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Inquisitor of the Absolute

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Inquisitor of the Absolute is an archetype of enemy that serves The Absolute, based off of a Dexterity-based Ranger.

They can be encountered in High Hall.

Combat

Attacks and abilities

Ranged Attack.webp
Ranged Attack Ranged Attack ()   –  Heavy Crossbow +1
Normal weapon damage Make a ranged attack with your equipped weapon.
 Range: 18 m / 60 ft
Piercing Shot.webp
Piercing Shot Piercing Shot ()   –  Heavy Crossbow +1
Normal weapon damage

Deal regular damage and possibly inflict Gaping Wounds Gaping Wounds which cause extra damage on attacks.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Ensnaring Strike Ranged.webp
Ensnaring Strike Ensnaring Strike ()
Normal weapon damage Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Conjure Barrage.webp
Conjure Barrage Conjure Barrage ()
Normal weapon damage +
D8 Physical.png 2d8 (2~16) Damage TypesPhysical

Channel your weapon's essence into a destructive, widespread volley. Deal Weapon Damage, plus an additional D8 Physical.png 2d8 damage of the same Type to enemies within a cone in front of you. This spell can be cast with either your melee weapon or ranged weapon.

On a successful Dexterity Saving throw, targets still take half damage.

DEX Save
 Range: Self
AoE: 9 m / 30 ft (Cone)

Loot

Notes

  • Some members of this archetype may have slightly different passives, movement speed, weight, and size due to being members of different races.

Gallery