Classes
Archetype: Anti-Magic Tyrant
Roles: Tank, CC
Races: Deep Dwarf, Deep Elf, High Elf, Human
Inquisitor
Identity
The Inquisitor is a plate-armored enforcer built around a single premise: the denial and destruction of magical threats. They’re cold and forbidding, shaped by a philosophy that treats arcane power as something to be broken, drained, and turned against its wielder. Where the Fighter is the answer to physical danger, the Inquisitor is the specialist called in when the enemy wears robes.
Their toolkit is built on psychological dominance and magical disruption. They interrupt spells mid-cast, strip abilities entirely, and seize brief control of enemy minds to turn them against their own allies. The longer a fight goes on, the worse it gets for spellcasters; their options are shut down and their fates sealed with a blade.
Stolen magic never goes to waste, as the Inquisitor's deep understanding of magical workings lets them redistribute what they drain to allied casters or use it to enhance their magical abilities. They become a conduit for power rather than a true caster, making them unexpectedly valuable to caster-heavy groups beneath the surface of an otherwise predatory class.
Defining Traits
Plate-wearing melee tank with a focus on mental domination and anti-magic specialization
Can silence, dispel, mana drain, and produce magical barriers
Excels against spellcasters while remaining capable against physical opponents
Employs mind control tools including a brief charm, ability denial, and mental shutdown
Redistributes stolen mana to allies and can enhance their magical abilities
What’s Changing
The Inquisitor's identity is being separated from the Enchanter. Both classes use mind control and ability denial, but they’ll feel very different in practice. Inquisitor versions of these tools are being rebuilt around aggression and proximity rather than finesse.
The grab-bag utility is being cut and consolidated, freeing up ability slots for tools that actually fit the class. Against melee opponents, the Inquisitor now has options, but using them costs mana, which creates a real tradeoff against their primary role.
More:
Fast casting and short-range abilities
Unique abilities focused on eroding an opponent’s willpower, making them more vulnerable to attack and damaging their psyche
Consolidation of existing abilities to take up less slots while being more effective
Differentiation in their tanking style
Tools to help against melee opponents at the cost of mana
Less:
Shared abilities and identity with the Enchanter
Broad utility
Archer - Bard - Beastmaster - Cleric - Druid - Elementalist - Enchanter - Fighter - Inquisitor - Monk - Necromancer - Paladin - Ranger - Rogue - Shadow Knight - Shaman - Spellblade - Wizard