinded until they pass a save? Blinded is a huge detrimental status effect, it's pretty much certain death at lower levels for a creature. The idea of blinding a creature with a brand is awesome, but maybe lose the damage or make it where this only lasts 1 Round. Alternatively, make this a more powerful Brand Word for higher level Inquisitors.


Stunning Blast I have no real issue with. To resist Stun, it would probably be a Con save. While the damage is lackluster, the stun is always good.


Purge is basically a free cantrip at lower levels, and then immediately becomes lackluster once a Cantrip gets its second damage die. This definitely needs an adjustment. Based upon the Name, what about an ability to strip the target of positive buffs? This could be a pretty potent Debuff against spellcasters.


Righteous Fury: All of your attacks have Advantage and possibly +2 to +5 damage? Granted, target has to fail a save but this is like the Oath of Devotion's Sacred Weapon, except better because that doesn't give Advantage (which is a massive benefit in 5E). Way too powerful. This is like a Capstone Ability, or close to it. This needs absolutely reworked, either putting a round limit on it, removing the damage, or removing the advantage. Preferably a round limit = Cha Mod and one of those other limitations.


Sluggishness isn't bad. Half Speed and Disadvantage on Dex saves makes the Rogues and Spellcasters happy. This is the first time we see the 1 Minute duration on a Brand, which is good for this ability.


Instill Fear for 1 Minute is good too: 1 minute fear against 1 targeted creature on a failed save is a good ability for something that doesn't cost a Spell, kinda like the battlemaster ability which I think is a good benchmark.


Unrepentance should probably be an Archetype ability instead of a Brand Word. Again, what is the point of making it last longer than 1 Minute, and now the target is aware of the Brand? This is far more situational than helpful.


For most of the Brands, they definitely have to increase in power or gain better effects as you level. If this is supposed to be the main ability of an Inquisitor, it stands to reason that they're going to be their bread-and-butter. The levels that you list getting more/better Brands are good for expanding upon these.


Alright, let's start working on some of these then.
-Chain of Light should, apart from keeping the target up close and personal, have some use when chasing a target, which is why it has a range of 30 ft, in case a chase starts when your target already has a head start. It could be changed to maybe have a longer maximum casting distance but every time you get closer, the distance resets to the one you're currently at. (You cast it when you're 60 ft away and then move 30 ft. The new maximum distance is 30 ft). Also, the damage could be increased with levels. This lasts until the chain is broken, until you dismiss it on your turn (no action required), or until you fall unconscious.


-Searing Light will be only available to charcters levels 6+


-Stunning Blast: Con save it is.


-Purge: target makes a Wisdom(?) saving throw. If it passes nothing happens (It only takes the damage? Only half damage?). If it fails, it takes the damage and you choose one spell or other effect that is active on that creature. The effect ends immediately. Alternatively, the target takes damage and if a spellcaster has a spell active on that creature, they have to make a saving throw with the spellcasting modifier or end the spell's effects on the target (Or you make a Charisma save/throw against their spell DC).


-Righteous Fury: for a number of rounds equal to 1+your Cha mod (min 1) you add your Charisma mod to damage against the target.


-Sluggishness: as is.


-Instill Fear: as is.


-Unrepentance: again, this is mostly for out of combat situations, although I did forget to include some features that made branding useful out of combat (you know the general direction of a branded creature, it is easier to tell if they're lying, etc. Also, you should be able to exert some sort of leverage against branded creatures when you are not in combat, using brands to basically create lackeys.) That being said, it may well serve a better purpose as an archetype feature for a more mastermind-ish inquisitor




Fighting Styles are good: lends to a few play-styles, although perhaps it could be tied to an Archetype focused more on being a warrior-style Inquisitor? Otheriwise we have the Brand, Brand Words, Spells, and a Fighting Style on top of all this.


Well, a Paladin gets Smite, Channel Divinity and Spells along with their fighting style, seems pretty fair to me. I might relegate this to an archetype if we made Brand Words more powerful, but I'd rather give the "Templar" something unique, or maybe even an additional fighting style.






For your Archetypes, how about:


Agent: Nobody Expects the Inquisition! Focuses on Stealth and being basically a religious spy. This gal gets the hidden brands, maybe some bonus spells like Disguise Self and Invisibility, and maybe an assassination-style ability or an ability to induce panic. Very sneaky. Chiefly relies upon Surprise and Fear.


Zealot: Praise the Lord and Pass the Bolts! A charismatic, spellcasting, buff/debuff Inquisitor that maybe gets some Talking Skill bonuses, bonus spells about battlefield control, favors the spellcasting side of the Inquisitor in general. Lots of Dominate Humanoid and Command and such here, as well as keeping their allies swinging.


Templar: Rip and Tear! This Inquisitor is less about subtlety and more about punishing the unfaithful and the enemies of the Faith. They get Martial Weapons, Shields, and Medium Armor, a fighting style, expanded Brand Word abilities (or more powerful Brands), the Extra Attack, and maybe a low-level Smite that they can burn their spell slots for.


Ok, so I see what you plan to do here is akin to the new Revised Ranger, with Extra Attack becoming an Archetype feature for the more martial subclass. Seems fair enough, but the other two will need nice bonuses to stay level with it.


Alright, let's put down a rickety framework for these "Modus Operandi" (fitting name for the archetypes imo)


Templar:
3) You gain an additional Fighting Style/something fighter-y
5) Extra attack
7) Damage booster (either Nova high or multiple rounds moderate/low)
11) Brand Wording multiple Creatures/Unique Brand word
15) Resistance to something big (fall to 1 hp instead of 0, resistance to damage from branded creatures, etc) or Moar Damage! (more attacks when you kill a branded creature, move brands between creatures and Brand Word them at the same time, added damage to all Brand Words, etc)


Zealot:
3) Expanded Spell List, Proficiency/expertise in Persuasion or something
5) Once per long rest free spell, Temporary HP for allies (triggered by branding?)
7) Auras of Boosting (resistance to fear, some types of damage, added damage, etc) can switch in between or must choose one upon gaining the level
11) Additional spell per long rest or make previous one recharge on short rests, make branded creatures more vulnerable to your spells.
15) Something that has to do with having more "good doers" than "sinners" (if you have more allies/branded creatures within a certain distance of a target than that creature has allies, they suffer big damage, maybe determined by the difference in those numbers/you empower your allies for some while, allowing them to brand creatures with their attacks [which would synergize with any class features allowing multiple targets on Brand Words])


Agent (need major help here
3) Hidden Brands, proficiency/expertise in deception and/or intimidation additional spells(?)
5) Additional/unique/situationally stronger brand words
7) Ability to excersize some measure of control over branded creatures (suggestion-like, automatically charmed/frightened [enough to be willing to follow your orders] by you if branded out of combat, etc)
11) Disadvantage on saves against brands(?)
15) ???


You know, activating multiple brands at once is actually one of the higher level powers of the one archetype I tried to write (although now I realize it should probably be a class feature): the Stalker.
He basically specializes in fighting in the dark. His powers are
3) You gain darkvision up to 30ft. If you already have darkvision, its range increases by 30ft. You have advantage on intimidation checks as long as you are in dim light or darkness. You add 1d4 damage to your attacks as long as you are in dim light or darkness.
7) When you are in dim light or darkness, you can use an action to teleport up to 60ft to an unoccupied space you can see that is also in dim night and darkness and make a melee attack. Any attacks made in this way have advantage.
11) When you utter a Brand Word, you can choose to have it affect all branded creatures within 30ft of you that are in dim light or darkness, along with your original target. All creatures suffer the same effect.
15) 1+Cha mod times per long rest, when you are hit by an attack and are standing in an area of dim light or darkness, you may choose to the attack hit another creature within 60 ft of you that is also in dim light or darkness.


Also, a 1st Level Ability I forgot to post was
Divine Intuition: 1+Cha mod (min 1) times per long rest, you may use this ability to gain advantage on an Investigation, Perception or Insight check.


That should be it, I think I touched all the issues you brought up.
 

Yes, this makes a lot of sense, with the combat brands lasting 1 minute and the out of combat brands lasting longer. Also, I like the idea of the hidden brand being relegated to the "sneaky" archetype, but the other Inquisitors should still be able to brand out of combat, as this adds some great RP potential. And it makes sense that an Inquisitor can brand suspects even if they're not fighting him.

This is a good point, and yeah: that is thematically cool to have the Inquisitor touch their Holy symbol to the vile witch and have it mark her as a "Don't try anything foolish," moment, I do like this. I agree, keep the Touch Branding.


-Chain of Light should, apart from keeping the target up close and personal, have some use when chasing a target, which is why it has a range of 30 ft, in case a chase starts when your target already has a head start. It could be changed to maybe have a longer maximum casting distance but every time you get closer, the distance resets to the one you're currently at. (You cast it when you're 60 ft away and then move 30 ft. The new maximum distance is 30 ft). Also, the damage could be increased with levels. This lasts until the chain is broken, until you dismiss it on your turn (no action required), or until you fall unconscious.

I think the varying distance is a little wonky, but when you explain it as an Inquisitor literally trying to cuff someone, I'm down with this being 30 feet in range. Even keeps Ranged Inquisitors happy because it keeps the target in their optimal firing ranges too, they're not running for cover easily. Damage increasing with levels is A+ for most abilities (seems to be like every 4 or 5 is pretty standard).


-Searing Light will be only available to charcters levels 6+

Jazzy. Something to look forward to getting.


-Purge: target makes a Wisdom(?) saving throw. If it passes nothing happens (It only takes the damage? Only half damage?). If it fails, it takes the damage and you choose one spell or other effect that is active on that creature. The effect ends immediately. Alternatively, the target takes damage and if a spellcaster has a spell active on that creature, they have to make a saving throw with the spellcasting modifier or end the spell's effects on the target (Or you make a Charisma save/throw against their spell DC).

Instead of a Wis Save, what about a Con Save? It's basically forcing a Concentration Check on the target so actually, maybe this should do no damage but force the target to make the save at Disadvantage instead? Good ability with a good chance of going off, as very little in the game forces someone to save at Disadvantage, and only classes like the Sorcerer and Paladin (by default) are really proficient in Con Saves to help maintain that Concentration, so this can be pretty devastating to Casters that rely on buffs.

-Righteous Fury: for a number of rounds equal to 1+your Cha mod (min 1) you add your Charisma mod to damage against the target.

Not bad, though I may make the distinction of "For a number of Successful Attacks, so you don't spend like 4 rounds missing and then basically waste the entire ability, yeah? Other than that, good ability. Kinda nice compared to the Paladin's Sacred Weapon, as they add Charisma to attack, so it's nice that the Inquisitor's hurts more, but the Pally has more chances to get off those devastating Smites.


-Unrepentance: again, this is mostly for out of combat situations, although I did forget to include some features that made branding useful out of combat (you know the general direction of a branded creature, it is easier to tell if they're lying, etc. Also, you should be able to exert some sort of leverage against branded creatures when you are not in combat, using brands to basically create lackeys.) That being said, it may well serve a better purpose as an archetype feature for a more mastermind-ish inquisitor.

Hm ... with extra Branding Features, this may be interesting. I can definitely see like an "Advantage on Intimidation Checks vs. Branded Creatures" thing really having some benefits to the longer duration.



-Well, a Paladin gets Smite, Channel Divinity and Spells along with their fighting style, seems pretty fair to me. I might relegate this to an archetype if we made Brand Words more powerful, but I'd rather give the "Templar" something unique, or maybe even an additional fighting style.

We touch on this later.

-Ok, so I see what you plan to do here is akin to the new Revised Ranger, with Extra Attack becoming an Archetype feature for the more martial subclass. Seems fair enough, but the other two will need nice bonuses to stay level with it.


Alright, let's put down a rickety framework for these "Modus Operandi" (fitting name for the archetypes imo)

Modus Operandi is a pretty fitting name for their Archetypes, I like it. Kudos.


Templar:
3) Additional Fighting Style works. Alternatively, maybe allowing your Brands to do more damage? We should also add perhaps a Ribbon ability here to help flavor the class. For a Templar, ... hm. Maybe like a boost to Intimidate, or being able to use it in place of Deception or Persuasion? Like, it doesn't lower someone's opinion of you or make them hostile, because you're just terrifying and they don't want to upset you further.
5) Extra attack Yes. Good, Solid boost to damage.
7) For a Damage Booster, we can look to Smites here: Burn a Spell Slot (versatility) to give just raw DPR
11) Brand Wording multiple Creatures/Unique Brand word - Yes. The Multiple Creatures thing definitely has a cool flavor to it, though a Unique Brand kinda fits the "Branding Archetype) However, a "Ribbon" ability may be fun here too. Something to reinforce that this Inquisitor is a scary, scary servant of the Faith. Perhaps a pseudo-kinda Divine Sense, where a Templar can literally sniff out Liars or Murderers or something bad like that?
15) Moar Damage! over Resistance: the Templar seems far more the "kill it before it kills me" character, not a Paladin that's going to last going toe-to-toe with Demons for more than 5 minutes. As far as the options you posit, "move brands between creatures and Brand Word them at the same time" seems really fun and flavorful. In fact, maybe even do it where you can shift your number of Brands to one creature (or some combination). So if you have 5 Brands, you shift them all to 1 target, and any target that takes damage and has a Brand on it takes 1 additional damage die per Brand. So you either spread the love around with 5 targets and hitting them all for, (I'll use the Brand Damage from your first post) 1d4 extra worth of hurt, or you place all 5 Brands on the BBEG and stack on 5d4 whenever you hit them. If Brand Damage Dice increase at intervals for the Templar, this can be pretty potent and a fun use of the Brand.


Zealot:
3) Expanded Spell List, Proficiency/expertise in Persuasion or something - Expertise is a good choice here. For the expanded Spell List, if we're using the Warlock, we have to keep it where they get a choice to take the extra spells or not: they do not automatically add them to their Spells Known.
5) Once per long rest free spell, Temporary HP for allies (triggered by branding?) - This is pretty good too. Maybe make it once per short rest free spell (like Bless or something buff-y) seeing as Warlock Invocations can literally give "at wills". Temporary HP triggered when you Brand something is cool af. Something like "equal to Inquisitor Levels + Cha Mod" would be tasty.
7) Auras of Boosting (resistance to fear, some types of damage, added damage, etc) can switch in between or must choose one upon gaining the level - I'd actually shy away from Buff Auras: that's the Pally's thing, and they're good at it. Instead, what about like debuff auras - Enemies suffer a penalty to saves equal to Cha Mod, or enemies gain Vulnerability to a type of damage? Keep the distance as like 10 feet and expand out to 30 feet later and this can be fun. Perhaps also expand upon the Ribbon ability here: maybe add Expertise to Investigation or Insight?
11) Additional spell per long rest or make previous one recharge on short rests, make branded creatures more vulnerable to your spells. If we use the Warlock way of Casting, spells actually already refresh on a Short Rest. However, making Brands to allow spells to be more potent is like the Eldritch Knight feature, so this is pretty good for 11th Level.
15) Something that has to do with having more "good doers" than "sinners" (if you have more allies/branded creatures within a certain distance of a target than that creature has allies, they suffer big damage, maybe determined by the difference in those numbers/you empower your allies for some while, allowing them to brand creatures with their attacks [which would synergize with any class features allowing multiple targets on Brand Words]) If we go with Debuff Auras, we have something to use here. Expand the Aura out to 30 feet, then have it where each ally within the aura adds like +1 to their attacks/damage (probably damage). This is a pretty awesome buff, but would probably need the Inquisitor to sacrifice a Spell Slot to activate this, as you may get up to like a +5 bonus. Have it last 1 minute and bam, the team centers around the Zealot and becomes a terrifying force for righteous purging. Combined with the fact that they're debuffing enemies within this radius as well, and that's a pretty potent ability.


Agent
3) Hidden Brands, proficiency/expertise in deception and/or intimidation - Deception definitely. Maybe even access to Thieves' Tools or a Disguise Kit.
5) Additional/unique/situationally stronger brand words - Could play with Creatures Branded by you can be Charmed or something, allowing you to sneak around in the open, sort of. Or Brand Words that are far more focused on being debilitating (Status affects like Staggered or Deafened) than raw damage.
7) Ability to excersize some measure of control over branded creatures (suggestion-like, automatically charmed/frightened [enough to be willing to follow your orders] by you if branded out of combat, etc) - I suggested this for 5th Level so we get to the core concept of the Agent faster. For 7th, let's throw in some social blending or Stealth based Ribbon. An ability to Hide as a Bonus Action would be very, very handy.
Maybe allow their main ability here to be a Defensive use of Brands: maybe being able to burn a Brand on a target as a Reaction, getting rid of the Brand but giving the target Disadvantage on an Attack Roll/Ability Check (as well as Brand Damage)? Great for quick escapes or just being a good distraction.

11) Disadvantage on saves against brands(?) - IF the Target does not know they are branded. Smack them in combat? No. Touched them just before combat broke out? Yes. However, if Zealots do this, then no. Instead, maybe something else working with the hidden Brands, that's a core Archetype feature here. What if they can Brand as a Bonus Action instead? They snap it off and then can use their Action to immediately invoke a Word. Powerful and Flavorful, overwhelming the enemy through Surprise. Otherwise, maybe they can get off a Brand Word while Hidden, without revealing themselves?
15) Fear. This should be some means of combining stealth, hidden brands, and all their other abilities to literally make their enemies absolutely terrified of even seeing an Agent. This is the kicking down of the door and saying the "Nobody expects!" Maybe being able to force any creature who suffers from a Brand Word to make another save: fail and they're Paralyzed with fear. If the Inquisitor is hidden when they do this, the Creature suffers Disadvantage on the save. Paralyzed is an awesomely debilitating status effect and definitely fits the idea of this Inquisitor being so bloody scary that enemies freeze in terror.

You know, activating multiple brands at once is actually one of the higher level powers of the one archetype I tried to write (although now I realize it should probably be a class feature): the Stalker.
He basically specializes in fighting in the dark. His powers are
3) You gain darkvision up to 30ft. If you already have darkvision, its range increases by 30ft. You have advantage on intimidation checks as long as you are in dim light or darkness. You add 1d4 damage to your attacks as long as you are in dim light or darkness. - Not a bad Agent feature


Also, a 1st Level Ability I forgot to post was
Divine Intuition: 1+Cha mod (min 1) times per long rest, you may use this ability to gain advantage on an Investigation, Perception or Insight check. This is pretty jazzy, though maybe give the Zealot this? If it stays as a base Feature, maybe make it where it's just 1 of those skills (Player's choice), and the Zealot gains all three as part of their Modus Operandi.
 

Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]] Instead of a Wis Save, what about a Con Save? It's basically forcing a Concentration Check on the target so actually, maybe this should do no damage but force the target to make the save at Disadvantage instead? Good ability with a good chance of going off, as very little in the game forces someone to save at Disadvantage, and only classes like the Sorcerer and Paladin (by default) are really proficient in Con Saves to help maintain that Concentration, so this can be pretty devastating to Casters that rely on buffs.


So you cast it on a creature and the caster buffing them makes a Con check? It doesn't really make much sense to me :/. Con is used to resist body affecting abilities (cold, disease, poison, etc), while this is essentially testing how well their mind holds up under pressure (which may seem the same as a Concentration check, but that is more about blocking out the pain [inflicted to your body] enough so that it doesn't affect your mind, while this would work directly against the mind) So, there are two ways I could do this: 1) make a check/save with your Spellcasting modifier or lose the buff (which if I recall correctly is similar to how Concentration checks work in 3e and PF) or 2) deal pshichic damage to the caster buffing your target and give them disadvantage on


Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]
Not bad, though I may make the distinction of "For a number of Successful Attacks, so you don't spend like 4 rounds missing and then basically waste the entire ability, yeah? Other than that, good ability. Kinda nice compared to the Paladin's Sacred Weapon, as they add Charisma to attack, so it's nice that the Inquisitor's hurts more, but the Pally has more chances to get off those devastating Smites.
This makes it better if you roll badly with a Templar, much better for Agent and Zealot, but worse for a Templar if they hit all their double attacks (highly unlikely though it may be). That being said, sounds sound ( get it?:D)






Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]Templar:
3) Additional Fighting Style works. Alternatively, maybe allowing your Brands to do more damage? We should also add perhaps a Ribbon ability here to help flavor the class. For a Templar, ... hm. Maybe like a boost to Intimidate, or being able to use it in place of Deception or Persuasion? Like, it doesn't lower someone's opinion of you or make them hostile, because you're just terrifying and they don't want to upset you further.
The Intimidation boost to other social skills sounds nice, but it might even be a feature for the Agent (who you seem to have labeled as the "creepy/unsettling" type) The Templar really should be the Social dud out of the three, I'm fine with just giving him more tools to kill heretics.
Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]7) For a Damage Booster, we can look to Smites here: Burn a Spell Slot (versatility) to give just raw DPR
Would this be a problem with the warlock type casting? There would be times when the party doesn't have access to short rests (maybe a long encounter with the villain running from room to room with lackeys slowing them down) where you use all your spells early on for utility or hoping to end the fight soon, then being left high up and dry for the rest of the session. Also, a high level Templar would only have level 5 smites, and he would have 4. That recharge on short rests.
Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]11) Brand Wording multiple Creatures/Unique Brand word - Yes. The Multiple Creatures thing definitely has a cool flavor to it, though a Unique Brand kinda fits the "Branding Archetype" However, a "Ribbon" ability may be fun here too. Something to reinforce that this Inquisitor is a scary, scary servant of the Faith. Perhaps a pseudo-kinda Divine Sense, where a Templar can literally sniff out Liars or Murderers or something bad like that?
How does scaring people help him sniff out liars, exactly? Also, as above, seems to go into the Agent's "Unsettling" territory. Maybe, since we said we want the templar to kill things and kill them fast, instead of brand wording multiple creatures, he deals damage to all branded creatures in a certain radius whenever he uses a brand word. For a ribbon, ugh. I suck at ribbon abilities, and also, fighter types don't really lend themselves much to them.
Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]15) Moar Damage! over Resistance: the Templar seems far more the "kill it before it kills me" character, not a Paladin that's going to last going toe-to-toe with Demons for more than 5 minutes. As far as the options you posit, "move brands between creatures and Brand Word them at the same time" seems really fun and flavorful. In fact, maybe even do it where you can shift your number of Brands to one creature (or some combination). So if you have 5 Brands, you shift them all to 1 target, and any target that takes damage and has a Brand on it takes 1 additional damage die per Brand. So you either spread the love around with 5 targets and hitting them all for, (I'll use the Brand Damage from your first post) 1d4 extra worth of hurt, or you place all 5 Brands on the BBEG and stack on 5d4 whenever you hit them. If Brand Damage Dice increase at intervals for the Templar, this can be pretty potent and a fun use of the Brand.
Alright, first off, I believe you may have misinterpreted the Brand's damage: it is dealt only on the turn you brand the target, and after that onle serves the purpose of making the branded creature elegible for brand words. That being said, moving multiple brands to the same creature sounds cool, although using five brand words on the same creature on the same turn would be broken as hell. But.... Well, let's see... Since branding a creature deals 2d4 damage, moving the brands would cause a total of 10d4 damage, and you would be able to use a brand word as well... Ok, here's the interpretation of this feature:
15) You gain the ability to remove brands from a creature, at the expense of another. When you use an action to activate a brand word, you may use a bonus action to cause your target to lose the branded condition. If you do so, another creature within 30 ft of your target takes 2d4 damage, gains the branded condition, and is then affected by your original target's brand word. (We should put a save on this, as I easily see a player switching back and forth and dealing 2d4 automatic damage to one creature, plus any brand word damage to both). Hmmmmm, I'm thinking of more effects here, but most of them simply seem like they should be part of a "Brand Extraordinaire" archetype. :/


Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]Zealot:
3) Expanded Spell List, Proficiency/expertise in Persuasion or something - Expertise is a good choice here. For the expanded Spell List, if we're using the Warlock, we have to keep it where they get a choice to take the extra spells or not: they do not automatically add them to their Spells Known.
5) Once per long rest free spell, Temporary HP for allies (triggered by branding?) - This is pretty good too. Maybe make it once per short rest free spell (like Bless or something buff-y) seeing as Warlock Invocations can literally give "at wills". Temporary HP triggered when you Brand something is cool af. Something like "equal to Inquisitor Levels + Cha Mod" would be tasty.
Noted.
Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]7) Auras of Boosting (resistance to fear, some types of damage, added damage, etc) can switch in between or must choose one upon gaining the level - I'd actually shy away from Buff Auras: that's the Pally's thing, and they're good at it. Instead, what about like debuff auras - Enemies suffer a penalty to saves equal to Cha Mod, or enemies gain Vulnerability to a type of damage? Keep the distance as like 10 feet and expand out to 30 feet later and this can be fun. Perhaps also expand upon the Ribbon ability here: maybe add Expertise to Investigation or Insight?
Wouldn't really give Zealot more Expertise, maybe... Ugh, no idea. As I said, I am not good with ribbons. Just, not expertise, the Agent should be the skill-monkey-y archetype.
Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]11) Additional spell per long rest or make previous one recharge on short rests, make branded creatures more vulnerable to your spells. If we use the Warlock way of Casting, spells actually already refresh on a Short Rest. However, making Brands to allow spells to be more potent is like the Eldritch Knight feature, so this is pretty good for 11th Level.
So, a new brand word that like gives disadvantage on spell saves for one turn or something.
Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]15) Something that has to do with having more "good doers" than "sinners" (if you have more allies/branded creatures within a certain distance of a target than that creature has allies, they suffer big damage, maybe determined by the difference in those numbers/you empower your allies for some while, allowing them to brand creatures with their attacks [which would synergize with any class features allowing multiple targets on Brand Words]) If we go with Debuff Auras, we have something to use here. Expand the Aura out to 30 feet, then have it where each ally within the aura adds like +1 to their attacks/damage (probably damage). This is a pretty awesome buff, but would probably need the Inquisitor to sacrifice a Spell Slot to activate this, as you may get up to like a +5 bonus. Have it last 1 minute and bam, the team centers around the Zealot and becomes a terrifying force for righteous purging. Combined with the fact that they're debuffing enemies within this radius as well, and that's a pretty potent ability.
Maybe even too potent: already getting a +5 to damage on yourself is pretty big, but giving it to 3-5 other people as well? The damage levels border the absurd. I'd say this is too strong, especially for a level 15 ability.
What I had in mind was something like:
15) You test the faith of your enemies against that of your allies. Choose a creature within 60 ft of you: if it is an ally, it regains 1d10 hit points for every friendly creature within 30 ft of it; if it is an enemy, it instead takes 1d10 radiant damage for each of your allies within 30 ft of it. For each hostile creature within 30 ft of your target, reduce the damage or the healing by 1d10. You may choose to remove an effect currently affecting the target by removing 1d10 of damage or healing. Once you have used this feature, you must take a long rest before using it again.






Agent
Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]3) Hidden Brands, proficiency/expertise in deception and/or intimidation - Deception definitely. Maybe even access to Thieves' Tools or a Disguise Kit.
5) Additional/unique/situationally stronger brand words - Could play with Creatures Branded by you can be Charmed or something, allowing you to sneak around in the open, sort of. Or Brand Words that are far more focused on being debilitating (Status affects like Staggered or Deafened) than raw damage.
7) Ability to excersize some measure of control over branded creatures (suggestion-like, automatically charmed/frightened [enough to be willing to follow your orders] by you if branded out of combat, etc) - I suggested this for 5th Level so we get to the core concept of the Agent faster. For 7th, let's throw in some social blending or Stealth based Ribbon. An ability to Hide as a Bonus Action would be very, very handy.
Maybe allow their main ability here to be a Defensive use of Brands: maybe being able to burn a Brand on a target as a Reaction, getting rid of the Brand but giving the target Disadvantage on an Attack Roll/Ability Check (as well as Brand Damage)? Great for quick escapes or just being a good distraction.
Hide as a bonus action is also flavorful, so we'll approve that. Maybe just a brand word that you can use as a reaction, reducing damage taken or giving disadvantage, without removing the brand upon using it.
Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]11) Disadvantage on saves against brands(?) - IF the Target does not know they are branded. Smack them in combat? No. Touched them just before combat broke out? Yes. However, if Zealots do this, then no. Instead, maybe something else working with the hidden Brands, that's a core Archetype feature here. What if they can Brand as a Bonus Action instead? They snap it off and then can use their Action to immediately invoke a Word. Powerful and Flavorful, overwhelming the enemy through Surprise. Otherwise, maybe they can get off a Brand Word while Hidden, without revealing themselves?
What about, since they can hide as a bonus action, give disadvantage on saves vs brand words while you are hidden. So I throw my knife at you, hide, then start spamming brand words at you and hiding right afterwards.
Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]15) Fear. This should be some means of combining stealth, hidden brands, and all their other abilities to literally make their enemies absolutely terrified of even seeing an Agent. This is the kicking down of the door and saying the "Nobody expects!" Maybe being able to force any creature who suffers from a Brand Word to make another save: fail and they're Paralyzed with fear. If the Inquisitor is hidden when they do this, the Creature suffers Disadvantage on the save. Paralyzed is an awesomely debilitating status effect and definitely fits the idea of this Inquisitor being so bloody scary that enemies freeze in terror.
What about a little list of effects that you can apply to each brand word, eg:
-Your taget moves 10 ft (or more) directly away from you, avoiding dangerous terrain features
-The target makes a weapon attack against a creature you choose
-The target drops an object it is carrying
The list goes on and on. This reflects, rather than how scary the inquisitor is, how slippery and good at getting inside your head he is. Which makes me think he should have some feature to help with interrogations.


Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]You know, activating multiple brands at once is actually one of the higher level powers of the one archetype I tried to write (although now I realize it should probably be a class feature): the Stalker.
He basically specializes in fighting in the dark. His powers are
3) You gain darkvision up to 30ft. If you already have darkvision, its range increases by 30ft. You have advantage on intimidation checks as long as you are in dim light or darkness. You add 1d4 damage to your attacks as long as you are in dim light or darkness. - Not a bad Agent feature
You seem to have forgotten the rest :P




Jago;[URL="tel:[URL="tel:6909360" said:
6909360[/URL]"]6909360[/URL]]Also, a 1st Level Ability I forgot to post was
Divine Intuition: 1+Cha mod (min 1) times per long rest, you may use this ability to gain advantage on an Investigation, Perception or Insight check. This is pretty jazzy, though maybe give the Zealot this? If it stays as a base Feature, maybe make it where it's just 1 of those skills (Player's choice), and the Zealot gains all three as part of their Modus Operandi.
More of an Agent's thing I think, but nice idea (only having one skill by default).
 

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