Homebrew:Inquisition Domain: Difference between revisions

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[[file:pantomime.jpg|right|thumb|500px]]
[[file:inquisition.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the College of Pantomime subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|bard|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
The College of Pantomime is the home of bards who found that the world is a cacophonous place with too much noise and distractions to truly appreciate the Words of Creation or the magic which stemmed from it. They have therefore opted not to add their voices to the multitudes, instead choosing to remain silent, focusing instead on their movements and intentions to weave their magic as they trace the echoes of the Words of Creations which vibrate throughout the planes.
Most clerics are pillars of their community, overseeing worship, healing, and religious rites in their god’s name. However, all faiths have rules, acts which are seen as taboo and creatures declared anathema. When violations appear, the inquisitors follow, finding the violators and enforcing the law with divine wrath and the point of a sword.


Bards of this college are often considered odd and offputting. There’s something about a performer who won’t speak that seems to give onlookers a feeling that something just isn’t right. This can be explained by the fact that these silent performers are in fact altering the weave around them through their intricate and specific movements. Members of this college are usually more level-headed than their counterparts from other colleges, or at least seem so since they can’t voice any ridiculous plans they have out loud. Though those who spend enough time around them to gain an insight into their gesticulations may disagree with the previous assertion.
Inquisitors bring safety to some, but are often fearsome figures in their work. At their best, they protect their communities from corrupting influences of cults, undead, and creatures from the outer planes. At their worst, they are tyrants, leading reigns of terror to quash dissent and oppress those who do not share their faiths.


== Silence is Golden ==
Inquisitors exist throughout the multiverse, serving causes both good and evil. On many planes, the church of Lolth makes extensive use of them to root out dissent among the drow, and inquisitors of Bahamut are tasked with finding and quashing cults in service of Tiamat. In Faerun, Helm’s eternal quest to protect his servants draws many inquisitors, and the efforts of Bane’s followers to establish dominion over regions they control encourages many onto the path of the inquisitor as well. In Eberron, Thrane’s Church of the Silver Flame and the secret police of Zilargo include many inquisitors among their ranks. Inquisitors abound among the clerics of Ravenloft, given the predominance of malign entities to be fought, corrupt cults to be stopped, and overbearing tyrants to be served.
''3rd-level {{PAGENAME}} feature''


When you join the College of Pantomime at 3rd level, you gain a better understanding of how to manipulate the weave of magic around you with your performance.
== Domain Spells ==
''1st-level {{PAGENAME}} feature''


When casting a spell you can replace any verbal components with somatic components. If a spell requires both verbal and somatic components, you can ignore the verbal components. By mastering the use of your gesticulations you have negated the need to vocalize your intentions.
You gain domain spells at the cleric levels listed in the {{PAGENAME}} Spells table. See the Divine Domain class feature for how domain spells work.


== Invisible Blades ==
{| class="wikitable"
''3rd-level {{PAGENAME}} feature''
|+ {{PAGENAME}} Spells
!Cleric Level !! Spells
|-
|1st || ''[[spell:cause-fear|cause fear]]'', ''[[spell:hunters-mark|hunter's mark]]''
|-
|3rd || ''[[spell:branding-smite|branding smite]]'', ''[[spell:detect-thoughts|detect thoughts]]''
|-
|5th || ''[[spell:dispel-magic|dispel magic]]'', ''[[spell:speak-with-dead|speak with dead]]''
|-
|7th || ''[[spell:banishment|banishment]]'', ''[[spell:locate-creature|locate creature]]''
|-
|9th || ''[[spell:dispel-evil-and-good|dispel evil and good]]'', ''[[spell:flame-strike|flame strike]]''
|}


As a bonus action, you can expend one of your uses of Bardic Inspiration to pantomime an invisible blade in your hand. This blade deals 1d6 slashing damage and uses your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. It has the Light property. The blade ceases to exist after 1 hour, if you are incapacitated, or if you let go of it. You can also dismiss it at will.
== Seeker of Apostates ==
''1st-level {{PAGENAME}} feature''


The damage for this attack increases when you reach 5th level (1d8), 10th level (1d10), and 15th level (1d12).
You gain proficiency with martial weapons, [[equipment:thieves-tools|thieves' tools]] and two of the following skills of your choice: {{arcana}}, {{insight}}, {{intimidation}}, {{investigation}}, {{persuasion}}, {{sleight of hand}}, {{stealth}}, or {{religion}}.


== Convincing Performance ==
== Fear and Surprise ==
''6th-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''
 
Your god grants you the power to act suddenly in pursuit of your enemies. You can add your Wisdom modifier to your initiative rolls.
 
== Channel Divinity: Cow the Unfaithful ==
''2nd-level {{PAGENAME}} feature''


As an action, you can mime the form of any inanimate object with which you are familiar, creating an invisible version of it in your hands. An object created in this way can be no larger than 3 feet on a side and weigh no more than 10 pounds. It ceases to exist after 1 hour, when you dismiss it as an action, when you use this feature again, or if it takes or deals any damage.
You can use your Channel Divinity to inspire awe or terror among enemies of your faith. As a bonus action on your first turn of combat you can present your holy symbol and invoke the name of your deity. All hostile creatures within 30 feet of you who can see you must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn. A creature frightened in this way has a speed of 0. Creatures who are surprised when you use this ability have disadvantage on this saving throw.


You can’t use this feature to create items that ordinarily require a high degree of craftsmanship, such as weapons or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
== Expose the Heretics ==
''6th-level {{PAGENAME}} feature''


== Trapped in a Box ==
Your ability to inspire dread among enemies gains the power to end deceptions or illusions. Creatures which are frightened or charmed by you have disadvantage on checks made to deceive you or hide from you.
''14th-level {{PAGENAME}} feature''


By perfecting the art of mime and listening for the Words of Creation, you have developed a mastery of imposing your vision and will on the weave around you.
Additionally, you have advantage on checks and saving throws made to perceive or see through illusions, and you can cast ''[[spell:see-invisibility|see invisibility]]'' on yourself once without material components or expending a spell slot. Once you have cast the spell in this way, you can’t do so again until you complete a long rest.


As an action, you may summon up to 6 invisible panels in any orientation and position in any unoccupied spaces within 60 feet of you. Each panel must share at least one side with one other panel. The panels exist for up to 1 minute, until you dismiss them as an action, or until they are destroyed. The panels are 5 foot squares that are 1 inch thick. A creature can determine the location and orientation of these panels by interacting with them or by succeeding on a Wisdom (Perception) check against your spell save DC.
== Divine Strike ==
''8th-level {{PAGENAME}} feature''


If a creature would be surrounded on all sides by the panels (or the panels and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the panels.
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.


The panels are magical objects, each one has AC 15 and 30 hit points, and is immune to poison and psychic damage. A dispel magic or disintegrate spell will immediately destroy a single panel.
== End Blasphemy ==
''17th-level {{PAGENAME}} feature''


You can use this feature a number of times equal to your Charisma modifier (minimum of once), and expended uses are replenished when you finish a long rest.
You can break the ties between an enemy and their magical power. As an action, choose a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw. On a failed save, any spells on the target and any ongoing spells cast by the target end. Until the end of your next turn, the creature may not cast spells or use magical abilities or non-artifact magic items. Once you use this ability, you may not do so again until you finish a long rest.


[[category:homebrew bard subclasses|Pantomime]]
[[category:homebrew cleric subclasses]]

Latest revision as of 18:16, 26 July 2025

(OOC: This is an implementation of the Inquisition Domain subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Cleric

Most clerics are pillars of their community, overseeing worship, healing, and religious rites in their god’s name. However, all faiths have rules, acts which are seen as taboo and creatures declared anathema. When violations appear, the inquisitors follow, finding the violators and enforcing the law with divine wrath and the point of a sword.

Inquisitors bring safety to some, but are often fearsome figures in their work. At their best, they protect their communities from corrupting influences of cults, undead, and creatures from the outer planes. At their worst, they are tyrants, leading reigns of terror to quash dissent and oppress those who do not share their faiths.

Inquisitors exist throughout the multiverse, serving causes both good and evil. On many planes, the church of Lolth makes extensive use of them to root out dissent among the drow, and inquisitors of Bahamut are tasked with finding and quashing cults in service of Tiamat. In Faerun, Helm’s eternal quest to protect his servants draws many inquisitors, and the efforts of Bane’s followers to establish dominion over regions they control encourages many onto the path of the inquisitor as well. In Eberron, Thrane’s Church of the Silver Flame and the secret police of Zilargo include many inquisitors among their ranks. Inquisitors abound among the clerics of Ravenloft, given the predominance of malign entities to be fought, corrupt cults to be stopped, and overbearing tyrants to be served.

Domain Spells

1st-level Inquisition Domain feature

You gain domain spells at the cleric levels listed in the Inquisition Domain Spells table. See the Divine Domain class feature for how domain spells work.

Inquisition Domain Spells
Cleric Level Spells
1st cause fear, hunter's mark
3rd branding smite, detect thoughts
5th dispel magic, speak with dead
7th banishment, locate creature
9th dispel evil and good, flame strike

Seeker of Apostates

1st-level Inquisition Domain feature

You gain proficiency with martial weapons, thieves' tools and two of the following skills of your choice: ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes., InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms., IntimidationCharisma (Intimidation)skillWhen you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision., InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check., PersuasionCharisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk., Sleight of HandDexterity (Sleight of Hand)skillWhenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket., StealthDexterity (Stealth)skillMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard., or ReligionIntelligence (Religion)skillYour Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults..

Fear and Surprise

1st-level Inquisition Domain feature

Your god grants you the power to act suddenly in pursuit of your enemies. You can add your Wisdom modifier to your initiative rolls.

Channel Divinity: Cow the Unfaithful

2nd-level Inquisition Domain feature

You can use your Channel Divinity to inspire awe or terror among enemies of your faith. As a bonus action on your first turn of combat you can present your holy symbol and invoke the name of your deity. All hostile creatures within 30 feet of you who can see you must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn. A creature frightened in this way has a speed of 0. Creatures who are surprised when you use this ability have disadvantage on this saving throw.

Expose the Heretics

6th-level Inquisition Domain feature

Your ability to inspire dread among enemies gains the power to end deceptions or illusions. Creatures which are frightened or charmed by you have disadvantage on checks made to deceive you or hide from you.

Additionally, you have advantage on checks and saving throws made to perceive or see through illusions, and you can cast see invisibility on yourself once without material components or expending a spell slot. Once you have cast the spell in this way, you can’t do so again until you complete a long rest.

Divine Strike

8th-level Inquisition Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

End Blasphemy

17th-level Inquisition Domain feature

You can break the ties between an enemy and their magical power. As an action, choose a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw. On a failed save, any spells on the target and any ongoing spells cast by the target end. Until the end of your next turn, the creature may not cast spells or use magical abilities or non-artifact magic items. Once you use this ability, you may not do so again until you finish a long rest.