Authority, investigation, interrogation, forbidden knowledge, command, social pressure, and sanctioned paranoia. The Inquisitor knows what others are not allowed to know.
Human ClassesHeresy HunterAvailable in 1.0
Class Dossier — Inquisitor
Working Draft · v0.1
Inquisitor
Authority is a weapon. Suspicion is ammunition.
Human ClassAvailable in 1.0Working Draft
The Inquisitor is the investigator, judge, interrogator, hunter, and sanctioned nightmare of Bolt & Blade.
An Inquisitor does not win by being the strongest body in the room. They win by knowing which question breaks the room, which door should not exist, which official is lying, which relic should be burned, and which enemy must be named before it can be killed.
The class fantasy is simple:
An Inquisitor survives through authority, investigation, forbidden knowledge, social pressure, suspicion, and the willingness to make terrible choices before anyone else admits they are necessary.
// Design Philosophy
The Inquisitor should not play like a generic investigator or a lightly armed noble. The class should create moments like:
I present my authority and demand access.
I mark that officer as a suspect.
I ask the question no one else wanted to ask.
I know this symbol, and that is why we are in danger.
I let the party use the forbidden thing, but I wrote down who touched it.
I decide who the squad kills next.
Starting Bonus Actions
Bonus Action
Granted automatically by class selection. One Bonus Action per turn — full rules under Combat > Bonus Actions.
// Mark the Guilty
TypeBonus Action
TargetOne visible enemy
RangeWithin combat range (line of sight)
DurationUntil the start of the Inquisitor's next turn
Identify a priority target. The first successful attack against the marked target by you or an ally before the effect ends gains +1 to the attack roll and +1d4 bonus damage, then the mark is consumed. Only one target may be marked at a time — a new mark removes the previous one.
One mark at a time.
The bonus is consumed only on a successful hit.
Forge VTT: Fully automated: the mark sits visibly on the target; attacks against it gain the bonuses in the roll breakdown and a hit consumes the mark.
// Inquisitorial Command
TypeBonus Action
TargetOne ally who can see or hear you
RangeCommand radius (30 ft.)
DurationInstant, or until the start of your next turn (for the +1)
Choose one: the ally immediately moves up to 5 ft. without triggering ordinary reactions; the ally draws or stows one item; or the ally gains +1 to their next test before the start of your next turn. Never grants an additional attack.
Once per round.
One benefit per use.
Forge VTT: Guided: the chosen benefit posts to chat; the +1 option places a consumable modifier effect on the ally (auto-applied to attacks, table-applied to other tests).
Signature Mechanic — Mandates
Signature Mechanic
Mandates are the Inquisitor's signature class mechanic.
A Mandate is an exercise of sanctioned authority, investigative pressure, tactical condemnation, or institutional violence. It may be a spoken command, an accusation, a displayed seal, a written order, a quiet threat, or the simple act of naming someone as dangerous.
Where Guardsmen issue Orders to survive the battlefield, Inquisitors issue Mandates to define the battlefield.
Mandates can expose suspects, compel cooperation, mark targets, seize evidence, pressure enemies, protect allies from deception, and turn authority into direct tactical advantage.
// Rules Draft
An Inquisitor starts with 3 Mandates at level 1.
An Inquisitor may use Mandates on themselves, an ally, an enemy, a scene, an object, or an investigation lead, depending on the Mandate.
Mandates use limited Mandate Uses.
Mandate Uses are restored after a safe rest.
Draft Mandate Uses: Proficiency Bonus per safe rest.
Mandates that force a target to resist use the Inquisitor's Mandate DC.
Some Doctrine Tree upgrades improve Mandates, expand what counts as a Suspect, increase range, add follow-up questions, or allow riskier uses tied to Corruption.
Mandate DC = 8 + Proficiency Bonus + Presence modifier
If a Mandate is purely investigative or analytical, the GM may allow Intellect instead of Presence.
Mandates are special. Inquisitors do not gain a new Mandate every level.
Suspects
Suspect
Some Inquisitor Mandates refer to a Suspect.
A Suspect is a creature, object, location, faction, lead, clue, or theory the Inquisitor has formally marked as significant.
A Suspect is not always guilty. That is what makes the mechanic useful.
// Rules Draft
By default, an Inquisitor may have one active Suspect at a time.
A Suspect usually lasts until the end of the scene, investigation, or current objective, depending on the Mandate.
If a new Suspect is marked, the previous Suspect usually ends unless a feature says otherwise.
Doctrine Trees may improve Suspect tracking, allow multiple Suspects, or grant bonuses against Suspects.
Suspicion is not proof. It is where proof begins.
Mandates Known Progression
Inquisitor Level
Mandates Known
1
3
5
4
9
5
13
6
17
7
This progression is a working draft. Mandates should remain meaningful and powerful, not become a bloated list of minor tricks.
Mandates
Working Draft
Mandate
Mark as Suspect
Target: One visible creature, object, location, faction sign, clue, or lead.
Mark the target as your Suspect. Until the end of the scene, the first attack, Inquiry check, Lore check, Tech check, or Guile check made by you or an ally against that Suspect gains +2. You may only have one active Suspect unless a feature says otherwise.
The first shot is an accusation.
Mandate
By My Authority
Target: One NPC, official, soldier, civilian, guard, functionary, or Imperial-aligned authority figure who can understand you.
Gain Advantage on one Presence + Command, Presence + Guile, or Presence + Inquiry check made to demand access, seize evidence, compel cooperation, override hesitation, or make someone comply with your authority. If used in combat, one ally within 30 feet who can see or hear you may immediately end the Pinned condition if they succeed on a Willpower Save.
The seal opens doors. Fear opens the rest.
Mandate
Confess
Target: One creature you can question, pressure, threaten, wound, or confront.
After you succeed on an Inquiry, Command, or Guile check against the target, or after you hit the target with an attack, ask the GM one short question about the target.
Good questions:
What are they hiding?
Who do they fear?
Who do they serve?
What do they want right now?
What would make them break?
Are they connected to my Suspect?
The GM answers truthfully, but may be brief, partial, or framed through the target's behavior.
Everyone confesses. Some do it before they die.
Mandate
No One Leaves
Target: One visible enemy or suspicious creature within 30 feet.
The target must make a Willpower Save against your Mandate DC. On a failure, the target's Movement becomes 0 until the start of your next turn. On a success, the target may move, but becomes Exposed until the start of your next turn if it moves away from you or your allies.
Flight is evidence.
Mandate
Sanctioned Violence
Target: One ally within 30 feet who can see or hear you.
Choose one active Suspect. The target ally gains +2 to hit on their next attack against that Suspect before the end of their next turn. If the attack hits, it deals additional damage equal to your Proficiency Bonus.
You do not ask the squad to kill. You authorize it.
Mandate
Seize the Evidence
Target: One object, document, corpse, machine, relic, room, scene, or clue.
For the next minute, you and allies who can hear you have Advantage on checks to locate, preserve, secure, identify, or prevent tampering with evidence connected to the target. If an enemy attempts to destroy, hide, move, corrupt, or falsify the evidence during this time, the GM should call for an opposed check.
The dead may lie. The evidence does not get permission.
Mandate
I Know Enough
Target: One creature, object, ritual, machine, symbol, or situation you have observed for at least one round or one minute outside combat.
Ask the GM:
What is the most dangerous thing about this?
The GM gives a truthful but concise answer. This may reveal a threat, weakness, hidden danger, consequence, or connection to a Suspect.
Knowledge is not safety. It is ammunition.
Doctrine Trees
Progression System
Inquisitor progression uses Doctrine Trees.
Doctrine Trees replace the idea of a locked subclass plus scattered feature choices. An Inquisitor does not choose one permanent subclass and then receive a random pile of features. Instead, they earn Doctrine Points and spend them across Inquisitor Doctrine Trees.
A player may specialize deeply in one tree or spread points across several to become a broader investigator, commander, or hunter.
Doctrine Trees represent the kind of threats the Inquisitor has survived and the methods they have chosen to trust.
Each rank costs 1 Doctrine Point and requires the previous rank in that tree unless future rules say otherwise.
// Doctrine Points Progression
Inquisitors gain 1 Doctrine Point at every even level.
Doctrine Points
Inquisitor Level
Doctrine Points Gained
2
+1
4
+1
6
+1
8
+1
10
+1
12
+1
14
+1
16
+1
18
+1
20
+1
This progression is a working draft. Final class balance may change after the other classes are designed.
Doctrine: Questions, pressure, clues, lies, confessions, and social violence.
Role: Investigation and social control specialist.
Rank 1Read the Silence
When you make an Inquiry or Guile check to detect lies, omissions, fear, or withheld information, gain +1 to the roll. If the target is your Suspect, gain +2 instead.
Rank 2Pressure Point
When you use Confess and the triggering check or attack succeeds by 5 or more, ask one additional follow-up question. The follow-up must relate to the first answer.
Rank 3The Room Is Evidence
When investigating a scene, corpse, room, ritual site, crime scene, or aftermath, you may mark the location itself as your Suspect. While the location is your Suspect, you and allies gain +2 to Inquiry checks made to uncover relevant clues there.
Rank 4Break the Silence
Once per safe rest, when an NPC refuses to answer, lies successfully, or withholds a critical truth, you may force a contested check: your Presence + Command or Presence + Guile against their Willpower Save. On success, the GM must reveal one useful truth, fear, leverage point, or contradiction.
Rank 5The Truth Has Teeth
Once per safe rest, when you use Confess on a target marked as your Suspect, you may force that target to make a Willpower Save. On a failure, the target is Frightened of you until the end of its next turn or gives up one decisive truth, GM's choice based on the scene.