Inquisitor of Elyssia

"I don't ask if you're a mage. I ask how long it'll take you to confess it."

Inquisitor

Medium or Small humanoid (any race), any lawful alignment

Armor Class 18 (chain mail, shield)
Hit Points 85 (10d8+40)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (+0)
18 (+4)
15 (+2)
12 (+1)
14 (+2)

Saving Throws Con +7, Wis +4
Skills Intimidation +5, Investigation +5, Perception +4
Senses passive Perception 14
Languages Common and one additional language
Challenge 5 (1,800 XP; PB +3)
Traits
Antimagic Field. The Inquisitor and creatures within 10 feet of him have advantage on saving throws against spells and magical effects, and resistance to spell damage. However, he also cannot be affected by beneficial spells.
Tailored Magic Detection. Inquisitors can use a version of Detect Magic that does not reveal a spell's school of magic, but instead focuses solely on detecting spellcasters or recent magic. This version of the spell has a range of 30 feet and is cast as an action (without expending a spell slot). It lasts 1 minute, concentrating on detecting spellcasters, though it does not reveal their exact location. On a success, the Inquisitor feels a "pulse" whenever he is near a spellcaster or a residue of magic.
Arcane Wear. Any creature within 30 feet of the Inquisitor must make a DC 14 Wisdom saving throw when attempting to cast a spell. On a failure, the spell's damage (if any) is reduced by 1d8.
Advanced Training. The Inquisitor can add his Wisdom modifier to attack and damage rolls when facing creatures capable of casting spells.
Arcane Intuition. The Inquisitor has advantage on Wisdom (Perception) checks to detect spellcasters and magic items.
Oath of Silence. If the Inquisitor is fighting a spellcaster, he can declare an Oath of Silence as an action. Until the end of his next turn, any spellcaster cannot cast spells with verbal components while within 30 feet of the Inquisitor.
Watchful Eye. The Inquisitor can cast a spell similar to Clairvoyance, but instead of seeing a specific area, he detects magical activity within a wide radius (up to 500 feet). This allows the Inquisitor to "sense" whether magic is active in a broader area, but does not provide precision. Once magical activity is detected, the Inquisitor can decide whether to investigate the area or take preventive action against a possible spellcaster.
Spell Tracker. Using a combination of investigation and magical perception, the Inquisitor can track the magical residue of spells cast in an area. The Inquisitor can spend 10 minutes inspecting an area (a room or a 30-foot radius) to make an Intelligence (Arcana) check against a DC based on the power of the last spell cast (DC 12 for 1st-2nd level spells, DC 16 for 3rd-4th level spells, and DC 20 for 5th level spells or higher). On a success, the Inquisitor detects the presence of magic, and on a success by 5 or more, he can determine the approximate direction (within 60 feet) from which the spell was cast. On a failure, he detects no clear trace, though he can sense that magical activity occurred in the area.
Actions
Multiattack. The Inquisitor makes two attacks with his longsword, or one attack with his longsword and one with his shield.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8+2) piercing damage.
Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d4+2) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Null Strike (1/Day). If the Inquisitor deals damage to a spellcaster, that creature must make a Constitution saving throw with a DC equal to the damage dealt or 10, whichever is higher. On a failure, the spellcaster loses a number of spell slots equal to the difference between its roll and the DC, and takes 3 (1d6) force damage for each spell slot lost this way.
Silencing Strike (Recharge 5-6). The Inquisitor channels divine energy into his weapon. If he hits with an attack from his Longsword, the target must succeed on a DC 15 Wisdom saving throw or be silenced (as the Silence spell) for 1 minute.
Reactions
Mage Hunter. When a creature within 5 feet of the Inquisitor casts a spell, he can use his reaction to make a melee weapon attack against that creature.
Counterspell (3/Day). The Inquisitor can cast the Counterspell spell as a reaction, without needing components.
Antimagic Instinct. Inquisitors, through their training, can sense traces of nearby magic. As a reaction, they make a Wisdom (Perception) or Intelligence (Arcana) check to detect a latent disturbance (against the caster's spell save DC). On a success, the Inquisitor perceives a faint vibration in the air or a subtle hum coming from the caster or a magical component. On a failure, he detects nothing and only retains a vague suspicion. If the spell was cast more than 10 minutes ago, the DC increases by +1 for every additional 5 minutes, while blood magic reduces the DC by -1 for every 2 levels of the spell.