Inquisition Domain

Most clerics are pillars of their community, overseeing worship, healing, and religious rites in their god’s name. However, all faiths have rules, acts which are seen as taboo and creatures declared anathema. When violations appear, the inquisitors follow, finding the violators and enforcing the law with divine wrath and the point of a sword.

Inquisitors bring safety to some, but are often fearsome figures in their work. At their best, they protect their communities from corrupting influences of cults, undead, and creatures from the outer planes. At their worst, they are tyrants, leading reigns of terror to quash dissent and oppress those who do not share their faiths. Inquisitors exist throughout the multiverse, serving causes both good and evil.

Domain Spells

1st-level Inquisition Domain feature

You gain domain spells at the cleric levels listed in the Inquisition Domain Spells table. See the Divine Domain class feature for how domain spells work.

Inquisition Domain Spells
Cleric Level Spells
1st Cause fear, hunter’s mark
3rd Branding smite, detect thoughts
5th Dispel magic, speak with dead
7th Banishment, locate creature
9th Dispel evil and good, flame strike

Seeker of Apostates

1st-level Inquisition Domain feature

You gain proficiency with martial weapons, thieves’ tools and two of the following skills of your choice: Arcana, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth, or Religion.

Fear and Surprise

1st-level Inquisition Domain feature

Your god grants you the power to act suddenly in pursuit of your enemies. You can add your Wisdom modifier to your initiative rolls.

Channel Divinity: Cow the Unfaithful

2nd-level Inquisition Domain feature

You can use your Channel Divinity to inspire awe or terror among enemies of your faith. As a bonus action on your first turn of combat you can present your holy symbol and invoke the name of your deity. All hostile creatures within 30 feet of you who can see you must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn. A creature frightened in this way has a speed of 0.

Creatures who are surprised when you use this ability have disadvantage on this saving throw.

Expose the Heretics

6th-level Inquisition Domain feature

Your ability to inspire dread among enemies gains the power to end deceptions or illusions. Creatures which are frightened or charmed by you have disadvantage on checks made to deceive you or hide from you. Additionally, you have advantage on checks and saving throws made to perceive or see through illusions, and you can cast see invisibility on yourself once without material components or expending a spell slot. Once you have cast the spell in this way, you can’t do so again until you complete a long rest.

Divine Strike

8th-level Inquisition Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

End Blasphemy

17th-level Inquisition Domain feature

You can break the ties between an enemy and their magical power. As an action, choose a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw. On a failed save, any spells in effect on the target and any ongoing spells cast by the target end. Until the end of your next turn, the creature may not cast spells or use magical abilities or non-artifact magic items. Once you use this ability, you may not do so again until you finish a long rest.

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The Crystal Tiefling Copyright 2022 Logan Laidlaw Author Logan Laidlaw.

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