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Inquisitor

Inquisitors are trained to resist magic, however resisting the effect of a magical attack leaves them open for an attack

Inquisitor: Arcane Training.

1/Encounter. They can choose to succeed a saving throw, doing so will leave them vulnerable to the next attack

Lvl 2 humanoid - inquisitor - Melee
34
Pack Tactics.

Advantage on attacks when an ally is adjacent to the target.

Choose one.
  • • Strike 2x.

  • • Shoot.

    . Range 12

Lvl 4 humanoid - inquisitor - Support
M39
Standard Bearer.

As long as the Priest is praying all allies within range have armor increased with one step

Lvl 6 humanoid - inquisitor - Melee
H41
Righteous Mark.

Whenever a Knight hit a creature the creature is taunted by the knight, attacking any other creature impose a disadvantage on attack rolls

Choose one.
  • • Righteous Strike 2x.

    . On Crit. Vicious

  • • Javelin.

Lvl 11 humanoid - inquisitor - Defender
H90
Disintegrating Armor.

Starts with Heavy Armor, on crit degrades to Medium, then to none.

Choose one.
  • Righteous Blow.

    . On Crit. Knocked back 4 spaces

Lvl 15 humanoid - inquisitor - Melee
Aura of Clarity.

While within 2 spaces of the judge, all allies cannot be frightened, nor blinded

Brand Heretic.

1/Encounter. Brand a creature as heretic, whenever the judge attacks the heretic he will crit on a 7 or 8 against the heretic

Choose one.
  • Righteous Strike 2x.

    . Brutal Smite. All weapon dice can crit