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Ultimga

Inquisitor 5e

Feb 8th, 2017
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  1. If playing an INQUISITOR archetype for Paladin you may use Wisdom rather than Charisma for any class features, and the following spells are added to the paladin spell list for you.
  2.  
  3. BURST BONDS
  4. 1st-level evocation
  5. Casting Time: 1 action
  6. Range: Touch
  7. Components: V
  8. You blast a target object restraining or grappling you with divine wrath, dealing 2d10 radiant damage.
  9. Alternatively, you may target a creature restraining or grappling you. The target must make a Strength throw. On a failed save, the target is no longer restraining or grappling you. In addition the target takes 2d10 radiant damage and is pushed 10 feet away from you. On a successful save, the target takes half damage, is not pushed away, and you remain grappled or restrained by the target.
  10. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each spell slot above 1st.
  11.  
  12. BRAND
  13. 1st-level transmutation
  14. Casting Time: 1 action
  15. Range: Touch
  16. Components: V, S
  17. Make a melee spell attack against a creature within your reach. On hit, the target takes 1 point of damage and you curse it, etching an indelible rune or mark of no more than 6 characters onto an exposed portion of the target. When the brand is within 30 feet of a visible symbol of your faith, the brand blazes as bright as a torch.
  18. The brand may be removed by a remove curse spell or wish.
  19.  
  20. BLISTERING INVECTIVE
  21. 1st-level evocation
  22. Casting Time: 1 action
  23. Range: 30 feet
  24. Components: V, S
  25. Choose up to three creatures that can hear you and you can see within range. You unleash an insulting tirade so vicious and spiteful that your fury physically scorches the targets. Each creature must make a Wisdom saving throw. On a failed save targets take 1d10 fire damage and ignites in flames. On a successful save targets take half damage and don’t ignite in flames.
  26. Ignited targets take 1d6 fire damage at the end of their turn. If an ignited target or a creature within 5 feet of it uses an action to put out the flames, they may make a Dexterity saving throw against your spell save DC. If successful, the target is no longer ignited. If some other effect douses the flames (such as the target being submerged in water), the target is no longer ignited.
  27. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot level above 1st.
  28.  
  29. CONFESS
  30. 2nd-level enchantment
  31. Casting Time: 1 action
  32. Range: 30 feet
  33. Components: V, S
  34. Duration: Concentration, up to 1 minute
  35. You ask an intelligent creature one question. On its next turn, the creature must answer truthfully in the same language as the question or suffer divine wrath.
  36. If the creature answers dishonestly or refuses to answer, it must make a Charisma saving throw. It takes 3d10 radiant damage on a failed saving throw, and half as much damage on a successful one. A creature which is unable to answer still takes the damage.
  37. Until the spell ends, you can use an action on each of your subsequent turns to ask the creature another question in this way again.
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