One of the things that always bothered me about many D&D worlds was how rampant magic tends to run. Heroes tend to go from novice to master magician in only a few years time. Magic is extremely powerful. Where is the fear? Where is their check? Enter the Inquisitor.
Inquisitors are based on the real world equivalent by the same name. The men of the Church who would go around and destroy things they considered unholy whether they be text or people themselves.
Magic in many worlds are sort of viewed as an equivalent to science. So the Inquisitor coming to destroy arcane documents fits well thematically.
Inquisitors can play a interesting role in many worlds:
- Maybe a party member is an inquisitor and they have to deal with a fellow party member who is a caster of the arcane. Will they let their fear of the arcane prevent them from doing the greater good?
- Maybe a major antagonist is an Inquisitor. They could potentially spread anti-arcane propoganda across the entire world. Making your mages feel unsafe wherever they go. Your players could argue with the Inquisitor stating the hiprocracy of the Inquisitor cast spells of their own.
- Inquisitors could make an interesting opponent for a heavy mage group as they might need to resort to other means to win a confrontation. Maybe the fighter switches to a more defensive role attempting to keep the Inquisitor away from his spellcasting allies.
I hope this class really sells that idea and allows for a true check of the arcane. Leave critique here in the comments or @TLCStageHazard.
If you’re interested in other D&D 5E Homebrews, here’s one about a more Pious Bard.
Oath of the Inquisitor:
|3rd||Detect Magic, Identify|
|5th||Silence, See Invisibility|
|9th||Counterspell, Dispel Magic|
|13th||Fire Shield, Locate Creature|
|17th||Circle of Power, Dispel Evil and Good|
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Martial Counterspell: When a target casts a spell within your melee attack range you can spend your Channel Divinity and reaction to immediately interrupt the their casting (wasting their spell slot and action) and take an attack of opportunity.
Focus Rupture: As an action, you can make a special attack with an attack bonus equal to your Intelligence or Charisma modifier(choose one). If the attack lands any spell the target was concentrating on is immediately ended.
Aura of Null:
Beginning at 7th level you and allies within 10 feet gain a bonus to saving throws vs spells equal to your Charisma or Intelligence modifier.(Choose one) This effect does stack with Aura of Protection.
Beginning at 15th level, whenever you use your Divine Sense feature you also gain the effects of the Detect Magic spell. This does not use up a spell slot.
At 20th level, as an action, you can emmit an aura of anti-magic. You gain the following effects for 1 minute.
- You emmit an aura of silence in a 30ft radius centered on yourself. This is effectively the Silence spell but it cannot be dispelled.
- You can use your Channel Divinity effects any number of times.
- When you cast the Dispel Magic spell it is considered to be cast at an 8th level.