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Branch of the Arcane Inquisitors in Dungeons & Dragons 5e

Branch of the Arcane Inquisitors


Hit Points

Hit Dice: d4 per Branch of the Arcane Inquisitors level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Arcane Spellcasting

Starting at 3rd level, you choose your cantrips and spells from the Wizard Spell List.   You can magically feel in the air whenever a ritual spell was recently cast, in a 20 ft. radius around you. If you pass a DC13 Intelligence (Arcana) Check, you will be able to identify what spell was cast.  

Arcane Dominance

Starting at 3rd level, you can add your proficiency bonus to saving throws against spells from Wizards or Sorcerers. Whenever you successfully harvest the Soul of an Arcane Spellcaster, you learn one of their Spells for 24 hours and cast it until then once without expending a Spell slot.   If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell fails to cast, and is expended.  

Knowledge from the Lawbearer

Starting at 7th level, you can reroll any failed Arcana Check once for free, per day.   Additionally, you gain the Ritual Casting property and whenever you come across a Ritual Spell site that you successfully identify, or a scroll that can be cast ritually, you can engrave the spell onto your blade and know it as a Ritual Spell.  

Layers of Essence

Starting at 17th level, you can cast your 6th and 7th level Convergence of Essence Spells twice, instead of once.


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