Inquisitor August Venn

Stories say he finished an entire regional purge ahead of schedule and took a few weeks for 'rest and study.' Locals know him as an oddly genial official who buys postcards and argues about pastries. A small number of merchants whisper that he solved a theft by convincing the thief to hand over the goods voluntarily.

MediumHumanoid(Humanoid (Human))CR 10Lawful Neutral

Inquisitor August Venn

inquisitorurbangunslingerduelistsolo
HP145AC18SPD30 ft., Climb 20 ft.CR10 (5900 XP)PerceptionStealthInvestigationPersuasion
STR
12
DEX
20
save
CON
16
save
INT
18
save
WIS
14
CHA
14
Urban Savant. The inquisitor has advantage on Intelligence (Investigation) and Wisdom (Perception) checks related to urban environments and surveillance.
Cunning Evasion. The inquisitor can take the Dodge action as a bonus action a number of times equal to his Intelligence modifier (minimum 1). All uses refresh after a short or long rest.
Dirty Tricks. The inquisitor has 3 Dirty Trick charges. He can expend a charge to add one of the following effects to a successful attack: force a Strength save or be restrained, force a Dexterity save or be knocked prone, or force a Wisdom save or be frightened for 1 round. He regains all charges after a short rest.
Trained Resolve. When the inquisitor is subjected to the frightened condition while conscious, he succeeds on the saving throw.
Rapier Thrust. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. If the target is surprised or is the last creature in line of sight, the inquisitor can add precision damage.
Pistol Shot. Ranged Weapon Attack: to hit, range 30/90 ft., one target. Hit: piercing damage. The shot ignores half cover. On a hit the inquisitor can spend one Dirty Trick charge to force the target to make a Dexterity saving throw or be knocked prone.
Tactical Volley. The inquisitor makes two pistol shots or one pistol shot and one rapier attack. If both attacks hit different targets the inquisitor deals an extra precision damage to one of them.
Smoke Pellet. The inquisitor plants a small mechanical smoke pellet at his feet that bursts into a 10-foot-radius cloud of dimming smoke. The area is heavily obscured for 1 minute or until a wind of at least moderate speed disperses it. Creatures that start their turn in the smoke must succeed on a Constitution save or be poisoned until the smoke clears. The inquisitor can move through the smoke without penalty and gains advantage on Stealth checks while within it. Once used, this recharges after a short or long rest.
Countermeasure. Countermeasure. When an enemy within 30 feet makes an attack roll, the inquisitor can impose disadvantage on the attack by expending one Dirty Trick charge, as long as he can see the attacker. He has 3 Dirty Trick charges and regains them after a short rest.
Quick Shot. Quick Shot. The inquisitor fires a single Pistol Shot at a target within range.
Expert Reposition (Costs 2 Actions). Expert Reposition. The inquisitor uses Cunning Evasion to move up to half his speed without provoking opportunity attacks.
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