Paladin
Base Class: Paladin

The Oath of the Inquisitor is taken by those who wish to rid the world of magics they consider evil or impure.

TENETS OF INQUISITION

The tenets of the Oath of the Inquisitor vary between every paladin but all tenets revolve around cleansing the world of impure magic.

Purge The Heretic. The dark wielders of impure magic must always be silenced.

Rebuff the Darkness. Those untouched by foul magic must be helped to remain pure.

Power through Knowledge. An unlearned inquisitor is an ineffective one, but do not allow yourself to be corrupted.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Inquisitor Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Inquistor Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Rebuff the Dissenter - As a reaction when a spell is cast within 60 feet of you can make a Charisma ability check and use your Channel Divinity to attempt to cause the spell to fail. The DC equals 10 + the spells level. On a success the spell fails and has no effect and the caster takes 2d6 plus your paladin level psychic damage. On a failure the spell does not fail and the caster takes half the damage.

Purge Heresy - As a bonus action you can use your Channel Divinity to mark a creature as evil. The becomes silenced and must subtract a number equal to your Charisma modifier from its attack rolls and ability checks. At the end of the effected creatures turn they make a Wisdom saving throw, ending the effect on a success.

Aura of Constancy

Starting at 7th level, You emanate an aura of unchanging will that protects allies form vile magics.

You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

Vigilant Zeal

Starting at 15th level, you have become honed against effects that would hinder your inquisition. Once per short rest, when you fail a saving throw you may instead choose to succeed.

Unyeilding Inquisition

At 20th level, you gain the ability to empower your inquisition with zealous fury. As an action, you become a beacon of fealty, gaining the following benefits for 1 minute:

  • Whenever you hit a creature with an attack, that creature is silenced until the end of its next turn.
  • When a spell is cast within 30 feet of you the caster must expend additional spell slots equal to the spells level or have the spell fail.
  • When a friendly creature starts its turn within 30 feet of you, that creature gains 15 temporary hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

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