Base Class: Paladin
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Crown of the Oathbreaker © 2022, Elderbrain, Inc.; Authors: Gabor Dan, David Feher, and Tamas Marton; edited by Wrexxal.
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Seekers of the truth and judges of the faith, the inquisitors are paladins who vow to punish the guilty and upkeep the law set by their faith and tenets. These paladins focus on divination magic to lift the veils of deception and to find truths that lie behind them. Their loyalty to their church and beliefs is unquestionable, as is their dedication to any mission on which they are sent. Inquisitors and their methods might vary from religion to religion, but every one of them holds a zealous fervor in common, which drives them and empowers their abilities.
Tenets of Inquisition.
The tenets of the Oath of the Inquisitor drive a paladin to seek the truth and to eliminate the hidden enemies of its faith.
Draw out the truth. The truth is not always visible. Finding it is sometimes hard, but the effort must be made. Once found, it must be announced so that others can learn it as well.
Facts only. Facts are the only truths on which you can rely. Anything else is mere speculation. One can only make a decision based on facts. Without firm evidence, even truth cannot be proven.
Oppose heresy. Seeking those who work to ruin and undermine the church’s integrity is the holiest service one can do for one’s faith. Therefore, one must always stay vigilant and be on the lookout for corruption and those who spread falsehoods.
Live by the law. Law provides safety and justice to all. Order is the only truth on which one can build. Those who break the law must pay the price. Therefore, one must live by the law and keep it at all costs.
Oath Spells
You gain oath spells at the paladin levels listed.
Inquisitor Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
• Pierce Illusion. As a bonus action, you can use your Channel Divinity to augment your senses to overcome illusions. For the next 10 minutes, you can automatically see through 2nd level or lower illusion spells, you can automatically make an Intelligence (Investigation) skill check to discern 3rd or higher level illusion spells that allow such checks by merely looking at them, and you gain advantage on Intelligence (Investigation) skill checks.
• Denounce Shapeshifter. You can use your Channel Divinity to force a shapeshifting creature back into its natural form. As an action, you can target one creature within 30 feet. The target creature must make a Charisma saving throw. On a failed save, the target reverts to its natural form and can’t change its form for 1 minute.
Discern Falsehood
Starting at 7th level, you can focus your senses to detect deliberate lies. As an action, you can target one creature within 30 feet. The target creature must make a Charisma saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier). On a failed save, you know if the target creature deliberately and knowingly speaks a lie. This ability does not reveal the truth. Once you use this feature, you can’t use it again until you finish a short or long rest.
Prevent Escape
Starting at 15th level, you are able to prevent your enemies from escaping. As an action, you can target one creature within 30 feet. The target creature must make a Charisma saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier). On a failed save, the target creature becomes restrained by an invisible force and is prevented from using any form of teleportation, dimensional, or planar travel for one minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
Ultimate Conviction
Starting at 20th level, you can imprison, interrogate, and punish those you find guilty. As an action, you can create a cage made out of energy similar to a forcecage spell. Any creature within the cage must make a Charisma saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier). On a failed save, the creature is charmed. Creatures charmed this way must answer your questions truthfully until they are imprisoned this way. You can choose to release the target from the cage at any time, or target one of the creatures within the cage with an imprisonment or power word kill spell as if you have cast it requiring no material components. Once you use this feature, you can’t use it again until you finish a long rest.
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