Paladin
Base Class: Paladin

Those who take this oath are sworn to hunt down abusers of magic, for that is the Oath of the Inquisition, to silence those who would use magic to bring forth evil. Sometimes called inquisitors, blue knights or shrouded knights, those who swear this oath side with those who can't defend themselves against magic, to take the fight to worshipers of false or evil gods, to root out cults and slay unholy abominations that torment the faithful. This an oath for those who follow gods of knowledge and magic, to prevent the abuse of the knowledge and power they have given the world. Those bound by this oath often dedicate their armor in scrolling scripts and symbols of power.

Seek Out the Foul- Never stop looking for the those who seek to harm the world.

Purge the Corrupt- Wipe out the heretics, the false gods and their servants, end their influence and cease their plans.

Question Everyone- Trust only those who have proven themselves, but always watch for no one is incorruptible.

Channel Divinity

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

Strike Silent. As an action you can force all within or pass through a 40-foot-radius Sphere centered on a point you choose within range. On a failed save any creature or object entirely inside the Sphere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there. The duration is equal to 1d4 plus your CHA modifier. On a successful save any creature is immune to the effects.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Skill in Silence

Starting at 7th level, you are able to ignore the verbal component of spells you cast, casting them for just the material and somatic requirements. 

Stalwart Against

Beginning at 15th level, You roll with advantage whenever you are rolling a save against a spell. Spell attacks rolled against you must be rolled with disadvantage. 

Quiet Vigil

At 20th level, as an action, you can emanate an aura of antimagic. For 1 minute, a 20ft sphere around you is causes all uncommon and below magic items cease functioning while inside the radius. All Spells that enter the radius must roll a ranged spell attack against your or any inside the radius AC. 

Whenever an enemy creature starts its turn in the radius, the creature must make a DC17 save or lose the ability to cast magic for 2d4 turns.

In addition, for the duration, you and all allies inside the aura have resistance against all spells that deal damage to you.

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

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