Inquisitor

Hunter of the undead

LevelBase Attack BonusActions per turnReflex SaveFortitude SaveWill SaveSpecial
112100Rogue’s Tools, Inquisition
212211Holy Sneak Attack
312311
422422Spells
523522
623633
733733Smite Undead
833744Find Weakness
933844
1043855Prestige Class: Exorcist or Ordained
1143955
12431066
13531066Bonus Feat
14531177
15531277
16641288
17641388
18741499
19741599Bonus Feat
2074151010
Hit Die 1D4    
    
Skills    4+int (x4 at first level)
Class Skills: Craft, Athletics, Acrobatics, Burgling, Sleight of Hand, Stealth, Arcana, History, Investigation, Religion, Piloting, Animal Handling, Insight, Medicine, Perception, Deception, Intimidation, and Persuasion

Weapon Proficiency: Swords

Special

Rogue’s Tools: At level 1, Inquisitors gain access to Rouge’s tools, a set of interchangeable items. They may only hold Int Mod sets of Tools at a time, however, they may be swapped out and kept at a safe location. The list is as follows: 

Rope and Hook: 100 Feet of Rope with a hook on it.

Cherry Bombs: Large Firecrackers. Use them to destroy crumbling walls.

Lock Pick: Gain advantage on burgling checks to open locks.

Smoke Bombs: Creates smoke in a 10 foot radius. You cant see more than 5 feet in the 

Smoke. Users of the smoke bombs are unaffected by the smoke.

Rogue’s Capsules: A capsule that free you from any non physical effects. Deals 5 

damage when used. 

Coin Purse: Scatter a purse of fake coins to draw a crowd.

Scope: Allows for distant scouting. +5 to perception.

Oil Vial: A throwable vial of oil that makes things slippery and more flammable.

Sleep Dart: A small dart that makes the target fall asleep (fort check 20). 

Rogue’s Cloak: A cloak that makes you invisible at night past 50 Feet.+5 to disguise.

Denizen’s Pass: A pass that can get you into most disreputable places.

Bite Down: A capsule that allows you to become unconscious and undetectable by 

magic for 4 hours. Gain 20 Passive stealth.

Lesser Bag of Holding:  Small purse used to hold loot (1 cubic meter).

Climbing Claws: Gain +5 on all climbing checks.
Air Reed: Breathe underwater for up to 10 Minutes.

Weighted Dice: 2 Weighted dice, loaded to roll 6’s more often.

Inquisition: Choose an undead creature type (werewolves, vampires, zombies, etc). You gain +int mod on AC and stealth checks made against them. It takes 1 Hour in a safe location to designate a new creature type. You can track any target of that creature type given you have a clue or an item of the target.

Holy Sneak Attack: Gain sneak attack damage on all enemies who are flat footed or who are the target of your Inquisition. 

Holy Sneak Attack damage is 1D6+int mod+level. Gain +Cha mod against undead.

Spells: Inquisitors gain the ability to cast level 0 and level 1 spells at level 4, and may cast an additional level spell every 2 levels after that. See below for details.

Player LevelSpell Levels KnownPlayer LevelSpell Levels Known
40,111
5125
6213
7146
8315
9167
10417
188

Inquisitors may memorize up to int mod spells to cast from memory, and they may cast the same amount of spells each day. It requires a full rest to change these out with spells you have written down. You may cast other spells, however, you must read off of scrolls or a spells book. You may not cast spells while wearing Medium or heavy armor.

Smite Undead: Cha Mod times a day, when attacking an undead (Zombies, Vampires Ghost, etc), you gain advantage on the attack roll. Deal additional damage equal to your level +cha mod.

Find Weakness: As a full round action, you may roll an investigation check vs their will save. You detect any innate weaknesses you might take advantage of, if any exist.

Prestige Class: Exorcist or Ordained

Choose One

Exorcist: Holy Sneak Attack damage is 1D6+int mod+cha mod+level.

You may interact with and attack spirits and the ethereal plane at will.

Gain +5 Religion

Ordained: You can’t be flat footed.

Gain +5 AC against undead creatures.

Gain +2 to Saves

Bonus Feat: Gain a bonus feat.