Inquisitor

Inquisitors are seekers and enforcers of truth — part investigator, part cleric of judgment. They combine divine insight with martial training to extract facts, compel confessions, and render verdicts. In combat they are focused and methodical, isolating lies and weakening enemies through revelation. Out of combat they are relentless questioners and skilled arbiters, serving courts, temples, or secret orders.

Class Features

Hit Die d8
Primary Ability Wisdom, Strength
Saving Throws Wisdom, Strength

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial melee weapons
Skills Choose two from Insight, Investigation, Perception, Intimidation, Persuasion, Religion

Starting Equipment

• Scale mail or chain shirt
• A martial melee weapon and shield or two martial melee weapons
• Explorer's pack or Priest's pack
• A holy symbol and a set of small manacles (tool) or documents of office

Class Resources

Inquisitor's Resolve 5 (Regains all uses on a long rest; certain subclass features or items can refresh uses on a short rest.)

Class Abilities

Spellcasting

Spellcasting Ability Wisdom
Cantrips Known 3
Guidance
Cantrip Divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can add 1d4 to one ability check of its choice.

Utility
Damage:
Thaumaturgy
Cantrip Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute (varies by effect)

You manifest minor wonders, such as booming your voice, causing flames to flicker, or making harmless tremors.

Utility
Damage:
Spare the Dying
Cantrip Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature that has 0 hit points. The creature becomes stable.

Healing
Damage:
Healing: Stabilizes target
Detect Magic
Level 1 Divination
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration you sense the presence of magic within 30 feet of you.

Utility
Damage:
At Higher Levels:

N/A

Command
Level 1 Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You speak a one-word command to a creature you can see. If the target fails a Wisdom save it obeys on its next turn.

Control
Saving Throw: Wisdom
Damage:
Conditions: Compelled action for 1 round
Zone of Truth
Level 2 Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes

You create a magical zone that guards against deception. Creatures that fail a Charisma saving throw can't speak deliberate lies while in the radius.

Utility
Saving Throw: Charisma
Damage:
Conditions: Cannot speak deliberate lies in the zone
Detect Thoughts
Level 2 Divination
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M
Duration: Concentration, up to 1 minute

You read surface thoughts and can probe deeper with a Wisdom save.

Utility
Saving Throw: Wisdom
Damage:
Conditions: Surface thought reading; probe can force Will save
Augury
Level 2 Divination
Casting Time: 1 minute
Range: Self
Components: V, S, M
Duration: Instantaneous

You receive an omen about the results of a particular course of action within the next 30 minutes.

Utility
Damage:
Beacon of Hope
Level 3 Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

Bestows hope and vigor, maximizing healing and granting advantage on Wisdom and death saving throws.

Buff
Damage:
Healing: Maximize healing dice for affected creatures
Dispel Magic
Level 3 Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower ends; higher-level spells require a dispel check.

Utility
Damage:
Conditions: Ends certain magical effects
At Higher Levels:

Automatic dispel for higher level slots

Divination
Level 4 Divination
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Instantaneous

You contact your deity or a divine proxy and ask a single question concerning a specific goal, event, or activity to occur within 7 days.

Utility
Damage:
Commune
Level 5 Divination
Casting Time: 1 minute
Range: Self
Components: V, S, M
Duration: 10 minutes

You contact your deity and ask up to three yes-or-no questions. The deity answers truthfully.

Utility
Damage:

Martial Abilities

Resource Inquisitor's Resolve
Mark of Proof
Action 1 Resolve Level 1

As an action, you can mark a creature you can see that fails a Wisdom (Insight) contest against you, or that you hit with a special inquisition attack. A marked creature is easier to interrogate and takes extra effects from your features. Mark lasts for 1 minute or until you mark a different target. Marking costs 1 Resolve at higher levels becomes free in certain conditions (see features).

Debuff Effect
Saving Throw: Wisdom (when contested)
Conditions: Marked (exposes creature to extra radiant damage and advantage on checks vs deception by you)
Duration: 1 minute
Judgment Strike
Bonus Action 1 Resolve Level 1

When you hit with a melee weapon attack, you can spend 1 Resolve to attempt to force the target to reveal a truth. The target must succeed on a Wisdom save or be unable to speak deliberate falsehoods for 1 minute and take an extra 1d6 radiant damage.

Damage Effect
Saving Throw: Wisdom
Damage: 1d6 radiant Radiant (Damage increases at 11th (2d6) and 17th (3d6) level)
Conditions: Cannot speak deliberate falsehoods for 1 minute on failed save
Duration: 1 minute
Cross-Examination (Combat)
Action 1 Resolve Level 2

As an action you interrogate a creature briefly; it makes a Wisdom save. On a failure it is compelled to reveal a short truth (one sentence) about its goals or recent actions. In combat, you may use this to force an enemy to reveal a vulnerability or intent, granting you advantage on the next attack roll against it if it fails. Costs 1 Resolve.

Control Effect
Saving Throw: Wisdom
Conditions: Compelled to reveal brief truth, Grant advantage on next attack by you if failed
Duration: Instantaneous/next attack
Sense Lie
Action Optional 1 Resolve Level 2

As an action you sense whether a creature within 30 feet is deliberately lying. This acts as a magical sense; a creature that succeeds on a Wisdom save resists. Costs no Resolve at low levels, but can be empowered by spending 1 Resolve to gain exact phrasing or intent.

Utility Effect
Saving Throw: Wisdom
Conditions: Detect deliberate lies within 30 feet
Duration: Instantaneous
Binding Verdict
Action 2 Resolve Level 5

You can spend 2 Resolve as an action to attempt to bind a target that has been exposed by your Mark of Proof. The target must make a Strength or Dexterity saving throw (target's choice). On a failed save it is restrained by spectral bonds for 1 minute (escape DC = your spell save DC).

Prerequisites:

Mark of Proof

Control Effect
Saving Throw: Strength or Dexterity
Conditions: Restrained
Duration: 1 minute
Relentless Pursuit
Bonus Action 1 Resolve Level 5

As a bonus action you can move up to half your speed without provoking opportunity attacks while pursuing a marked creature. If you end this movement adjacent to the marked target, you gain temporary advantage on your next attack against it. Costs 1 Resolve.

Movement Effect
Conditions: No opportunity attacks when moving to pursue
Duration: Until end of turn
Sanctioning Strike
Action 1–2 Resolve Level 7

As an action you may spend 2 Resolve to make a melee attack that, on a hit, deals weapon damage plus 2d8 radiant. If the target is marked, spend only 1 Resolve and the radiant increases to 3d8 at 11th level.

Damage Effect
Damage: 2d8 radiant (or 3d8 vs marked) Radiant (Radiant scales at higher level)
Divest the False
Action 2 Resolve Level 9

You may use an action to remove an illusion or disguise on a creature you can touch; the creature may make a Charisma save to prevent it. If you succeed, the creature is revealed and stunned until the end of your next turn. Costs 2 Resolve.

Control Effect
Saving Throw: Charisma
Conditions: Stunned until end of your next turn on failure
Duration: Until end of your next turn
Cross-Examination (Advanced)
Action 3 Resolve Level 11

You can interrogate multiple targets: as an action you can force every creature in a 15-foot cone to make Wisdom saves. Failed creatures are silenced (cannot speak deliberate lies, and their verbal spells fail) for 1 round. Costs 3 Resolve.

Debuff Effect
Saving Throw: Wisdom
Conditions: Silenced (verbal inability to lie or cast spells with verbal components)
Duration: 1 round
Scour the Witness
Action 2 Resolve Level 13

You may spend 2 Resolve to force a creature to relive a memory in vivid detail (subject to DM discretion). The creature must make a Wisdom save. On failure it becomes stunned for 1 round as it relives the memory and grants you insight granting advantage on two Insight or Investigation checks against creatures connected to that memory for 10 minutes.

Control Effect
Saving Throw: Wisdom
Conditions: Stunned for 1 round, Advantage on two checks vs related creatures
Duration: 1 round / 10 minutes
Final Summons
Action 4 Resolve Level 17

You may spend 4 Resolve to call down a judgement on a single marked target within 60 feet. The target must make a Constitution saving throw. On a failure it takes 6d8 radiant damage and is blinded for 1 minute; on a success it takes half damage and is not blinded. The effect ignores resistance to radiant damage from nonmagical sources.

Prerequisites:

Marked target

Damage Effect
Saving Throw: Constitution
Damage: 6d8 radiant Radiant (None)
Conditions: Blinded for 1 minute on failed save
Duration: 1 minute

Transformations

Arbiter's Mantle
1 minute 5 Resolve or once per long rest Level 18

You become the living embodiment of judgement for a short time, your presence enforcing truth and weakening deception.

Changes:

Gain +2 to AC, Advantage on Wisdom and Strength saving throws, Weapon attacks deal extra 1d8 radiant damage, Zone of Truth created by you has doubled range

Special Actions:

Can use Channel of Inquiry features as a bonus action while mantled

Limitations:

Ends early if you fall unconscious

Auras

Aura of Certitude
10-foot radius (expands to 30 feet at 14th level) Level 6

You radiate an aura that comforts allies and troubles deceivers.

Effect:

Allies in the aura gain advantage on Wisdom (Saving Throws) against charm and compulsion effects and gain a +1 bonus to Insight and Investigation checks. Enemies in the aura have disadvantage on Deception checks.

Companions

Kinsman Witness
Spirit
Level 6

A spectral judge bound to your service. It appears as a translucent robed figure holding a small set of scales. It is incorporeal and cannot directly attack, but it grants benefits to your inquiries and can interpose itself to protect you.

Statistics:
HP 5 + your inquisitor level (scales)
AC 12
STR 6
DEX 14
CON 10
INT 10
WIS 14
CHA 12
Speed:
Walk 30 ft.
Skills:

Perception + your proficiency, Investigation + your proficiency

Senses:

Darkvision 60 ft., Truesight 10 ft. at higher tiers

Features:

Aid: grants +2 to a single Investigation or Perception check once per short rest., Interpose: as a reaction it can impose disadvantage on an attack roll targeting you (uses recharge)., Witness's Gaze (improved at higher levels): once per short rest it can force a creature to reroll a Deception or Stealth check.

Commands:

Guide (bonus to checks), Interpose (reaction), Observe (spend action to focus on an area)

Scaling:

Level 6: Gains initial features and minor HP scaling

Level 11: Truesight 10 ft. and improved Interpose frequency

Level 17: Can impose disadvantage on two attacks per short rest and grants +4 to checks

Class Features

Inquisitor's Calling (Level 1)

You are an agent of revelation and judgement. You gain spellcasting similar in style to a cleric, but your spells and rituals are focused on discernment, compulsion, and adjudication. Wisdom is your spellcasting ability. You prepare a number of spells equal to your Wisdom modifier + your inquisitor level, and you can change your prepared spells after a long rest. You know three cantrips: Guidance, Thaumaturgy, and Spare the Dying.

Inquisitorial Training (Level 1)

You gain proficiency with medium armor, shields, and martial melee weapons. You gain proficiency in two of the skills listed under proficiencies. You may add your Wisdom modifier to Intimidation or Persuasion checks once per short rest as the 'Imposing Inquiry' bonus (declared before the roll).

Channel of Inquiry (Level 2)

You wield the authority of truth. You gain the resource Inquisitor's Resolve (see Resources). You can spend Resolve to use special inquisitorial techniques (listed under martial abilities). At 2nd level you get two uses, and you gain additional uses at the levels listed in the Resources entry.

Resource Cost: Uses consume Inquisitor's Resolve

Path of Judgement (Level 3)

At 3rd level you choose a path (subclass) that shapes how you uncover and apply truth. See your subclass for additional features.

Kinsman Witness (Level 6)

Beginning at 6th level, you are followed by an incorporeal Witness — a spectral judge that assists your inquiries. The Witness (a spirit companion) can aid Perception/Investigation checks, deliver limited guidance in combat, and can manifest briefly to impose disadvantage on a single enemy's Deception or Stealth check once per short rest. The companion scales at tiers (see Companions).

Expose Weakness (Level 10)

At 10th level you can mark a creature with the Mark of Proof as part of an attack or a special action (see martial ability 'Mark of Proof'). A marked creature takes extra radiant damage equal to your Wisdom modifier (minimum 1) when you hit it with a weapon attack, and attacks against it have a +1 bonus from you and allies who can see the mark.

Prerequisite: Mark of Proof ability

Verdict's Reach (Level 14)

Starting at 14th level your inquisitions carry weight. When you use a Channel of Inquiry feature to impose a condition (for example, a compulsion or restraint), you may extend its duration by up to one round per Resolve point spent. Once per long rest you may spend 3 Resolve to automatically succeed on any Wisdom (Insight) or Intelligence (Investigation) check you make.

Prerequisite: Channel of Inquiry

Arbiter Ascendant (Level 18)

At 18th level you can assume the Arbiter's Mantle for up to 1 minute once per long rest (or by spending 5 Resolve). While mantled you gain: +2 to AC, advantage on Wisdom and Strength saving throws, your weapon attacks deal an extra 1d8 radiant damage, and any Zone of Truth or similar effect you create in this time has its range doubled. The form ends early if you fall unconscious.

Resource Cost: 5 Resolve or once per long rest

Final Adjudication (Level 20)

At 20th level you are the living verdict. Once per long rest you may declare Final Adjudication: for 1 minute you and allies within 30 feet who choose to follow your decisions gain advantage on attack rolls against creatures you have marked or whose lies you have revealed, and critical hits against those creatures inflict an additional 2d8 radiant damage. Additionally, during this minute you can use Channel of Inquiry as a bonus action.

Resource Cost: Once per long rest

Ready to Explore More Class Options?

Join thousands of players and discover detailed class features, subclasses, and gameplay hooks with Fable Fiesta!

Register to unlock spellcasting details, subclass features, and class-specific quests!

Sign Up Now - It's Free!

No credit card required. Start exploring in minutes!