Base Class: Paladin
(This is my first homebrew subclass and was made for a homebrew nation/cult in Halruaa called the Children of The Phoenix. It is not meant to be balanced, as it is more of a story thing than a player subclass. It is also heavily based on Oath of Devotion.)
Ashen Inquisitors are the highest ranking warriors in Hadra's inquisition, often starting out by taking oaths of Vengeance or Conquest and revoking these oaths to ascend to Ashen Inquisitors. Their main duty is taking their inquisitional parties and leaving Halruaa to hunt down heretics. Any who go against the faith and escape the Children of The Phoenix or leave Halruaa without a mission from Hadra himself are considered heretics, and as such are to be pursued by Ashen Inquisitors and brought back for a trial. The trial takes place with Hadra as the judge, and almost always ends in a guilty verdict and subsequent execution as tribute to Hadra's Phoenix God. Ashen Inquisitors are usually around the level 10-15 mark and often only treat non-kinsman as below them at best and like disgusting insects at worst, often killing minor authorities that hamper their mission or protect their target.
Tenets of the Ashen Inquisitor
Ashen Inquisitors take these oaths before Hadra's throne and should they ever break their vows, they miraculously burst into flame and are consumed.
Purge Heresy. Those who reject the divine words of Highest Hadra and his God have relinquished their privilege to live, thus it is our purpose to remove them from Toril.
Redeem the Mislead. Spread the truth of celestial deception among the naive folk of Faerun, for only by showing them the gods are false can they be saved from damnation. Redeem them through words, but should they refuse to understand: redeem them through sacrifice.
Tend to His Flock. Guide the Children of The Phoenix with a firm but careful hand, should any stray from the faith while under your care it is your responsibility to shepherd them back or bring their end. You have earned Hadra's respect, betrayal is the highest form of heresy.
Unquestionable Authority. The laws and codes of foreign people are ignorant and primitive. They do not apply to you, carry no grievances over disobeying them. Should you need to cull the innocent during your hunt, you should feel no remorse, for they died to serve your - and in turn Hadra's - purpose.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Tools of the Righteous. As an action you can imbue a weapon with fury. For 1 minute, the weapon is considered magical, you add your charisma modifier to attack rolls, it appears immersed in phoenix fire and emits bright light for 30 ft. and dim light for 30 ft beyond that. You can end the effect as part of any other action, if you are no longer holding the weapon, or if you fall unconscious. This weapon also deals two additional damage die to your quarry, though the damage it deals is non-lethal.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Rebuke the Heretic. As an action, you can censure those who go against your one true faith. Each divine caster that is not part of your religion that can see or hear you within 30 ft. must make a WIS saving throw. On failure, they are bathed in golden light for 1d4 rounds. Attacks against effected targets have advantage while they are illuminated.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 |
Aura of Zeal
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed or frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Hateful Gaze
Beginning at 15th level, you are always under the effects of a see invisibility spell.
Ashen Inquisitors with this feature also see a golden glow on the horizon in the direction of Halarahh, wherein Hadra sits on his burning throne. They can also see features or details on a person that gives insight into that individual's faith, even things as minute as the way their eyes move indicating whether they read scripture on scrolls or books, or as obvious as a half-obscured holy symbol. These details are unnoticeable to most other observers, but require only a casual once-over for Inquisitors.
Exalted Rampage
At 20th level, as an action, you can emanate an aura of baleful fire, channeling your desire to cleanse heresy. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that, and you appear wreathed in golden fire.
Whenever an enemy creature starts its turn in the bright light, the creature takes 15 radiant/psychic damage. This damage is doubled against divine casters.
In addition, for the duration, enemies in this area also have disadvantage on saving throws caused by you.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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1/15/2024 9:05:55 PM
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Coming Soon
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