Inquisitor

Evil infects the world with a darkness that lingers to haunt the lives of the just and innocent. It seeks to corrupt people, turn them against their communities, cast down the idols of their gods, and condemn them to the horrors of the Netherworld. Left unchecked, such wickedness could throw all that is noble and good into ruin, and thus it falls to you and others like you to seek this evil and stamp it out.
Many religions have sects dedicated to purging their ranks of apostates and heretics, and many of these expand their purview to include anyone they deem an evildoer. The Sword of the High One, for example, gained prominence with the fall of the Great Kingdom, making a public commitment to prevent such an event from occurring again in the New Lands. Lord Death’s Cult of the Last Door is utterly intolerant of anyone dabbling in Necromancy.
You donned the mantle of inquisitor and likely belong to one of the aforementioned organizations, but you can also create a different one with the approval of the Sage. You might even be a lone extremist, seeking the agents of evil without the support or endorsement of any faith. Your goal, though, is simple: unmask evil wherever you find it and destroy it.

Level 3 Inquisitor

Attributes: Increase two attributes by 1 each.
Health: +8
Traditions: One, Spells: One novice
Dire Attention (Magical): If you are not confused, controlled, stunned, or unconscious at the start of your turn, you can target one enemy you can see within 5 yards. The enemy makes a luck roll with 1 bane. On a failure, the enemy is cursed and vulnerable (luck ends both). You can see through any ordinary or magical disguise that conceals the enemy’s true appearance, and you can tell when the enemy knowingly tells a lie, even a lie of omission. Once you use this talent, you lose access to it (luck ends).

Level 4 Inquisitor

Health: +8, Bonus Damage: +1d6
Spells: One novice
Castigation (Magical): You can use an action to target any number of enemies within 10 yards. You deliver a fiery rebuke to the targets. Each target makes a luck roll. A demon, faerie, fiend, spirit, or undead rolls with 1 bane. On a success, the target becomes immune to this talent for 24 hours. On a failure, the target takes 1d6 damage and becomes cursed and weakened (luck ends both). The damage increases to 2d6 at level 6 and to 3d6 at level 9. Once you use this talent, you lose access to it for 1 minute.

Level 6 Inquisitor

Health: +8, Bonus Damage: +1d6
Spells: One expert
Flames of Judgment (Magical): You can use an action to target any number of cursed creatures within 10 yards. Each target makes a luck roll. On a success, the target becomes immune to this talent for 24 hours. On a failure, the target catches fire until it is no longer cursed.

Level 9 Inquisitor

Health: +8
Spells: One master
Condemn to Perdition (Magical): You can use an action to target one cursed enemy you can see. The target takes 20d6 damage, falls prone, and becomes weakened for 24 hours. If the target becomes incapacitated as a result of this damage, flames engulf the target’s body and its soul plummets into the Netherworld where it becomes a prisoner of the fiends forever. Once you use this talent, you lose access to it until after you rest.