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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Spellcasting
Guidance
You touch one willing creature. Once before the spell ends, the target can add 1d4 to one ability check of its choice.
Thaumaturgy
You manifest minor wonders, such as booming your voice, causing flames to flicker, or making harmless tremors.
Spare the Dying
You touch a creature that has 0 hit points. The creature becomes stable.
Detect Magic
For the duration you sense the presence of magic within 30 feet of you.
N/A
Command
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.
Zone of Truth
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.
Detect Thoughts
You read surface thoughts and can probe deeper with a Wisdom save.
Augury
You receive an omen about the results of a particular course of action within the next 30 minutes.
Beacon of Hope
Bestows hope and vigor, maximizing healing and granting advantage on Wisdom and death saving throws.
Dispel Magic
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower ends; higher-level spells require a dispel check.
Automatic dispel for higher level slots
Divination
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.
Commune
You contact your deity and ask up to three yes-or-no questions. The deity answers truthfully.
Martial Abilities
Mark of Proof
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).
Judgment Strike
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.
Cross-Examination (Combat)
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.
Sense Lie
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.
Binding Verdict
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).
Mark of Proof
Relentless Pursuit
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.
Sanctioning Strike
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.
Divest the False
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.
Cross-Examination (Advanced)
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.
Scour the Witness
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.
Final Summons
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.
Marked target
Transformations
Arbiter's Mantle
You become the living embodiment of judgement for a short time, your presence enforcing truth and weakening deception.
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
Can use Channel of Inquiry features as a bonus action while mantled
Ends early if you fall unconscious
Auras
Aura of Certitude
You radiate an aura that comforts allies and troubles deceivers.
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
Level 6A 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.
Perception + your proficiency, Investigation + your proficiency
Darkvision 60 ft., Truesight 10 ft. at higher tiers
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.
Guide (bonus to checks), Interpose (reaction), Observe (spend action to focus on an area)
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)
Inquisitorial Training (Level 1)
Channel of Inquiry (Level 2)
Resource Cost: Uses consume Inquisitor's Resolve
Path of Judgement (Level 3)
Kinsman Witness (Level 6)
Expose Weakness (Level 10)
Prerequisite: Mark of Proof ability
Verdict's Reach (Level 14)
Prerequisite: Channel of Inquiry
Arbiter Ascendant (Level 18)
Resource Cost: 5 Resolve or once per long rest
Final Adjudication (Level 20)
Resource Cost: Once per long rest
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