Inquisitor

Inquisitors are relentless in their persecution of those they deem immoral and unnatural, hunting down heretics and criminals with their martial prowess, sharp intuition, and learned magic.

### Bond

At 1st level, the Inquisitor forms a bond with a familiar, serving the inquisitor to aid in their mission and provide a second pair of eyes. You can cast the find familiar spell once without material components with this feature. You regain its use on a long rest. The options for your Find Familiar spell are increased to also include: Crawling Claw, Flying Monkey, Giant Fire Beetle, Homunculus, Juvenile Mimic, Paper Bird, Peacock, Vulture, Tressym.

The familiar works the same as described in the find familiar spell, except that you can use your bonus action or use one of your attack actions to make it use its reaction to attack.

### Judgement

Starting at 1st level, you gain proficiency in the Perception (wis) or Intimidation (Wis) skill, and when you gain the Know Your Enemy feature you use wisdom for it rather than intelligence.

Starting at 1st level, you can enact your judgement on a creature. As an action, you gaze at a creature you can see within 30 ft of you. It makes a wisdom contest against your wisdom (perception) or intimidation (wis) check. If it fails the contest, you have marked the creature as your quarry. You may issue one of the following commands to it - it is *not* mind controlled to obey, but if it disobeys it suffers from your Judgement. The rules of this judgement are magically understood by the creature if it has at least 6 int. If, for some reason, the creature is absolutely incapable of not violating the command, the command is void and has no effect.

*Truth*: The creature may not lie to you for the next 10 minutes.

*Atone*: The creature must profusely atone for 10 minutes if it has committed a criminal act you are aware of.

*Restitute*: The creature must pay 5 GP for every point of damage it has inflicted on a creature of your choosing.

*Disarm*: The creature must surrender its weapons to you.

If your quarry fails to obey the command you choose, a glowing brand appears on its forehead and you can pass Judgement. Until the end of your next turn, any attack you or your familiar make against your quarry adds your wisdom modifier to the attack and damage rolls, and to the DC of your Tactical Dice when you gain them.

You may use this feature a number of times equal to your wisdom modifier. You regain its uses after a long rest.

### Iron Law Bond

Starting at 6th level, your familiar bond gets strengthened by your contract.

Your familiar gains additional hit points equal to twice your Warrior level, and its AC equals 8+ your proficiency bonus+your wisdom modifier. You add your wisdom modifier to the familiar's damage rolls. You share your senses with your familiar, and can apply Basic Tactics and Advanced Tactics to its attacks as if they were your own.

### Tireless Pursuit

Starting at 10th level, a creature is affected by your Judgement for a number of hours equal to your wisdom modifier. You always know the direction and distance to your quarry as long as it is on the same plane of existence as you. Your movement speed increases by 15 ft as long as you are moving in the direction of your quarry.

### Controlled Positioning

Starting at 15th level, you can use your bonus action to make a hand sign to switch the positions of 2 creatures, choosing from yourself, your quarry, and your familiar. The targeted creatures must be within line of sight and 60 ft of you. You can use this feature once, and regain its use on a short or long rest.

### Unassailable Tactics

Starting at 18th level, you add your wisdom modifier to your Tactical DC and to the Tactical Dice you roll. Whenever you successfully make a creature obey your command with your Judgement ability, you regain one Tactical Die.