Inquisition Domain (OWM)

Subclass of Cleric

Old World's Might - Subclasses from Old Europe p. 25 (Homebrew)

Level
3

Description

Use divine law as instrument of judgment and purification

"Truth is a blade that must be wielded without hesitation. Doubt is a sickness that must be purged."

Theme: Unyielding hands of faith, wielding magic not for mercy, but to interrogate, expose, and eradicate falsehoods.

Playstyle: Specialized in investigation, coercion, and relentless pursuit of those who defy their faith. They control battlefields through fear and suppression, limiting enemy options while bolstering allies with unwavering certainty.

The Inquisition was a powerful office set up within the Catholic Church to root out and punish heresy throughout Europe and the Americas. Beginning in the 12th century and continuing for hundreds of years, the Inquisition is infamous for the severity of its tortures and its persecution of Jews and Muslims. Its worst manifestation was in Spain, where the Spanish Inquisition was a dominant force for more than 200 years, resulting in some 32,000 executions.

Traits

Unyielding Authority Nivel 3

You gain Advantage on Insight and Intimidation checks. Additionally, you can cast the Zone of Truth spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Trial by Fire Nivel 3

You present your Holy Symbol and expend one use of your Channel Divinity to invoke divine authority to expose and punish transgressors. As a Magic Action, you mark a creature that you can see within 30 feet of you as a heretic. For 1 minute, the target suffers the following effects:

  • If it lies, it takes Radiant damage equal to your Cleric level and has the Incapacitated condition until the end of its next turn.
  • If it casts a spell, it must first make a Wisdom saving throw against your spell save DC. Failure: the spell doesn't have effect and is wasted.
  • If it attempts to use its movement, it must first make a Wisdom saving throw against your spell save DC. Failure: Its Speed is halved until the start of its next turn.

Inquisition Domain Spells Nivel 3

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the table below, you thereafter always have the listed spells prepared.

Inquisition Domain Spells:

LevelSpell
3rdCommand, Detect Magic, Hunter's Mark, Zone of Truth
5thHold Person, See Invisibility
7thCounterspell, Locate Creature
9thBanishment, Dominate Person

Chains of Repentance Nivel 6

When you hit a creature with a melee attack, you can force it to make a Wisdom saving throw against your spell save DC. Failure: Restrained condition for 1 minute as divine chains bind them in place. It can repeat the save at the end of each of their next turns, ending the condition on itself on a success. Once you use this feature, you cannot use it again until you finish a Short or Long rest.

Divine Tribunal Nivel 17

You create a 30-foot radius aura of judgment for 1 minute. While within this aura:

  • As a Magic Action, you evoke a 30-foot radius, 60-foot-high Cylinder of divine light centered on a point that you can see within 60 feet of you. The Cylinder lasts for 1 minute. On each of your subsequent turns, you can use your Bonus Action to move the Cylinder up to 30 feet in any direction. In the Cylinder, the following effects apply:
  • Creatures of your choice can't have the Invisible condition nor can they magically teleport or move (such as through the misty step spell)
  • Spells or magical effects of the illusion or enchantment school automatically fail.
  • Creatures of your choice add your Wisdom modifier to their Tests.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a 5+ level spell slot (no action required).