By choosing the Inquisitor Discipline, you utilize divination to seek out threats and abjuration magic to protect yourself from your prey. Inquisitor spellblades hunt down rogue mages, root out dark magic, and slay supernatural monsters.
When you take this Discipline at 3rd level, you enhance your Aegis abilities.
You gain access to Discipline spells at the noted Spellblade levels. Once you gain an Discipline spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day.
Spellblade Level | Spell |
---|---|
3rd | hunter's mark, protection from evil and good |
5th | detect thoughts, silence |
9th | counterspell, dispel magic |
13th | banishment, locate creature |
17th | banishing smite, scrying |
At 3rd level, you can see magic near you to better aid in your hunt. As an action you can gain the effects of the detect magic spell to sense the presence of magic within 60 feet of you until the end of your next turn.
You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a Long Rest, you regain all expended uses.
Starting at 7th level, your training steadies your mind against harmful magic. You have advantage against fear and charmed effects.
Beginning at 15th level, when a creature within 60 feet of you casts a spell targeting you and only you, you can use your reaction to reflect the spell. If the spell is 3rd level or lower, you automatically succeed, otherwise you must make an ability check using your Spellcasting Ability. The DC equals 10 + the spell's level.
On a success, the creature's spell targets them using their own spell save DC. On a failure, the spell targets you as normal.
You can do this a number of times per long rest equal to your Intelligence modifier (a minimum of once).
At 20th level, you can use an action to create an area of antimagic, as in the antimagic field spell, in a 30 ft. cone originating from you for 1 minute. At the start of each of your turns, you decide which way the cone faces and whether the cone is active. Your cantrips and magical equipment ignore the antimagic area, but all other spells are affected. You can't use this feature again until you finish a long rest.