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Inquisitor, Variant (5e Class) – D&D Wiki

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inquisitor [edit ]

The Inquisitors are entrusted with the deputation to track down heretics and bring them judgment in the identify of the gods. Inquisitors are largely male but there have been recorded appearances of female Inquisitors through the years. Armed with an unbreakable faith in the gods and the work they do, Inquisitors have become a wellknown and fear order of holy warriors and they show no mercifulness for their raven. Inquisitors vow an curse, when they seem ready and choose between the Oath of Faith, the Oath of Wrath and the Oath of Salvation. Quickbuild You can make an Inquisitor promptly by following these suggestions : Strengh should be your highest ability score, followed by Wisdom, if you want to vow the Oath of Wrath. If you want to vow the Oath of Faith or the Oath of Salvation make Wisdom your highest ability, followed by Strengh or Constitution. then choos the Acolyte Background. As an inquisitor, you gain the follow class features :

Reading: Inquisitor, Variant (5e Class) – D&D Wiki

class Features

As a Inquisitor you gain the follow class features .

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Hit Points

Hit Dice: 1d10 per Inquisitor level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 ( or 6 ) + Constitution modifier per Inquisitor horizontal surface after 1st

Proficiencies

Armor: Any armor
Weapons: Lance, Glaive, Trident, elementary weapons
Tools: None
Saving Throws: Wisdom, Strength
Skills: Choose 2 from History, Insight, Investigation, Medicine, Persuasion, Intimidation, Nature and Religion .

Equipment

You start with the follow equipment, in accession to the equipment granted by your background :

  • (a) A glaive or (b) A Mace
  • (a) Scale Mail or (b) Chain Mail
  • (a) A light crossbow and 20 bolts or (b) Any simple weapon
  • (a) Explorer’s pack or (b) Priest’s Pack

A spell book and a holy symbol

Table: The Inquisitor

Level Proficiency
Bonus
Features Cantrips —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Faith in the divinity 2 2 — — — — — — — —
2nd +2 — 2 3 — — — — — — — —
3rd +2 Spellcasting, Oath (Archetype Feature) 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 4 3 — — — — — — —
5th +3 Extra Attack 3 4 3 2 — — — — — —
6th +3 In gods we trust 3 4 3 3 — — — — — —
7th +3 Archetype feature (Oath of Faith, Oath of Salvation) 3 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Scourge of Heresy 3 4 3 3 2 — — — — —
9th +4 Archetype Feature (Oath of Wrath) 3 4 3 3 3 1 — — — —
10th +4 Unbreakable Belief 4 4 3 3 3 2 — — — —
11th +4 — 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th +5 Archetype Feature (Oath of Faith) 4 4 3 3 3 2 1 1 — —
14th +5 Aura of Redemption, Archetype Feature (Oath of Wrath, Oath of Salvation) 4 4 3 3 3 2 1 1 — —
15th +5 — 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —
17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Second Chance, Archetype Feature (Oath of Faith) 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Archetype Feature (Oath of Wrath) 4 4 3 3 3 3 2 1 1 1
20th +6 Archetype Feature (Oath of Salvation) 4 4 3 3 3 3 2 2 1 1

Spellcasting ( restricted ) [edit ]

As a endow for your faith, you can cast cleric spells. To see the restrictions, take a count at the Faith in the divinity feature below.

Faith in the divinity [edit ]

At 1st level you choose the God you serve. Depending on your choice you gain two cantrips from the Cleric Spells list. In addition you gain up to three 1st level spells from the Cleric Spell number depending on the god you choose. The spells chosen, can ’ metric ton be changed until you vow an curse at 3rd level. You are not able to learn fresh spells until you vowed your curse. Choose to serve one of following gods : Helm, God of Protection ( Learn Guidance and Resistance cantrips from the Cleric Spell list. besides learn Detect Magic, Create or Destroy Water and Command spells from the Cleric Spell list. ) Tempus, God of War ( Learn Sacred Flame and Light cantrips from the Cleric Spell list. besides determine Guiding Bolt, Inflict Wounds and Shield of Faith spells from the Cleric Spell list ) Ilmater, God of Endurance ( Learn Spare the Dying and Thaumaturgy cantrips from the Cleric Spell list. besides learn Healing Word, Cure Wounds and Sanctuary spells from the Cleric Spell tilt ) Tyr, God of Justice ( Learn Sacred Flame and Guidance cantrips from the Cleric Spell list. besides determine Detect Evil and Good, Detect Magic and Protection from Evil and Good spells from the Cleric Spell list )

Spellcasting [edit ]

After you reached level 3 and vowed your oath, you are granted full access to the cleric spell list. You are able to cast all the spells and cantrips of the cleric spell tilt following the like rules as the cleric. The like goes for preparing and unpreparing spells, angstrom well as learning fresh spells. Exceptions are all the world spells that the cleric can cast, a good as the Channel Divinity sport. Spells granted by the oath you vow are always cook and do n’t count against the number of spells you can prepare each day.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting You can cast a cleric spell as a ritual if that enchantment has the ritual tag and you have the spell prepared. Spellcasting Focus You use a holy symbol ( see Adventuring Gear ) as a spellcasting focus for your cleric spells .

oath to the Gods ( Archetypes ) [edit ]

Upon reaching the 3rd level, the Inquisitor is cook to vow an curse that will determine the path he follows, exchangeable to the champion. Every oath must be vowed at a temple. It must not be the temple of the god you serve, but you gain a impermanent bonus if you do so. You must stay at the temple for at least 24 hours, pray and speak the words of your curse. influence with your diabetes mellitus to see if there is a synagogue in the nearby township. In addition you gain especial features granted by the oath you vowed. Choose between the pursue oaths :
Oath of Faith Oath of Wrath Oath of Salvation

oath of Faith [edit ]

An inquisitor that vowed the Oath of Faith, becomes a servant of the gods on earth. Dedicating his life in the mention of the gods, he has been granted holy words that are able to reach the hearts of men. You gain proficiency bonus on Persuasion, if you already are adept in Persuasion, you add half of your proficiency bonus ( rounded down ) to any abillity check made. If you vow your oath in a temple dedicated to your deity, you gain impermanent collision points equal to 1d10 + constitution changer + the Inquisitor level for one week.
Tenets of Faith Preach: Those who have lost religion must be returned into the arms of the gods. Defend: Always stand up to those who speak wrong of the gods. Steel: never listen to the words of heretics. There is merely one truth.
Words of Faith Upon reaching 3rd floor you can bear the words of faith teach to you by your deity. As an action you can cast Words of Faith. Any hostile creature within 30 feet that can see and hear you must make a wisdom saving throw or suffer 2d6 beaming damage. besides if they fail the save bewilder, they are unable to move until they succeed. On a successful saving throw they take half the damage and their campaign is not stopped. A animal becomes immune to the campaign effect for 24 hours after a successful throw. Creatures that are deaf or blind are immune. You must finish a short or a long rest before you can use this sport again. At higher levels: The price of this go grows to 4d6 at level 7, 6d6 at floor 11 and 8d6 at tied 16. You can use this go 2 times between rests at level 7, 3 times at level 11 and 4 times at level 16.
Side by Side Upon reaching level 7, your Word of Faith besides finds its way to the hearts of your comrades. Every allied creature within 30 feet that can see and hear you deals an extra 1d8 beaming damage to a creature hit by the effects of your Words of Faith. This effect lasts until your companion ’ south attack or until the begin of your adjacent turn, whichever happens first. You must finish a short or a long respite before you can use this feature again. At higher levels : The damage of this feature grows to 2d8 at level 14 and to 4d8 at level 20. You can use this have 2 times between rests at level 14 and 3 times between rests at level 20.
Divine Study Upon reaching level 13 you gain advantage on history and religion checks for everything that has to do something with gods, the divine or religious background.
Trust in the Multiverse Upon reaching level 18 you gain advantage on Wisdom saving throws and you become immune to mind control spells and being charmed. Words of Faith now besides hits targets that can alone hear you. A target must not be seen or see you. The radius and wrong for non-seen enemies is halved. If an enemy that you ca n’t see or ca n’t see you succeeds a saving throw, he takes no damage at all .

oath of Wrath [edit ]

An inquisitor that vowed the Oath of Wrath, becomes a pronounce of the gods on earth. Dedicating his life in the name of the gods, he has been granted a express of capture that allows him to fight fiercely in conflict and purge all heretics in his room. You gain proficiency bonus with warlike weapons. If you vow your oath in a temple dedicated to your deity, you gain a bonus action that allows you to pray while fighting for one week.

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Tenets of Wrath Seek: Wander through the world and seek the nests of unorthodoxy. Purge: Heretics must not be allowed to live. Destroy their bodies and spirits and everything they touch. Control: Always control your wrath, never let it control you. Fight: Until the day the gods call you forth to them, you shall fight.
Prayers of War Upon reaching level 3 you learn the prayers of war. If you take a bonus natural process to kneel depressed and beg for the lives you are about to take, you do double weapon damage plus Wisdom bonus on all attacks. The prayer final for 1 round per Wisdom bonus. Creatures that attack you during your prayers have an advantage for every attack roll they make.
Battle Trance You enter a state of matter of capture yelling out to the heretic in a brassy thunder voice and let your inner wrath guide your hand. You fight as there is no tomorrow and gain an extra fire as a bonus action and and Critical hits are on 18-20 for all attacks. The damage caused by your irregular attack is your weapon wrong + wisdom modifier. You stay in Battle Trance american samoa long as the death enemy that you can see is dead or has fled. If you are knocked Unconscious the Battle Trance besides ends. You are able to cast spells while in trance, but you have a disadvantage on healing spells and you have a disadvantage for every Dexterity, Wisdom, Charisma or Intelligence saving project.
Guided by Wrath Upon reaching charge 9 you can spot heretics immediately and your wrath burns within, if you are wielding a glaive or a spear, you have advantage on attacks on any creature that is deemed a heretic. Heretics have advantage against you.
“Forgive them father for they have sinned” Upon reaching grade 14 you gain advantage on Intimidation and Insight checks. If you are not already technical in Intimidation and Insight, add half of your proficiency bonus ( rounded devour ) to your ability arrest. You have besides advantage against being charmed or put to sleep with charming.
Endless Abyss Upon reaching flat 19 you are familiar with the dateless expiate that delves within your soul. You are able to draw power from that darkness and become immune to every status effect until the beginning of your following turn. additionally the disadvantages for Dexterity, Wisdom, Charisma or Intelligent saving throws of Battle Trance are nobelium long affecting you. You must finish a hanker rest before you can use this have again .

oath of redemption [edit ]

An inquisitor that vowed the Oath of Salvation, becomes a defender of the faint and guide for the Lost. Dedicating his animation in the name of the gods, he has been granted a hardy presence and a holy place abstemious that guides everyone that follows him to safety. You gain proficiency bonus with Warhammers, Flails, Mauls, War picks and Shields. If you vow your curse in a temple dedicated to your deity, the AC that is given from a Shield is doubled for the class of one workweek.
Tenets of Salvation Protect: You are the flame of hope in the darkness of unorthodoxy. Always protect those who can not protect themselves. Guide: You are the Light at the end of the tunnel. Guide those who follow you to salvation. Resist: Never let a think of unorthodoxy corrupt your mind. Resist the words of heresy. Sacrifice : You are the shield that blocks the dark. You are the populate will of the gods. Always be fix to let your mortal body behind you in order to protect the week.
Send by the Gods Upon reaching level 3 and joining the fight together with your comrades, every allied creature in a spoke of 30 feet, centering the Inquisitor, gains advantage on Strength, Constitution and Wisdom saving throws for one hour. This advantage does not apply for the Inquisitor. If you are knocked unconscious mind or die the effect imediately ends.
Light of the Savior Upon reaching level 7 you can make an action and draw this spell sending a prayer to the idol you serve to grant you salvation. Every ally creature, in a radius of 30 feet, centering the Inquisitor, is healed by 2d8. The heal does not apply to the Inquisitor. You must take a short or a long rest to use this feature of speech again. At higher Levels: The effect of this feature grows to 3d8 at floor 11 and 4d8 at grade 16. You can use this have 2 times between rests at level 11 and 3 times between rests at level 16.
“Forgive them father for they know not what they do“ Upon reaching level 14 and casting Light of the Savior you can use a bonus action and wind 2d10 to boost the healing effect of Light of the Savior. Since you have asked for forgiveness for the sins of others, the 2d10 peal ten 2 is dealt to you as ineluctable and unreducible damage. You must take a long respite to use this feature again.
Salvation Upon reaching tied 20 you are granted the direction to salvation through sacrifice. When you use clean of the Savior you can make a bonus action and roll 4d12 x 2 to boost the healing effect of Light of the Savior. however, the solution of the roll will be taken off from your utmost hit points temporarily. The reach points come back when you pray for 24 hours in a synagogue dedicated to the deity you serve. You can use this sport to give a 2d12 roll as permanent collision points to an allied animal that you can touch. This will however reduce your utmost hit points permanently by the like amount you give. You can be killed by this feature of speech. The effects of Second Chance do not apply, when you are killed by Salvation. You must take a long rest to use this feature again

Extra Attack [edit ]

Beginning at 5th tied, you can attack doubly, rather of once, whenever you take the Attack action on your turn.

In Gods We Trust [edit ]

Upon reaching horizontal surface 6 you can put your destiny in the hands of the gods. When doing so, you gain advantage on the next save confuse you make. If you still fail the save bewilder, you must suffer 2d6 necrotic damage, increasing by 2d6 damage at 12th and 18th levels. You gain re-use of this ability on a long perch .

terror of Heresy [edit ]

Upon reaching level 8 you can make a Wisdom ( Perception ) throw to determine the deity person is believing in. The creature you focus on must be a android and healthy creature. If the creature does not have the same deity as you have, you can mark him as a heretic american samoa retentive as you fight it. When you attack the heretic your weapon is engulfed with holy place energy that deals + 1d8 beaming damage on hit. You can not mark more than one creature as a heretic at the same time. If you kill the creature you marked, you can transfer the stigmatize of unorthodoxy to a hostile animal within 30 feet of your last targed. You must take a abruptly rest before you can use this feature again. At higher levels : The extra price you deal with this feature increases to 2d8 at tied 15 and 3d8 at level 20 .

unbreakable impression [edit ]

Upon reaching level 10 you trust your deity wholly. You believe that his steering will never fail you. You gain a proficientcy bonus on two of the pursuit Skills : Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception and Survival. This sport does not aply to a Skill you are already technical with. You besides gain advantage against being charmed or controlled such as against the Command enchantment .

Aura of Redemption [edit ]

Upon reaching level 14 you can make a wisdom ( Perception ) hold and sense the bearing of holy and sinful things within a 60 foot spoke, centering the Inquisitor. In addition you can see if a Paladin or another Inquisitor has broken his curse. This air reaches behind cover equally well .

second casual [edit ]

Upon reaching flush 18 you will get a second find granted by your god. If you suffer damage that would normally kill you, you are able to make a Wisdom saving throw ( DC 17 ). If you succeed the redemptive hold, your holy Symbol breaks and you survive, but you are hush dropped to 0 Hit Points and you must make death saving throws as explained in the PHB. You are not able to cast any spells without holy symbol .

Breaking Your curse [edit ]

Inquisitors try to hold onto the oath they vowed. But sometimes the situation calls to choose between evil and a a lot greater evil. So it may happen, that an Inquisitor beaks his curse given in the confront of the gods. Lost. An inquisitor that breaks his given oath becomes lost in the face of the gods. other Inquisitors can feel that he has broken his curse and can arrest him and force him to repent in the nearest temple. normally an Inquisitor asks a Cleric or another inquisitor for absolution. Or he prays for 3 days and nights, without food or water and ask the gods for forgiveness. On the dawn of the fourth day he washes himself in a ritual of confession and purveys his sins with holy water. then he starts clean. If an Inquisitor willfully violates his or her oath and shows no sign of repentance, the consequences can be more dangerous. At the GM ’ s delicacy, an impenitent inquisitor might be forced to abandon this class and adopt another.

Inquisitor table [edit ]

here is a link to the Inquisitor Lists with all features and spell slots available for this class.

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hypertext transfer protocol : //meopari.com/wiki/File : Inquisitor_List.png
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