New Class or Rogue Archetype: Inquisitor

Two attempts at a divine pact magic based Rogue archetype. You are a stealthy hunter of commissioned by a faith, oath, or ideal. Inspired by: http://www.giantitp.com/forums/showthread.php?370221-5e-Homebrew-The-Inquisitor and Van Helsing.

Ability Bonuses by Level

  • 3: Mark of the Inquisition
  • 3: Spellcasting
  • 3: Bonus Proficiencies: You gain proficiency with the Inquisitor's Kit and the Disguise Kit.
  • 9: Judgement
  • 13: Sanctified Mind
  • 17: Death StrikeAbility DescriptionsMark of the Inquisition Starting at 3rd level. as a Bonus Action, you place a divine mark onto a creature by making a melee spell attack, inflicting 1 point of damage. Your opponent can make a Wisdom Save to avoid being marked. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A Mark can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed. The Mark lasts until you take a long rest, and you can have up to half your rogue level of marks active at any given time. As long as the mark is active you know when the target is within a six mile radius of you, however, you don't gain any other information about its location nor its condition. Additionally, you gain Advantage on any attacks made against a marked creature.Spellcasting You gain Divine Spellcasting keyed off of your Wisdom score. You gain spells like a Warlock but your spells and invocations are different. Ask your DM if a spell is available (until full spell list is included).Spell Slots The table shows you how many spell slots you have. It also shows you what level those slots are; all your slots are of the same level. To cast a spell you must expend a spell slot. You regain all expended spell slots when you finish a long or short rest.Spellcasting Ability Wisdom is your spellcasting ability for your spells, so you use Wisdom whenever a spell refers to your casting ability. You also use your Wis modifier when setting the saving throw DC of your spells and for your attack bonus when attacking with your spells.Spellcasting Focus You can use a divine focus for your spells.

    Level Cantrips Known Spells Known Spell Slots Slot Level
    3 2 2 1 1st
    4 2 2 1 1st
    5 2 3 1 2nd
    6 3 4 2 2nd
    7 3 5 2 2nd
    8 3 5 2 2nd
    9 3 6 2 3rd
    10 4 7 2 3rd
    11 4 7 2 3rd
    12 4 8 3 3rd
    13 4 9 3 4th
    14 4 9 3 4th
    15 4 10 3 4th
    16 4 11 3 4th
    17 4 11 3 4th
    18 4 12 3 4th
    19 4 13 3 4th
    20 4 13 3 4th

    Judgement
    As an Inquisitor your faith, oath, or ideal gifts you with the right to judge others based on a set of principles you uphold. The Principles are different from inquisitor to inquisitor, and you should ask your DM to help you figure out a list of principles your Inquisitors would expect to uphold.

    You judge an opponent who has been touched by your Mark of the Inquisition. The judged creature makes a Wisdom Save (DC 8 + Wisdom Bonus + Proficiency Bonus). If the judged creature wins, they are not affected by your judgmenet and cannot be affected for 24 hours. If the creature fails, they are judged for one minute. There are four basic kinds of judgments an Inquisitor can inflict. You may switch the judgement’s active effect with a bonus action:

    • Punish the Wicked: You gain your Wisdom bonus on attack rolls made against the target for the duration of the judgement.
    • Know Your Enemy: You gain an advantage on Investigation, Perception, and Intelligence checks made to determine the weakness and strengths of the target for the duration of the judgment.
    • No one Expects the Inquisition: You gain advantage on Stealth and Deception Checks against the target.
    You judge a Marked targets by using a spell slot. As a bonus action on your turn, you can burn a judged target for 1d4 damage. The target can make a Constitution Save for half damage. For each spell slot above first level, the target takes an extra 1d4 damage. Sanctified Mind You are resistant to psychic damage. Your thoughts and emotions can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

    Death Strike
    You gain this ability as the Rogue Assassin archetype.


    Round 2

    Level 3
    Spellcasting
    When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
    Cantrips. You learn three cantrips: Minor Illusion, and two others from the Cleric spell list. You learn another Cleric cantrip of your choice at 10th level.
    Spell Slots. The Inquisitor Spellcasting table is equivalent to the Arcane Tricksters. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
    Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice.
    The spells known column of the Arcane Trickster Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells can be any cleric spell of your choice, and must be of a level for which you have spell slots.
    Spellcasting Ability. Wisdom is your spellcasting ability for cleric spells, since you learn your spells through divine gifting. You use your Wisdom whenever a spell refers to your spellcasting ability modifier. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

    Level 3
    Domain
    Choose a Domain from the Cleric class. You add the Domain spells to your list of known spells and gain the level 1 benefits of a Domain. If you would gain a bonus armor proficiency, you gain Medium Armor proficiency instead. If you would gain proficiency with martial weapons, you only gain proficiency with one-handed and ranged weapons.

    Level 3
    Bonus Proficiencies
    Proficiency in Religion and Inquisitor’s Kit.

    Level 9
    Channel Divinity (once per short or long rest)
    Domain option, or…
    Conviction of the Inquisition
    As an action, you present your holy symbol and gain an Advantage on Saving Throws against the Charmed and Frightened condition, and you gain Extra Attack for the next minute.

    Level 9
    Mark of the Inquisition
    You can attempt to touch a foe. If you do, you mark the target, leaving some form of visible mark on their body, such as a scar.
    You know the location of a marked target. If you attack a Marked target, you deal bonus fire damage to the target equal to your Wisdom modifier.
    A mark lasts for 24 hours. You can have up to your Wisdom modifier in Marks placed.

    Level 13
    Wolf in Sheep’s Clothing
    You gain the ability to adopt the behaviors and mannerisms of a practitioner of another faith. You can imitate the theology of the faith. You must spend at least 3 hours studying a religious text of another faith.
    Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

    Level 17
    Sanctified Mind
    You are resistant to psychic damage. You gain telepathy out to 60ft. Your thoughts and emotions can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.

Perhaps a good reference would be Pathfinder’s Inquistor. Think Van Helsing.

For what class is this archetype

I do love the Inquisitor character. I’ve mentioned the GitP post and the PF base class. Here are some other takes on the class.

http://www.expeditiousretreat.com/2015/03/declassified-inquisitor.html?m=1

Common themes:
Lightly armored, martial weapons
Likely Wisdom and Charisma saves. One makes the mistake of giving Wisdom and Constitution as base saves.

Divine abilities for smiting, judging, baning, tracking, and protection from evil.

Spellcasting, either full divine, five levels of divine, or pact magic/invocations.

This would fill the role of another rogue-like class. There then should be arguments for the ideas an archetype, as above and as posted by WotC in:
http://dnd.wizards.com/articles/features/gothic-heroes

The above feels more like the Witch Hunter from geekandsundry.com than PF or the GitP post.