Paladin
Base Class: Paladin

TENETS OF INQUISITION

The tenets of the Oath of Inquisition vary by paladin, but all the tenets revolve around destroying evil and information acquisition. Like Vengeance Paladins, the Inquisitors will stop at nothing to quell evil or enemies of the Church, but often do so via guile, grit, wits, and resolve. The core principles of the tenets are complex.

Information is Power. You cannot defeat your foe if you do not understand them.

Think First, Act Later. The difference between a living and a dead Inquisitor is cunning and resolve - and, often, patience. 

Strike First, Strike Hard, No Mercy. When - and only when - the time is right to strike, do so quickly. Efficiently. If everything is done correctly, no one will have known you were even there.

Politics is Blood. The pullers of strings are often hidden behind the shadows. It is an Inquisitor's job to find these pullers, and, if they are in the way, eliminate them.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Control Heretic. As an action, the paladin targets one humanoid creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again, repeating the saving throw at the end of each hour, or if the target takes damage. A humanoid whose challenge rating is equal to or greater than the paladin’s proficiency bonus is immune to this effect. When the effect ends, a creature is aware that this magical effect has transpired and has full memory of the preceding events; in addition, it becomes immune to this effect.

Blinking Spectre. You can use your Channel Divinity to avoid those who would stop an agent of the Church. Immediately after an attacker within 30 feet of you hits you with an attack, you can use your reaction to appear to an unoccupied point you can see within 30 feet and make one weapon attack with advantage against the attacker.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Death from Afar

When you take this oath at 3rd level, you can now cast Divine Smite, or any Smite spell you have access to (including Searing Smite, Thunderous Smite, Wrathful Smite, Branding Smite, Blinding Smite, Staggering Smite, and Banishing Smite) any time you hit a creature with a ranged attack as though it were a melee attack.

In addition, you can take Archery as one of your fighting style options.

Aura of Avoidance

Starting at 7th level, whenever you and friendly creatures within 10 feet of you provoke opportunity attacks they are made with disadvantage.

At 18th level, the range of this aura increases to 30 feet.

Unwavering Retribution

Starting at 15th level, any creature who would dare turn the mind of an Inquisitor must pay the price. Any creature which attempts to charm or frighten you must succeed on a Charisma saving throw. On a failed save, the creature takes an amount of d6 equal to your proficiency bonus of psychic damage and the attempted effect fails.

Icon of Shadow

At 20th level, you can manifest the subtlest powers of the diocese. As a bonus action, you gain the following benefits for one hour:

  • You become implacable, gaining the benefits of the spell Invisibility whenever you are in dim light or less.
  • You move quickly among the shadows. Your walking speed is doubled in dim light or less.
  • You manifest an aura of supreme conversion in a sixty foot radius. Whenever a creature starts its turn in the aura, it must succeed on a Charisma saving throw or become charmed by you. Additionally, the Inquisitor can use a bonus action to command any creature charmed in this way to take any action during its turn. The affected creature repeats the saving throw at the end of each of its turns. Once a creature has succeeded on a saving throw against this effect, it is immune to it for the next 24 hours.

After activating this feature, the paladin can’t do so again until they finish a long rest.

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