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Witcher

Inquisitor

A few Witchers stray from the core tenets of brotherhood and monster hunting and become hunters of man. Inquisitors specialize in finding, torturing, and punishing traitorous Witchers and whoever else they are paid to pursue. They are hardened and alone having been cut off from all Witchers who keep traditional values. Witchers of the Schools of the Wolf and Griffon have a vendetta against Inquisitors with most Inquisitors being from the School of the Viper.

Sentence Punishment Example Crime
Light Punishment (1 Stamina)Public Ridicule: The guilty accused is berated with taunts and jeers of ephemeral beings summoned to condemn them. The accused takes 3D4 Psychic damage and has disadvantage on the next D20 test it makes before one hour has passed.Disorderly Conduct
Remedial Punishment (3 Stamina)“Equal” Compensation: The guilty accused has the memories of their crime placed on a divine scale and weighed. The punishment is equal to the crime (As determined by the DM). For instance, stealing a loaf of bread may cost them half their movement speed for one hour so that they may understand the lack of energy of their victims in their hunger.Theft
Standard Punishment (4 Stamina)Time in the Stocks: The guilty accused is forced to their knees and clapped in radiant stocks and is Restrained for a time consistent with their crime (As determined by the DM) on average 1 turn per 10 gps of damages incurred. The guilty accused can attempt to escape the stocks with a DEX check DC equal to your Sign save DC at the end of each of its turns with a 1D8 penalty.Fraud/Forgery
Heavy Punishment (5 Stamina)Take Lashes: The guilty accused is forced to their knees and any armor is removed from them as an ethereal whip gives them lashes. The number of lashes is determined with the severity of the crime (As determined by the DM). For instance defacing a statue or breaking a minor local law would incur 1D4 +1 lashes. One lash deals 1D4 magical Slashing damage + 1D6 Necrotic damage.Destruction of Property, Breaking Local Law
Trial Effect
Trail by Ordeal of WaterThe guilty accused is teleported to a demiplane full of water and is forced to tread water for hours in proportion to their crime (As determined by the DM) usually 1 hour per Stamina spent. At the end of each hour the accused must make a DC 12 + the number of hours passed Athletics check taking 1D8 Cold damage on a failed save or half has much on a successful save. If the accused has a Swimming speed they have advantage on the check. The accused then reappears instantaneously in the exact location it was as if no time had passed with 1 Level of Exhaustion per check failed by 5 or more.
Trial by Ordeal of FireThe guilty accused teleported to a demiplane and tied to a stake and set aflame for an amount of time in proportion to their crime (As determined by the DM) usually 1 minute per level of Sentencing (1 for Light Punishment, 4 for Heavy Punishment). Every minute the accused must make a CON saving throw DC 12 + the number of minutes passed taking 2D8 Fire damage or half as much on a successful save. The accused then reappear instantaneously in the exact location it was as if no time had passed with their hit point maximum being reduced by the amount of Fire damage taken.
Trial by Ordal of CombatThe guilty accused is teleported to a demiplane and forced to engage in one on one combat for a number of rounds in proportion to their crime (As determined by the DM) usually 1 round per level of Sentencing (1 for Light Punishment, 4 for Heavy Punishment). You can be the accused’s foe or a warrior of equivalent CR is summoned and battles the accused. The accused (And you if you joined) then reappear instantaneously in the exact location it was as if no time had passed (At the DM’s discretion an abridged battle may take place with each combatant dealing the average of its maximum damage each turn until the time passes or one is felled).
Lasting Punishment (5 Stamina) Criminal Brand: The guilty accused is branded with a red hot brand that is conjured and placed on their hand, neck, or face (Your choice). The target takes 5D6 Fire damage and 1D4 Fire damage at the start of each of its turns unless a 2nd level or higher healing spell is cast on them, a successful DC 14 Medicine check is made, or after they complete a short rest. The brand cannot be removed by any means short of divine intervention. Dealing with Illegal Substances
Hard Punishment (8 Stamina)Mutilation: The guilty accused is tied to a table and a grim holy warrior is summoned to punish them. Roll 1D20: 1: The accused legs are cut off at mid calf dealing 4D12 magical slashing damage and reducing their movement speed to 5 ft. 2-5: The accused’s dominant hand is severed dealing 2D12 magical Slashing damage. The accused is unable to perform tasks that require both hands. 6-19: The accused’s legs are slashed dealing 2D10 magical Slashing damage and halving their movement speed. 20: The accused’s eyes are gauged dealing 2D6 Piercing damage and Blinding them. They cannot be healed unless a 4th level or higher healing spell is cast on them, a successful DC 18 Medicine check is made, or after they complete 6 months of rest with light labor restrictions.Violent Premeditated Assault, Forgoing Oath/Disloyalty
Harsh Punishment (9 Stamina)Solitary Confinement: The accused is teleported to a demiplane where they are kept in place for a number of years equal to the amount of time they robbed their victim of. They reappear in the exact location last were instantaneously as if no time had passed in their aged state. If the time exceeds their lifespan they return with one year left to live. The experience gives them 1 level of Indefinite Madness per 10 years they spend in isolation (Maximum 7) and gives them a permanent 1D10 penalty to all D20 tests.Premeditated Murder of an Important Individual
Capital Punishment (10 Stamina)Death: A Greater Avatar of Death is summoned and sweeps its scythe through the guilty accused dealing 8D8 +30 Necrotic damage and if the accused is killed they arise as a Specter under your control for 24 hours or until it is reduced to 0 hit points.Fraternizing with the Forces of Evil, Treason

Subclass Features

Lv 3

Urban Tracking

You are trained in tracking humanoids in an urban environment specifically. You are proficient with Investigation and you can track a humanoid in an urban environment without fail as long as you have at least one lead on where they are heading or have a piece of evidence less than 24 hours old.

Interrogation

You are skilled at getting information. You have Expertise with Intimidation and are proficient with Torturer’s Tools. You also have advantage on Insight checks to tell if a humanoid is lying, having extensively studied tells and other means of hiding the truth.

Above the Law

Inquisitors are an official and sanctioned force within most nations. You have official papers and an insignia that marks you as an Inquisitor. Most soldiers and police forces will cooperate with a registered Inquisitor with proper identification, and most judges would never even entertain impeding an Inquisitor’s inquisition as long as it is not overtly destructive or disruptive.

Lv 7

Abuse of Divine Authority

Many gods of justice lend Inquisitors a piece of divine power though an Inquisitor tends to shuffle through gods many times as few are willing to back an Inquisitor for any lengthy period. You can empower your strikes with divine power and Stamina as a bonus action which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike. You can expend 2 Stamina to deal an additional 2D6 Radiant damage and an additional 1D6 damage for every 2 additional Stamina you expend.

Lv 11

Beginner Sentencing

By virtue of your Inquisitor authority and the power of borrowed authority of the gods of justice you are associated with you can pronounce sentences and punishments on those that are judged. You can sentence the target (Referred to as the Accused) as an action by declaring the accused’s crime and the proposed punishment. Each sentence has a Stamina cost to enforce that is listed on the Sentencing Table. If the accused is guilty of the crime the accused has disadvantage on the CHA saving throw and the accused has advantage on the saving throw if the accused is innocent (The DM will roll twice regardless and is not obligated to declare if the roll was with advantage or disadvantage). If the accused is innocent no punishment can be made. Regardless of the result a target can only be Sentenced once every 24 hours. The DC for the saving throw is equal to your spell save DC.

You can use this feature once per long rest or you can regain the use of this feature by expending 3 Stamina, with the sole exception of Light Punishment and Remedial punishment which you can use as often as you have Stamina.

Sentencing

Lv 15

Declare Judgement

You can become judge, jury, and executioner of justice. If a target of your Sentencing feature succeeds their saving throw you can force them to repeat the roll and take the new result or you can apply the next highest punishment that they are guilty of (The DM has great latitude in what they can or cannot be punished of). In addition, you can substitute a guilty decree with a Punishment with one of the following Trials. You can make one Punishment substitution per long rest.

Trials

Lv 20

Dire Sentencing

You can Sentence the following crimes of greater severity with dire punishments should the accused be declared guilty.

Sentencing