Hit Points
Vaardigheden
Inquisitor
| Niveau | Proficiency Bonus | Eigenschappen | Cantrips Known |
|---|---|---|---|
| 1 | + 2 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 1 |
| 2 | + 2 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 1 |
| 3 | + 2 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 1 |
| 4 | + 2 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 1 |
| 5 | + 3 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 1 |
| 6 | + 3 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 1 |
| 7 | + 3 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 2 |
| 8 | + 3 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 2 |
| 9 | + 4 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 2 |
| 10 | + 4 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 2 |
| 11 | + 4 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 2 |
| 12 | + 4 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 2 |
| 13 | + 5 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 2 |
| 14 | + 5 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 3 |
| 15 | + 5 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 3 |
| 16 | + 5 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 3 |
| 17 | + 6 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 3 |
| 18 | + 6 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 3 |
| 19 | + 6 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 3 |
| 20 | + 6 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 3 |
Spell Slots per Spell Level
| Niveau | Proficiency Bonus | Eigenschappen | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 2 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Inquisitorial Order Spellcasting Inquisitorial Retinue Unorthodox Armoury | 4 | 3 | 3 | 3 | 2 |
Klassespreuken
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Caster-voortgang
Cantrip-voortgang
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Bekend | 0 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
Vaardigheden
light
medium
shield
Startuitrusting
Klasse-eigenschappen
Inquisitorial Order (Level 1)
Choose from one of the Inquisitorial Orders from the list of available orders, each of which focuses on hunting a particular type of foe. Your chosen order gives you features at 1st, 3rd, 6th, 10th, 15th and 18th levels.
Spellcasting (Level 1)
At 1st level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. This font of magic, with careful meditation and practice, fuels your spells.
Cantrips
At 1st level, you know one cantrip of your choice from the inquisitor spell list. You learn additional inquisitor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inquisitor table.
Preparing and Casting Spells
The Inquisitor table shows how many spell slots you have to cast your inquisitor spells. To cast one of your inquisitor spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of inquisitor spells that are available for you to cast, choosing from the inquisitor spell list. When you do so, choose a number of inquisitor spells equal to your Wisdom modifier + half your inquisitor level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level inquisitor, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell command, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of inquisitor spells requires time spent in practice and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your inquisitor spells, since the power of your magic relies on your ability to project your will into the world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a inquisitor spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use your inquisitorial symbol of office and/or your holy symbol as a spellcasting focus for your inquisitor spells.
Inquisitorial Retinue (Level 1)
1st-level inquisitor optional feature
If your DM allows it, starting at 1st level you may employ a small retinue of followers.
Choose from the following list (duplicates allowed): Acolyte, Apprentice Wizard, Archer, Bard, Commoner, Druid, Guard, Illusionist, Knight, Martial Arts Adept, Noble, Priest, Scout, Spy, Swashbuckler, Thug, Tribal Warrior, and Veteran. You can only make choices up to the maximum CR/limit for your level.
| Inquisitor Level | Follower Limit | Maximum CR |
|---|---|---|
1st | 1 | ½ or lower |
9th | 2 | 1 or lower |
13th | 3 | 2 or lower |
17th | 4 | 3 or lower |
Each follower has a salary of 10 gp x CR a week (minimum 10 gp) and they are controlled by the DM, but follow your orders as long as they're not outright suicidal.
The methods by which you can hire your retinue will be determined by your DM. They could be with you from the start, hired via a recruitment notice, hired from NPCs you meet in your travels or however else your DM sees fit.
Unorthodox Armoury (Level 1)
1st-level inquisitor optional feature
If your DM allows it, at 1st level you may exchange one or more of your martial melee weapon proficiencies for a different martial melee weapon.
Fighting Style (Level 2)
At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Judgement (Level 2)
Starting at 2nd level, you issue a divine judgement against a number of creatures equal to your Wisdom modifier (minimum of 1) you can see within 30 feet of you as an action.
Each judgement lasts for 1 minute and ends early if the target dies, you die or if you are incapacitated; if you use another judgement whilst one is already active the effects of the first judgement immediately end. Some effects require saving throws, these use your inquisitor spell save DC.
When you use this feature, you must select one type of judgement to make:
Destruction
You invite divine wrath upon a creature, granting a +3 bonus to all damage rolls you make against each target. At 9th level this increases to +6, and to +9 at 17th level.
Justice
Misfortune addles your foe's attempts to act or save themselves, each creature subtracts 1d4 from the number rolled for any ability check or saving throw it makes. At 9th level this increases to 1d6, and to 1d8 at 17th level.
Piercing
The resilience of your foes wavers against your divine proclamation; whenever a target takes damage that it has a resistance to, it must succeed a Constitution saving throw or lose the resistance to that damage type until the start of its next turn. At 17th level, if the target takes damage it is immune to, it must succeed a Constitution saving throw otherwise its immunity is treated as resistance until the start of its next turn.
Punishment
Your foe's attempts to resist are naught but folly, each target must succeed a Wisdom saving throw or subtract 1d4 from all attack and damage rolls it makes for the duration. At 9th level this increases to 1d6, and to 1d8 at 17th level.
Restriction
The weight of your foe's sins stays their feet, each target must succeed a Wisdom saving throw or their movement speed is halved and they are unable to take the Dash action for the duration. At 9th level, their movement speed instead becomes 0. At 17th level, the target also falls prone.
Silence
The heretical speech of your foe falters, each target must succeed a Wisdom saving throw or be unable to speak for the duration. At 9th level they also become unable to concentrate on spells.
Sunder
Armour offers little protection for your foes as righteous weapons find their mark, each target must succeed a Wisdom saving throw or their AC is reduced by 1 for the duration. At 9th level this increases to 2, and to 3 at 17th level.
At 2nd level you can this feature once, at 7th level you can use this feature twice, and three times at 17th level. You regain all expended uses when you finish a short or long rest.
Inquisitorial Order Feature (Level 3)
At 3rd level, you gain a feature granted by your Inquisitorial Order.
Radical Inquisitors (Level 3)
3rd-level inquisitor optional feature
Some Inquisitors aren't heretical from the outset, nor do some consider themselves heretics at all, these radicals at some point in their careers diverged from their more puritan peers and dabbled with what is considered forbidden.
If your DM allows it, starting at 3rd level when you gain a level in this class where you would get a feature from your subclass you may instead replace it with a feature from the Hereticus subclass of the same level instead as indicated in the Radical Inquisitor below table.
For example, a Witch Hunter Inquisitor upon reaching 6th level in this class could take the Arcane Drain feature instead of Psychic Backlash.
| Order | 3rd level | 6th level | 10th level | 15th level | 18th level |
|---|---|---|---|---|---|
Daemon Hunter | |||||
Witch Hunter | |||||
Monster Hunter | |||||
Grave Warden | |||||
Overseer | |||||
Iconoclast | |||||
Vigilant |
Ability Score Improvement (Level 4)
When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inquisitorial Order Feature (Level 6)
At 6th level, you gain a feature granted by your Inquisitorial Order.
Judgement (two uses) (Level 7)
At 7th level, you gain a second use of your judgement feature.
Ability Score Improvement (Level 8)
When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Inquisitorial Order Feature (Level 10)
At 10th level, you gain a feature granted by your Inquisitorial Order.
Expert Interrogator (Level 11)
At 11th level your formidable reputation precedes you and next to no one can withstand your scrutiny.
You gain proficiency in Insight, Intimidation and Investigation skills; if you are already proficient in one of those skills then your proficiency bonus is doubled for any ability check you make with that skill.
Ability Score Improvement (Level 12)
When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Cunning Initiative (Level 14)
At 14th level you use your wits to gain an edge in battle. You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of 1).
Inquisitorial Order Feature (Level 15)
At 15th level, you gain a feature granted by your Inquisitorial Order.
Ability Score Improvement (Level 16)
When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Judgement (three uses) (Level 17)
At 17th level, you gain a third use of your judgement feature.
Inquisitorial Order Feature (Level 18)
At 18th level, you gain a feature granted by your Inquisitorial Order.
Ability Score Improvement (Level 19)
When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Final Judgement (Level 20)
At 20th level you can, as an action, present your holy symbol and speak a final judgement upon a foe. Choose one creature within 15 feet of you, the creature must make a Constitution saving throw against your spell save DC. If it fails and has 100 hit points or less, it is reduced to 0 hit points. If it succeeds or has more than 100 hit points, it takes 10d10 radiant or necrotic damage (your choice).
You regain the use of this feature when you finish a long rest.
Multiklassen
Multiklasse-vereisten
- DEX: 13 of STR: 13
Verworven Vaardigheden
Subklasses
Subklasse-eigenschappen
Daemon Hunter
Order of the Daemon Hunters (Level 1)
An order of inquisitors dedicated to hunting errant "daemons"—their collective term for celestials, fey, and fiends—the members of this order track down and slay any such daemon that dabbles maliciously in mortal affairs.
At each indicated inquisitor level, add the listed spells to your spells prepared. They do not count towards your limit.
| Inquisitor Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Bonus Cantrips (Level 1)
When you choose this order at 1st level, you gain the sacred flame and word of radiance cantrips in addition to your chosen cantrips.
Bonus Proficiencies (Level 1)
At 1st level, you gain proficiency with martial weapons and heavy armor.
Forceful Smite (Level 1)
Starting when you join this order, you're able to strike your weapons against your sworn foes with especially malicious force.
Once per turn, when you hit a celestial, fey or fiend with a melee weapon attack, you can deal an additional 1d4 force damage. This increases to 2d4 at 10th level, and 3d4 at 18th level.
Aegis Ward (Level 3)
Starting at 3rd level you learn to protect yourself from the insidious attacks of your foes. When making a saving throw, you can expend one use of this feature to gain advantage on the roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Grimoire of True Names (Level 6)
At 6th level you gain access to a Grimoire of True Names, a book containing the collected true names of each celestial, fey and fiend encountered by daemon-hunting inquisitors.
As an action you may choose a single celestial, fey, or fiend you can see within 60 feet of you and attempt to speak aloud their true name. Make an Intelligence (History) check with a DC equal to 13 or the creature's CR (which ever is higher). On a successful roll the target takes 8d8 psychic damage. You have advantage on the Intelligence (History) check if you have used this creature's true name before.
You gain a number of uses of this feature equal to your Wisdom modifier (minimum of 1), and you regain all expended uses of this feature when you finish a long rest.
Baneful Aura (Level 10)
Starting at 10th level your presence has become an anathema to your foes; all celestials, fey, and fiends within 15 feet of you have disadvantage on all saving throws.
Additionally, as an action, you can choose one creature you can see within 15 feet of you. The creature must make a Wisdom saving throw against your spell save DC. On a failed save the creature has disadvantage on all saving throws for 1 minute whilst within 15 feet of you; on a success the creature is immune to your baneful aura for 24 hours.
Once you've used your aura in this way, you must finish a short or long rest before you can do so again.
Forceful Smite Improvement (Level 10)
At 10th level the damage of your Forceful Smite increases to 2d4.
Strike True (Level 15)
At 15th level you've fought your foes for so long you can predict their defences and break through them with an ease born of experience. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls against celestials, fey and fiends until the start of your next turn.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Unfaltering Determination (Level 18)
At 18th level none can stand against your will, none can cause you to falter and none can twist you to their schemes. You become immune to being charmed, frightened and stunned.
Forceful Smite Improvement (Level 18)
At 10th level the damage of your Forceful Smite increases to 3d4.
Excommunicate Hereticus
Excommunicate Hereticus (Level 1)
Inquisitors who stray too far into forbidden knowledge and lore or whom too readily use tainted power find themselves branded Excommunicate Hereticus, or Heretics for short. These are dangerous individuals for whom any means are justified no matter how damning they may be.
At each indicated inquisitor level, add the listed spells to your spells prepared. They do not count towards your limit.
| Inquisitor Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Bonus Cantrips (Level 1)
When you choose this order at 1st level, you gain the warp lightning and wrack cantrips in addition to your chosen cantrips.
Bonus Proficiencies (Level 1)
Heretical Inquisitors rarely follow the doctrines of their orders for long, specialising with whatever suits their own goals. At 1st level you can choose two of the following options:
You gain proficiency with the forgery kit & thieves' tools.
You gain proficiency with the disguise kit and one gaming set of your choice.
You gain proficiency with martial weapons.
You gain proficiency with heavy armour.
You learn two languages of your choice.
Prodigy of Deceit (Level 1)
Additionally at 1st level you learn to mask your untoward activites using your wits and guile. You gain a bonus to Charisma (Deception) checks and Dexterity (Stealth) checks equal to your Wisdom modifier (minimum of 0).
Unsavoury Allies (Level 1)
1st-level hereticus inquisitor optional feature
If your DM allows it, starting at 1st level you may choose additional options for your Inquisitorial Retinue. You may also choose from the following in addition to the previous options in the list: Bandit, Bandit Captain, Berserker, Cult Fanatic, Cultist and Daemonhost.
Summoning a Daemonhost involves binding a celestial, fey, or fiend to a living humanoid host during a long blood-fueled ritual that requires the following:
A living humanoid creature.
The name of a celestial, fey, or fiend who's CR or level is equal to or less than your level.
A 5th level spell slot.
A non-magical dagger.
When you begin the ritual you take 1d4 slashing damage, which can't be reduced in any way, as you cut open your hand and draw a circle with the dagger dipped in your blood, before carving intricate runes and wards of binding into the flesh of the humanoid creature, which also takes 1d4 slashing damage, which can't be reduced in any way.
You then chant the name of the celestial, fey, or fiend which must be on the same plane of existence as you. The ritual requires concentration, as if concentrating on a spell. If you lose concentration on the ritual it fails.
After 8 hours the named celestial, fey or fiend must make a Wisdom saving throw against your spell save DC, with disadvantage if you used it's true name, which it can choose to fail. The humanoid creature must make a Charisma saving throw against your spell save DC, which it can choose to fail.
If both creatures fail their saving throws you expend a 5th level spell slot and the ritual succeeds. The chosen celestial, fey or fiend is bound into the humanoid creature whose statblock is replaced with the Daemonhost stat block, with the creature's type changing to match the type of the bound creature.
The Daemonhost follows the same rules for other members of your retinue, although it can't disobey your commands unless it succeeds a Wisdom saving throw against your spell save DC and it does not require a salary.
If a Daemonhost dies, or if it is targeted by the break enchantment effect of dispel evil and good, the celestial, fey or fiend used in the ritual appears within an unoccupied space within 5 feet of the Daemonhost.
Control Person (Level 3)
Starting at 3rd level you learn how to bend the minds of others to your will. As an action you present your inquisitorial symbol of office and chant an incantation, choosing one humanoid you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for 1 minute. A humanoid whose challenge rating is equal to or greater than your level is immune to this effect.
You can use this feature once, and may use it twice at 15th level. When you finish a long rest, you regain your expended uses.
Corruption (Level 3)
3rd-level hereticus inquisitor optional feature
All power demands sacrifice, and forbidden power is pricier still. Such knowledge comes at a cost, but not one that might be immediately apparent.
If your DM allows it, from 3rd level whenever you gain a non-optional feature from the Hereticus subclass you also gain one level of corruption.
| Level | Effect |
|---|---|
1 | You become steadily more paranoid and suspicious of others and their motivations. |
2 | You begin to appear more gaunt and pallid, regardless of your actual health. |
3 | Your voice begins to take on a sibilant rasp. |
4 | You gain some sort of physical change: from sprouting curved black horns or your eyes becoming black to your skin turning to scales or your teeth becoming jagged. |
5 | You gain an Indefinite Madness that can't be cured except by a wish spell. |
Arcane Drain (Level 6)
At 6th level you learn how to utilise vulnerable openings during the casting of spells to steal the very life from your foes and channel it into yourself. As a reaction to a creature casting a spell within 30 feet of you, you can attempt to siphon their life force. Make an opposed ability check using your spellcasting ability against the target's spellcasting ability.
On a success, the creature takes a number of d6 equal to the spell's level in necrotic damage and you regain hit points equal to half the damage dealt. Additionally if you succeed the check by 10 or more the creature's spell fails and has no effect. When you use this feature you cannot do so again until you finish a short or long rest.
Daemonic Weapon (Level 10)
At 10th level you perfect the rites learned from forbidden lore to bind a Daemon within a weapon, granting it—and by extension you—a modicum of its power.
You can transform one non-magical weapon into your daemonic weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. When you do so, choose one of the options from the list available on the Other Options & Features page.
Additionally it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and you have a +2 bonus to attack and damage rolls made with the weapon. However whenever you roll a natural 1 you must make a DC 10 Constitution saving throw. On a failed save your current and maximum hit points are reduced by 1d10. The reduction to your hit point maximum lasts until you finish a short or long rest.
The weapon ceases being your daemonic weapon if you perform the 1-hour ritual on a different weapon, or if you cast remove curse on the weapon; either way the weapon becomes mundane once again.
Undead Puppetry (Level 15)
At 15th level as an action you may command a number of humanoid corpses or piles of bones within 30 feet of you, up to your Wisdom modifier (minimum of 1), to rise and become zombies or skeletons under your control.
The undead creatures are under your control for 1 minute or until the this effect ends, at which point they become dead once again.
While they are under your control and within 30 feet of you, you can continue this effect and command them on your turn as a bonus action.
A single command can be issued to as many of your undead minions as you wish and can be specific, like directing their movement and what action they will take, or be more general, as in guarding a person or place. They will continue to follow your orders until they are complete or the effect ends, but if you don't command them at all, they will do nothing except defend themselves against attack.
You must finish a short or long rest before you can use this feature again.
Awakened Daemonic Weapon (Level 18)
At 18th level the entity bound within your daemonic weapon awakens, granting it greater power.
The weapon's bonus to attack and damage rolls made with it increases to +3 and it gains a new effect based on the entity bound within.
Grave Warden
Order of the Grave Wardens (Level 1)
Inquisitors of this order, as the name may suggest, preserve the sanctity of life by rooting out and destroying the creatures of the undead; from the lowliest vampire to the most ancient lich, none escape their watch.
At each indicated inquisitor level, add the listed spells to your spells prepared. They do not count towards your limit.
| Inquisitor Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Bonus Cantrips (Level 1)
When you choose this order at 1st level, you gain the chill touch and green-flame blade cantrips in addition to your chosen cantrips.
Tools of the Trade (Level 1)
When you join this order you learn how to arm yourself to better fight the undead. You gain proficiency with heavy crossbows, as well as Woodcarver's Tools and may spend 1 hour using the tools with a small supply of wood to craft a wooden stake.
A wooden stake is a simple melee weapon with the light and thrown (20/60) properties, on a hit it deals 1d4 piercing damage. It may also be used in place of crossbow bolts as ammunition.
You may also create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires you to expend a 1st-level spell slot.
Spurn Death's Touch (Level 3)
Members of this order are typically chosen from those with impressive mental fortitude in the face of their enemies.
At 3rd level whenever you must make an Intelligence, Wisdom, or Charisma saving throw against a spell or effect you can expend one use of this feature to gain advantage on the roll. If the spell or effect is from an Undead creature, you don't expend a use.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Turn Undead (Level 3)
Starting at 3rd level you can, as an action, present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
You can use this feature once, and may use it twice at 15th level. When you finish a short or long rest, you regain your expended uses.
Mortal Respite (Level 6)
At 6th level you learn sacred rites that can impede an undead assault for a brief time. As an action you can present your holy symbol and do one of the following:
Calm the Soul
Choose a number of creatures you can see within 30 feet equal to your Wisdom modifier (minimum of 1). A target must make a Wisdom saving throw against your spell save DC, it does so with advantage if you or your companions are fighting it and with disadvantage if it is undead. If it fails the saving throw, it is charmed by you for 1 minute or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you.
Stillness of the Grave
Choose a number of undead creatures you can see within 30 feet equal to your Wisdom modifier (minimum of 1). A target must succeed on a Wisdom saving throw or be paralyzed for 1 minute and fall prone. At the end of each of its turns, a target can make another Wisdom saving throw. On a success, the paralyzed condition ends on the target.
You regain the use of this feature once you have finished a long rest.
Warden's Vigilance (Level 10)
At 10th level you understand how to efficiently combat several varieties of undead, and gain the following benefits:
You are immune to being charmed or frightened by undead creatures.
If you reduce a creature with the Undead Fortitude trait to 0 hit points with a melee attack, ranged attack or a spell, the trait does not function and the creature dies.
Once per turn when you hit an undead creature that has resistance to bludgeoning, piercing, or slashing damage from nonmagical attacks, your attack ignores that resistance.
Final Death (Level 15)
At 15th level you are able to prevent undead from returning or new undead being created with your killing blows.
Whenever you reduce a creature to 0 hit points with a melee attack, ranged attack or a spell, the creature can't become undead by any means short of a wish spell for the next 7 days.
If the creature is already undead and of CR 15 or lower, it is instantly destroyed instead.
Positive Energy Burst (Level 18)
At 18th level you can emit of a burst of positive energy as an action. Each creature within 30 feet of you must make a Dexterity saving throw against your spell save DC, undead creatures do so with disadvantage. They take 12d6 radiant damage on failed save or half as much on a successful one.
You regain the use of this feature once you have finished a long rest.
Iconoclast
Order of the Iconoclasts (Level 1)
A controversial order of Inquisitors the Iconoclasts seek out and destroy religious artifacts they deem heretical and silence heathen demagogues. However the order does face accusations of hypocrisy for its rumoured practice of using some of the relics they encounter against their foes.
At each indicated inquisitor level, add the listed spells to your spells prepared. They do not count towards your limit.
| Inquisitor Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Bonus Cantrips (Level 1)
When you choose this order at 1st level, you gain the fire bolt and mind sliver cantrips in addition to your chosen cantrips.
Mental Fortitude (Level 1)
When you join this order at 1st level you are put through rigorous training to ensure your mind cannot be swayed by those you will be tasked to seek out. You have advantage on saving throws against being charmed and against effects from magic items.
At 15th level, you become immune to being charmed.
Censor Opposition (Level 1)
Also at 1st level you learn how to castigate heretical demagogues. As a bonus action you present your holy symbol and choose a creature you can see within 30 feet of you, they must make a Wisdom saving throw against your spell save DC. On a failed save, the creature can't speak or cast spells with verbal components for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect early on a success.
Additionally at 15th level a creature who fails the saving throw can only take the Dash or Dodge actions while under this effect.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you finish a long rest.
Profane Reliquary (Level 3)
At 3rd level you've collected a variety of religious contraband in your travels and now as per the doctrine of your order you turn the heretic's own power against them, although not always without risk. Choose two options from the list available in the Profane Reliquary. For a creature other than yourself, the relics are mundane items. Whenever you finish a long rest you can replace up to two of your choices for new ones.
At 10th level you may choose up to four options from the Profane Reliquary, and at 18th level you may choose up to six.
Antimagic Strike (Level 6)
Starting at 6th level, when you hit a creature with a melee attack you can force them to make a Wisdom saving throw against your spell save DC. On a failed save any active spell or other magical effect on the creature as well as the properties and powers of any magic items they are wearing are suppressed until the end of your next turn. At 15th level this increases to 1 minute.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you finish a long rest.
Esoteric Loremaster (Level 10)
Starting at 10th level the knowledge you've acquired along your journey begins to pay dividends. You have advantage on Intelligence (Arcana) and Intelligence (Religion) skill checks.
Profane Reliquary Improvement (Level 10)
At 10th level you may choose up to four options from the Profane Reliquary.
Damnatio Memoriae (Level 15)
Starting at 15th level you can expel a creature from the plane, even condeming the memory of them in those that remain. As an action you present your holy symbol and choose a creature you can see within 15 feet of you, they must make a Charisma saving throw against your spell save DC.
If the creature fails the save, it is transported to a random location on the ethereal plane. A creature so transported must find its own way back to your current plane of existence. After 30 days of being on the ethereal plane all memory of the creature (except yours) begins to disappear with the creature being completely forgotten after 1 year; when the creature leaves the ethereal plane all memory of it returns to normal.
Once you use this feature you can't do so again until you finish a long rest.
Mental Fortitude Improvement (Level 15)
At 15th level, you become immune to being charmed.
Censor Opposition Improvement (Level 15)
At 15th level a creature who fails the saving throw can only take the Dash or Dodge actions while under the effect of your Censor Opposition feature.
Antimagic Strike Improvement (Level 15)
At 15th level the duration for the effect of your Antimagic Strike increases to 1 minute.
Eradicate Artifact (Level 18)
At 18th level you are determined and capable enough to even undo the magic infused into items, rendering them mundane or simply destroying them outright although such an undertaking is not completely reliable.
You can spend 7 days in uninterrupted study and contemplation as to the nature of a single magic item in your possession; at the end of the 7 days you must make a spellcasting ability check against a DC that varies depending on the rarity of the item shown in the table below. On a success the item is destroyed and turns to dust; on a failure you cannot use this feature on the same artifact again although another Iconoclast could.
| Item Rarity | DC |
|---|---|
Common | 5 |
Uncommon | 10 |
Rare | 15 |
Very Rare | 20 |
Legendary | 25 |
Artifact | 30 |
Profane Reliquary Improvement (Level 18)
At 18th level you may choose up to six options from the Profane Reliquary.
Monster Hunter
Order of the Monster Hunters (Level 1)
Experts adept at tracking and taking down all manner of foul and warped creatures, the inquisitors of this order are invaluable when fighting beastly threats.
At each indicated inquisitor level, add the listed spells to your spells prepared. They do not count towards your limit.
| Inquisitor Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Bonus Cantrips (Level 1)
When you choose this order at 1st level, you gain the infestation and poison spray cantrips in addition to your chosen cantrips.
Preferred Prey (Level 1)
Beginning at 1st level, you have significant experience studying, tracking, and hunting a certain type of enemy.
Choose a type of preferred prey: beasts, humanoids, or monstrosities. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.
Additionally, you have advantage on Wisdom (Survival) checks to track your preferred prey, as well as on Intelligence checks to recall information about them.
Whenever you finish a long rest, you can change one of your chosen types of Preferred Prey, choosing a different type from the options available for your current level. Once you use do so, you cannot change it again for 30 days.
Know Your Quarry (Level 3)
At 3rd level you can use your bonus action to choose one creature you can see and make a Intelligence (Nature) check to recall knowledge of the enemy creature's tactics; using the creature's challenge rating or level (whichever is higher, minimum of 1) as the DC. On a successful roll, you gain advantage on saving throws against the spells and effects of that creature for 1 minute.
Pinning Strike (Level 6)
Starting at 6th level you learn how to efficiently trap your prey, holding them in place for you to strike. When you take the Attack action on your turn, you can replace one of your attacks against a creature within 60 feet of you with a pinning strike.
Make the attack roll as normal and on a hit, in addition to the attack's normal damage, the creature must succeed a Strength saving throw with a DC of 8 + your proficiency bonus + your attack's ability score modifier or become incapacitated and restrained until the end of your next turn.
Predator's Knowledge (Level 10)
Starting at 10th level you apply your practical experience in the field to enhance your attacks. Once per turn, you can add half your Wisdom modifier (rounded down, minimum of 1) to the attack roll or the damage roll of an attack you make against one of your preferred prey. At 15th level you can add your full Wisdom modifier.
Additionally you can choose another type of Preferred Prey from the following list: aberrations, constructs, dragons, elementals, or giants, or another from the list in that class feature. Your bonus to damage rolls against all your Preferred Prey increases to +4.
Stamina Siphon (Level 15)
At 15th level you can sap the stamina of your foes to undermine their defences. You can use your action to target a creature you can see within 30 feet of you, the creature must make a Constitution saving throw against your spell save DC.
On a failed save they suffer 2 levels of exhaustion and all attack rolls against the creature have advantage until the end of your next turn.
You regain the use of this feature once you have finished a long rest.
Predator's Knowledge Improvement (Level 15)
At 15th level you can add your full Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your preferred prey.
Veteran of the Long Hunt (Level 18)
After so long chasing your quarry, you know just how to bring them down. At 18th level you gain advantage on attack rolls against the target of your Know Your Quarry feature.
Additionally if the target's creature type is the same as one of your preferred prey, you automatically succeed the Intelligence (Nature) check.
Overseer
Order of the Overseers (Level 1)
Clandestine peacekeepers, the overseers are an order order of watchmen and investigators. Capable of uncovering all manner of gossip and rumour, they keep public order with the helpful eyes of their shapeshifting companions.
At each indicated inquisitor level, add the listed spells to your spells prepared. They do not count towards your limit.
| Inquisitor Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Bonus Cantrips (Level 1)
When you choose this order at 1st level, you gain the lightning lure and prestidigitation cantrips in addition to your chosen cantrips.
Bonus Proficiencies (Level 1)
Additionally at 1st level you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Local Liaison (Level 1)
Beginning at 1st level, you gain the skills you need to fulfil your overseer duties. During a short or long rest in an area such as a city or village, you can spend up to 1 hour acquiring useful information about the local area. To do so make a Wisdom (Investigation) check and consult the table below. During this you can spend gold on materials, bribes, gifts, and other expenses, gaining a +1 bonus to your roll for every 10 gp you spend, up to a maximum of 50 gp.
| Check Total | Outcome |
|---|---|
1–5 | Nothing learned. |
6–10 | You learn one piece of local lore. |
11–20 | You learn two pieces of local lore. |
21+ | You learn three pieces of local lore. |
Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature's resistances, the password needed to enter an exclusive establisment, the rota of the local guard barracks, and so on. The DM ultimately determines what you may learn, and may decide to alter the above table depending on your location.
You still gain the full benefits of your rest even if you use this feature.
Loyal Watcher (Level 3)
At 3rd level, you learn to use your magic to create a powerful bond with a spirit known as a Watcher.
You magically call forth a spirit known as a Watcher that is friendly to you and your companions and obeys your commands. The spirit's corporeal form uses the Watcher stat block, which uses your proficiency bonus (PB) in several places. You determine which form it takes—Crow or Hound—and its overall animal appearance, a kind appropriate for the chosen form. For example a Hound Watcher could appear akin to a Mastiff or a Wolf, while a Crow Watcher could look like a Raven or an Owl.
The Watcher obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, the Watcher acts on its own.
For each level you gain after 3rd, the Watcher gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, the Watcher's abilities also improve. The Watcher can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1; the Watcher can't increase an ability score above 20 using this feature.
While the Watcher is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through the Watcher's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the Watcher has. During this time, you are deaf and blind with regard to your own senses.
If the Watcher has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The Watcher returns to life after 1 minute with all its hit points restored.
When you finish a long rest, you can change the form of the Watcher—from Crow to Hound, or vice-versa—or resummon the Watcher if it has died. The Watcher vanishes if you die.
Compel Evidence (Level 6)
At 6th level you know just how to extract the information you need from someone. As an action you present your holy symbol and choose a creature you can see within 10 feet of you, they must make a Charisma saving throw against your spell save DC. On a failed save creature can't speak a deliberate lie when you ask it a question. The effect ends on the creature when you have asked it 5 questions or after 10 minutes.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you finish a long rest.
Well-Trained (Level 6)
At 6th level, while the Watcher can see you, it has advantage on all saving throws. In addition, the Watcher's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Lights Out (Level 10)
Starting at 10th level, when you deal bludgeoning damage to a creature you can force them to make a Constitution saving throw. On a failed save, the creature is knocked unconscious for 1 minute. The creature can repeat the saving throw at the start of each of its turns and whenever it takes damage, ending the condition on a success.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you finish a long rest.
Rabble Rouser (Level 15)
At 15th level you can use your action to inflame the ire of those around you. Choose a number of creatures up to your Wisdom modifier (minimum of 1) that are within 30 feet of you. The chosen creatures may add your Wisdom modifier (minimum of 1) to one ability check, attack roll, damage roll or saving throw on their turn. A creature that is deafened or otherwise can't hear you is unaffected. If a creature moves further than 30 feet away from you on their turn they no longer receive this bonus unless they are once again within 30 feet of you at the start of their next turn whilst this feature is still active.
Once started, you can continue this effect on each of your turns as a bonus action for up to 1 minute. The effects of this feature end either after 1 minute or at the end of one of your turns where you do not continue it with your bonus action.
You must finish a short or long rest before you can use this feature again.
Superior Training (Level 15)
At 15th level, whenever an attacker that the Watcher can see hits it with an attack, it can use its reaction to halve the attack's damage against it. Additionally whenever the Watcher takes the Attack action, it can make two attacks.
Compelled Compliance (Level 18)
Starting at 18th level you can compel others to comply with just your voice. As an action, choose a number of creatures up to your Wisdom modifier (minimum of 1) that you can see within 60 feet. Each creature must succeed a Wisdom saving throw against your spell save DC or be charmed by you until the start of your next turn.
On a charmed target's turn, you can verbally control the target's move, action or both. When controlled in this way, the target can only take the Attack or Dash actions. A creature that is immune to being charmed, is deafened, or otherwise can't hear you automatically succeeds the saving throw.
Once you use this feature you can't do so again until you finish a short or long rest.
Vigilant
Order of the Vigilants (Level 1)
Some Inquisitors, such as those of this order, focus not on directly hunting their foes but instead defending their allies and the innocent during their work. Able to command their fellows to excel in combat as well as keep their morale resolute, the Vigilants are ready for trouble at any moment.
At each indicated inquisitor level, add the listed spells to your spells prepared. They do not count towards your limit.
| Inquisitor Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Bonus Cantrips (Level 1)
When you choose this order at 1st level, you gain the shocking grasp and spare the dying cantrips in addition to your chosen cantrips.
One Eye's Always Open (Level 1)
Starting when you join this order you're rigorously drilled to expect treachery and trouble at every turn, keeping a watchful eye out at all times.
You can't be surprised while you are conscious and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Additionally you gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Combat Tactics (Level 3)
Starting at 3rd level you can use your bonus action to issue orders to aid your allies in combat, choosing one of the options below:
With me, as one!
Choose up to 3 friendly creatures you can see within 30 feet of you, they gain a +2 bonus to attack rolls against the next creature you hit before the end of your next turn.
Rally to me!
Choose up to 3 friendly creatures you can see within 30 feet of you, they all gain temporary hit points equal to 1d10 + your Wisdom modifier (minimum of 1).
Hold the line!
Choose up to 3 friendly creatures you can see within 30 feet of you which may include yourself; they may use their reaction to make a single melee attack against another creature that enters their weapon's reach before the end of your next turn.
You can use this feature twice and regain all expended uses after you finish a short or long rest. You gain two additional uses of this feature at 10th level and another two uses at 18th level.
Shared Judgement (Level 3)
Also at 3rd level, when you target one or more creatures with your Destruction Judgement you can choose one friendly creature within 30 feet of you to also gain the bonus to damage rolls against the Judgement's target.
At 10th level you may choose up to two friendly creatures, and up to three at 18th level.
Shared Shield (Level 6)
At 6th level you are able to protect your allies by taking some of the brunt to spare them harm. When a friendly creature you can see within 30 feet of you takes damage, you can use your reaction to reduce the damage by half (rounded down) however you take damage of the same type equal to the amount reduced.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you finish a long rest.
Bolstered Resolve (Level 10)
Starting at 10th level you inspire your allies during times of rest, granting them greater vigour. Whenever you finish a long rest you can choose a number of creatures—which may include yourself—up to your Wisdom modifier (minimum of 1), each creature gains temporary hit points equal to your level.
Shared Judgement Improvement (Level 10)
At 10th level you may choose up to two friendly creatures.
Combat Tactics Improvement (Level 10)
At 10th level you gain two additional uses of your Combat Tactics feature, for a total of four.
Ever At The Ready (Level 15)
At 15th level when you and any creatures of your choice within 15 feet of you roll initiative, they gain a bonus to their initiative equal to your Wisdom modifier (minimum of 1).
Additionally friendly creatures within 10 feet of you gain a bonus to their passive Wisdom (Perception) and passive Intelligence (Investigation) scores equal to your Wisdom modifier (minimum of 1).
Stalwart Vigil (Level 18)
At 18th level no enemies can escape the watchful eyes of you or break the resolve of your allies. As an action, you present your holy symbol, and eyes aglow you emanate a bulwark of alertness, gaining the following benefits for 1 minute or until you are incapacitated or die:
You gain truesight with a range of 60 feet.
You, and friendly creatures within 30 feet of you, have advantage on saving throws against being blinded, incapacitated, or stunned.
Whenever a friendly creature ends its turn withing 30 feet of you, it gains temporary hit points equal to 1d6 plus your inquisitor level.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Shared Judgement Improvement (Level 18)
At 18th level you may choose up to three friendly creatures.
Combat Tactics Improvement (Level 18)
At 18th level you gain two additional uses of your Combat Tactics feature, for a total of six.
Witch Hunter
Order of the Witch Hunters (Level 1)
The bane of mages across the land, this order of inquisitors hunts down and slays rogue spellcasters; using their esoteric abilities to shrug off magic with disturbing ease.
At each indicated inquisitor level, add the listed spells to your spells prepared. They do not count towards your limit.
| Inquisitor Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Bonus Cantrips (Level 1)
When you choose this order at 1st level, you gain the control flames and create bonfire cantrips in addition to your chosen cantrips.
Spell Disruption (Level 1)
When you join this order you learn how to counteract the foul machinations of malcontent mages. As a reaction to a creature casting a spell within 30 feet of you that you can see, you can attempt to stop the spell from being cast.
Roll a Wisdom ability check against the spellcaster's spell save DC, adding your proficiency bonus to your roll. On a success you may expend a spell slot of equal level or higher than the target's spell to stop it being cast. If you don't have a spell slot of the correct level remaining, the disruption fails and the spell is cast as normal. You may disrupt cantrips without expending a spell slot.
The range for this feature increases to 45 feet at 10th level and to 60 feet at 18th level.
Piercing Gaze (Level 3)
Starting at 3rd level few can hide from your eyes for long, you gain advantage on Wisdom (Perception) checks to see invisible creatures and Intelligence (Investigation) checks to determine illusions.
Psychic Backlash (Level 6)
Starting at 6th level your magic disruption sends a surge of energy back into the caster's mind.
When you make a successful roll using your spell disruption feature to stop a spell of 1st level or higher, the target creature takes a number of d8 equal to the spell's level in psychic damage.
Magic Absorption (Level 10)
Beginning at 10th level you have built up a bulwark against foul sorcery; you have resistance to damage from spells.
Spell Disruption Improvement (Level 10)
At 10th level the range for this feature increases to 45 feet.
Oculum Arcanis (Level 15)
At 15th level you gain access to an Oculum Arcanis, a mystic seeing device. The first attack roll you make on your turn against a creature within 30 feet of you that can cast spells is made with advantage.
Additionally as a bonus action you may use your oculum arcanis to gain 30 feet of true sight for 1 hour; when you do so, you lose the other benefit of this feature until you finish a long rest.
Hexagrammic Wards (Level 18)
At 18th level you learn how to cast powerful wards that can shield you or your allies from harm. As a action you may choose one creature you can see within 30 feet of you (including yourself), the creature gains immunity to damage from magical weapon attacks and spells until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Spell Disruption Improvement (Level 18)
At 18th level the range for this feature increases to 60 feet.