Inquisitor
About this class
All throughout time and history, mortals have believed in entities that call themselves gods. They build edifices to their greatness, form churches and kingdoms in their name, bind themselves to arcane rules to beseech their eternal favor, and burn cities over their will, imagined or otherwise. You are the one who enforces the rules of one of these Gods, you are the one whose words can burn kingdoms, you are the one who makes men nothing before your God.
Domains
Midnight
Splendor
Starting stats
Hope feature
Class features
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Heretic Brand
When you deal damage to an adversary, you may spend a Stress to mark them as a Heretic. Attack rolls made against Heretics are made with the Hope die as a d20. You can only have one creature branded as a Heretic at a time, a creature stops being a Heretic when it is defeated, you use this feature again or take a Long Rest.
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Divine Truth
You have advantage on rolls to determine if something is false, misleading, or heretical in nature. You automatically know if a creature is telling a direct lie to you unless they mark Stress equal to your Tier.
Class items
- A symbol of your God
- A book describing the laws of your God.
Character questions
Background prompts
- How did you come to serve your God?
- What rule of your God that not many follow is most important to you? Why?
- What secret doubts about your God squirm in the back of your mind?
Connection prompts
- Strictly speaking, you are a heretic, why do I allow myself to work with you?
- Why has service to my God become tempting for you recently?
- What part of my faith do you find particularly off-putting.
Subclass cards
Printable via header menu
Holy Executioner
Foundation
SPELLCAST TRAIT: Finesse
Burn the Unholy: When you deal damage to a Heretic with an attack, mark a Stress to deal extra damage equal to the result of your Hope die.
Hunt the Unholy: You always know your distance and direction from your current Heretic.
Holy Executioner
Specialization
No Mercy: When you deal severe damage to a Heretic, they mark an additional Hit Point.
Divine Mandate: Once per rest, when you defeat an adversary, spend a Hope to clear a Stress.
Holy Executioner
Mastery
Execute: When you succeed on an attack against a Heretic within melee range, you may mark four Stress to kill them instantly.
Divine Speaker
Foundation
SPELLCAST TRAIT: Presence
Word of Recovery: Once per rest, spend a Hope to have you and each Ally in Far range clear a Hit Point.
Divine Speaker
Specialization
Lead the Flock: You and those resting with you clear an additional Hit Point, Stress, or Armor slot when using a short rest move to do so.
Words of Truth: Creatures never mistake statements you make in truth as lies. You have advantage on non-attack Presence rolls against those of your religion.
Divine Speaker
Mastery
Form of the Divine: Once per session, mark a stress to gain the following benefits.
- When you would mark one or more hit points, you may mark that much stress instead.
- Attacks you make deal an extra 2d12 magic damage.
- Whenever you gain one or more Hope, an ally within Close range also gains a Hope.
After making an action roll, you must spend a Hope or the feature ends immediately. The feature also ends at the end of a scene.
Inquisitor
All throughout time and history, mortals have believed in entities that call themselves gods. They build edifices to their greatness, form churches and kingdoms in their name, bind themselves to arcane rules to beseech their eternal favor, and burn cities over their will, imagined or otherwise. You are the one who enforces the rules of one of these Gods, you are the one whose words can burn kingdoms, you are the one who makes men nothing before your God.
Domains
Midnight + Splendor
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A symbol of your God
- • A book describing the laws of your God.
Inquisitor’s Hope Feature
Pray Before God : Spend 3 Hope to make a number of adversaries in Close range equal to subclass' spellcasting ability become temporarily Restrained.
Class Features
Heretic Brand
When you deal damage to an adversary, you may spend a Stress to mark them as a Heretic. Attack rolls made against Heretics are made with the Hope die as a d20. You can only have one creature branded as a Heretic at a time, a creature stops being a Heretic when it is defeated, you use this feature again or take a Long Rest.
Divine Truth
You have advantage on rolls to determine if something is false, misleading, or heretical in nature. You automatically know if a creature is telling a direct lie to you unless they mark Stress equal to your Tier.
Inquisitor Subclasses
Choose either the Holy Executioner or Divine Speaker subclass.
Holy Executioner
Bring divine justice through brutal death
Spellcast Trait
Finesse
Foundation Features
Burn the Unholy: When you deal damage to a Heretic with an attack, mark a Stress to deal extra damage equal to the result of your Hope die.
Hunt the Unholy: You always know your distance and direction from your current Heretic.
Specialization Feature
No Mercy: When you deal severe damage to a Heretic, they mark an additional Hit Point.
Divine Mandate: Once per rest, when you defeat an adversary, spend a Hope to clear a Stress.
Mastery Feature
Execute: When you succeed on an attack against a Heretic within melee range, you may mark four Stress to kill them instantly.
Divine Speaker
Serve your church with fervor and piety.
Spellcast Trait
Presence
Foundation Features
Word of Recovery: Once per rest, spend a Hope to have you and each Ally in Far range clear a Hit Point.
Specialization Feature
Lead the Flock: You and those resting with you clear an additional Hit Point, Stress, or Armor slot when using a short rest move to do so.
Words of Truth: Creatures never mistake statements you make in truth as lies. You have advantage on non-attack Presence rolls against those of your religion.
Mastery Feature
Form of the Divine: Once per session, mark a stress to gain the following benefits.
- When you would mark one or more hit points, you may mark that much stress instead.
- Attacks you make deal an extra 2d12 magic damage.
- Whenever you gain one or more Hope, an ally within Close range also gains a Hope.
After making an action roll, you must spend a Hope or the feature ends immediately. The feature also ends at the end of a scene.
Background Questions
Answer any of the following, or create your own.
- • How did you come to serve your God?
- • What rule of your God that not many follow is most important to you? Why?
- • What secret doubts about your God squirm in the back of your mind?
Connections
Ask one of the following, or improvise.
- • Strictly speaking, you are a heretic, why do I allow myself to work with you?
- • Why has service to my God become tempting for you recently?
- • What part of my faith do you find particularly off-putting.
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.