Base Class: Paladin
Inquisitor
A human swings his enormous war-hammer in one hand, clutching the symbol of a tiny silver sword with his other as a bright light emits from him, engulfing his allies next to him, heals all their wounds and strengthens the trust in this warrior send by the gods themselves. Before anyone can react to their newly found health, the war-hammer crashes down on the last standing enemy sending him back to the depths of the hells.
A young woman looks at a bloody corpse, a sacrifice that was made in the name of a false god. She uncovers her face and the cultists start to panic. Some grab weapons and attack her, unaware of the glaive she is holding. Her mind slips away, entering a trance filled with fury as she swings her weapon wide, cutting through her dark-hooded opponents like a cake. The rest attempt to flee, but there is no escape.
An elf stands in a crowd speaking of the god he serves. As his words flow, he sees the light in the hearts of the crowd flicker and shine brighter than before and he knows that he has returned many souls back into the arms of the gods, even if the shadow of heresy was already lurking above them.
Judge, Jury and Executioner
Inquisitors are holy warriors that gather in grim orders and those who follow this path accept a live of duty, deprivation and solitude but also of honor, faith and in the end salvation. Inquisitors are judges that have been blessed by the gods and are entrusted with the mission to track down heretics and bring them judgement, be it through absolution or through death. They arm themselves with an unbreakable faith in the gods and the work they do in order to be able to resist the corruption of heresy.
Channel Divinity
At 1st level you are imbued with the strengths of the gods. As an action, you can do one of those things
When the Inquisitor calls upon this power, she must select one type of invocation from those listed below to grant the benefits to her allies within 30 feet. A called invocation cannot be disrupted, but it ends immediately if the Inquisitor is killed, paralyzed, stunned, or knocked unconscious.
The Inquisitor can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The Inquisitor can change her chosen invocation to another type as a bonus action, but doing so expends a 1-minute increment of her invocations.
Inquisitors Flames: As an action, you can burst any enemies who hear you into flame by using a ranged spel. The enemy must make a dexterity saving throw equal to your spell DC, on failing the saving throw the enemy takes 1d8 fire damage or half as much on a successful saving throw.
Gaze of the Righteous. As an action, you can give yourself or one creature you touch the ability to peel away layers of deception and illusion, using your Channel Divinity. For 1 minute, the creature has truesight with a range of 30 feet. Accordingly, it can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. Using this ability on a blinded creature ends the blinded condition but otherwise has no additional effects.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Inquisition Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Mark of Heresy
Upon reaching level 7 you can deal extra 1d6 radiant damage to fiends, undead and people you know are heretics, sinners, or infidels.
At higher levels: The extra damage you deal with this feature increases to 2d6 at level 13 and 3d6 at level 18.
Words of Faith
Upon reaching 7th level you can bear the words of faith taught to you by your god. As an action you can cast Words of Faith. Any hostile creature within 30 feet that can see and hear you must make a Charisma saving throw (DC = 8 + Charisma modifier + proficiency bonus) or suffer 4d6 radiant damage. Also if they fail the saving throw, they become frightened until they succeed. On a successful saving throw they take half the damage and they are not frightened. A creature becomes immune to the frightened effect for 24 hours after a successful throw. Creatures that are deaf or blind are immune to the effects of Words of Faith. You must finish a short or a long rest before you can use this feature again.
At higher levels: The damage of this spell grows to 6d6 at level 11 and 8d6 at level 16. You can use this spell 2 times between rests at level 7, 3 times at level 11 and 4 times at level 16.
Second Chance
Upon reaching level 15 your devotion to your deity is so pure and strong that it gives you a second chance when you fall. If you suffer damage that would normally kill you, you are able to make a Constitution saving throw (DC 15). If you succeed the saving throw, your holy Symbol breaks and you survive, but you are still dropped to 0 Hit Points. You don't have to make any death saving throws since you become stable instantly. However, you are not able to cast any spells without holy symbol. When you purchase or receive a new Holy Symbol you must preform a ritual to your god while holding the symbol to ask for them to watch over your life again, this ritual must be done over a long rest without interruption and will cost you 100 gold pieces or an item(s) of similar value.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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