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