Heinrich Kramer “Heinrich Institoris”
Heinrich Kramer “Heinrich Institoris”

Heinrich Kramer is a tall and imposing figure, standing at six feet and four inches. He has a muscular build and a prominent jawline, giving him an air of authority and command. His hair is dark and closely cropped, while his piercing blue eyes are sharp and observant. He wears a long black coat over a white shirt and black trousers, and his leather boots are polished to a shine. On his finger, he wears a signet ring with a small red gemstone, which glimmers in the light.
- Alias – Heinrich Kramer, also known as Heinrich Institoris
- Gender – Male
- Race – Human
- Occupation – Witch-hunter, tribunal examiner and demonologist
- Religion – Rhenish sacred-court traditions interpreted through severe personal doctrine
- Allies – Hard-line sacred judges, inquisitors, witch-hunters and patrons who value his demonological expertise
- Enemies – Malefactors, forbidden cultists, accused witches, rival sacred authorities and anyone who challenges his methods
- Abode/Base of operations – Kramer spends much of his time traveling throughout Europe, hunting witches and heretics. He doesn’t have a permanent home or base of operations.
- Nationality – German
- Languages – German, Latin
- Alignment – Lawful Evil
- Affiliation(s) – Regional sacred courts and travelling witch-hunter networks
- Significant others – Kramer keeps no recognised household of his own; his closest relationships are professional alliances with judges, patrons and fellow hunters.
Heinrich Kramer is a German witch-hunter and author of the infamous Malleus Maleficarum, a manual for identifying and prosecuting alleged practitioners of harmful magic. Demons, curses and predatory magic are real dangers, but Kramer treats possibility as proof. He is driven to find hidden corruption everywhere and routinely turns genuine supernatural knowledge into justification for persecution.
Kramer is a man of strong will and unwavering conviction. He is highly educated in demonology, sacred law, interrogation doctrine and the records of past supernatural outbreaks. He is a skilled orator who can turn uncertainty into fear and fear into authority, and he works with the exhausting intensity of someone who believes hesitation allows evil to escape.
Kramer’s uncompromising stance often puts him at odds with other sacred authorities, magistrates and experienced monster-hunters who know that not every strange event has the same cause. He sees caution as weakness and procedural restraint as collaboration, making him dangerous even to officials who agree that supernatural crime must be investigated.
Kramer’s danger lies in the way he mixes real knowledge with certainty he has not earned. His methods are cruel, his evidentiary standards collapse under pressure, and his manual encourages investigators to interpret denial, fear and social difference as signs of guilt. A genuine demon may exist in the next valley; that does not make the frightened midwife he accuses a servant of it.
Heinrich Kramer, The Witch Hunter

Medium humanoid (human), lawful evil
Armor Class: 16 (studded leather)
Hit Points: 180 (24d8 + 72)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 16 (+3) | 18 (+4) | 16 (+3) | 12 (+1) |
Skills: Arcana +8, Deception +5, Insight +7, Intimidation +7, Religion +8
Senses: passive Perception 13
Languages: Common, Latin, German
Challenge: 10 (5,900 XP)
Equipment:
- Staff of Striking
- Studded Leather Armor
- Wand of Magic Missiles
- Seal of tribunal authority
- Book of Demonic Lore
Abilities:
| Inquisitor’s Authority | Heinrich Kramer is a member of the Inquisition, and has the authority to investigate and prosecute heretics. He has advantage on Wisdom (Insight) checks when interrogating a suspect. |
|---|---|
| Demonic Expertise | Kramer has extensive knowledge of demons and their powers. He has advantage on Intelligence (Arcana) checks when dealing with demons or demonic artifacts. |
| Relentless Pursuit | Once Kramer has identified a target as a heretic or witch, he will not rest until they have been brought to justice. He gains advantage on Wisdom (Survival) checks when tracking a target. |
| Witch Hunter’s Arsenal | Kramer is equipped with a variety of tools to combat witches and other supernatural foes. He can cast Magic Missile from his wand, and his staff of striking deals extra damage to supernatural creatures. |
| Inquisitor’s Judgement | Kramer can use an action to judge a creature that he can see within 60 feet of him. The creature must make a DC 16 Wisdom saving throw or be frightened of Kramer for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. |
With his keen intellect and extensive knowledge of the supernatural, Kramer is a formidable adversary to anyone he condemns. He exploits warrants, frightened officials and sacred-court procedure to give persecution the appearance of law. His spells and equipment make him dangerous to genuine malefactors, while his certainty makes him just as dangerous to innocent people caught inside his investigations.
Spells:
- Cantrips (at will): light, mage hand, prestidigitation
- 1st level (4 slots): comprehend languages, detect magic, protection from evil and good
- 2nd level (3 slots): hold person, lesser restoration
- 3rd level (3 slots): dispel magic, fear
- 4th level (3 slots): banishment, freedom of movement
Actions:
Multiattack. Heinrich Kramer makes two melee attacks with his staff or two ranged attacks with his wand.
Staff of Striking. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus an additional 4 (1d8) force damage.
Wand of Magic Missiles. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 23 (7d4+7) force damage.
Inquisitor’s Judgement. Heinrich Kramer can use an action to judge a creature that he can see within 60 feet of him. The creature must make a DC 16 Wisdom saving throw or be frightened of Kramer for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Legendary Actions:
Heinrich Kramer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kramer regains spent legendary actions at the start of his turn.
Inquisitor’s Rebuke. Kramer uses his Inquisitor’s Judgement ability.
Counter Spell (Costs 2 Actions). Kramer attempts to interrupt a creature in the process of casting a spell. The creature must make a DC 16 Intelligence saving throw. On a failure, the creature’s spell is counterspelled.
Arcane Blast (Costs 3 Actions). Kramer casts a magic missile spell from his wand, dealing 23 (7d4+7) force damage to one creature within range.
Heinrich Kramer is a dangerous and relentless foe, with a variety of tools at his disposal to take down those he deems to be heretics or witches. His extensive knowledge of the supernatural and his Inquisitor’s authority make him a formidable adversary, and his spells and legendary actions allow him to deal significant damage to his enemies while also disrupting their magic. His Inquisitor’s Judgement ability strikes fear into the hearts of those he faces, while his Arcane Blast can deal a devastating blow. Any adventurer foolish enough to cross his path will need to be well-prepared and have a solid plan to take him down.
