Spellblade

Inquisitor

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.

Aegis Empowerment

When you take this Discipline at 3rd level, you enhance your Aegis abilities.

  • Aegis of Shielding: While this Aegis is active, if you make a saving throw against a magical effect, you gain a bonus to the saving throw equal to your Intelligence modifier
  • Aegis of Assault: While this Aegis is active, when you use the Attack action or cast a spell, you can teleport up to 10 feet before or after the attack or spell to an unoccupied space you can see. You can only do this once per turn. At 7th level, the distance increases to 15 feet and at 15th level, the distance increases to 20 feet.

Inquisitor Spells

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

Eyes of the Inquisitor

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.

Arcane Protection

Starting at 7th level, your training steadies your mind against harmful magic. You have advantage against fear and charmed effects.

Magic Deflection

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).

Antimagic Gaze

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.