Paladin
Base Class: Paladin

Tenets of justice 

The tenets of the oath of justice are based on the idea that the Law is absolute, and must be followed. 

Law. The law must be respected, and enforced if necessary.

 

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. 

 

Truth. Truth must be revealed. I will hunt those who think themselves above the law. 

 

Correction. Those who ignore the law must be corrected, by the sword if necessary. 

 

Channel Divinity

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

Divine interrogation. As an action, you choose one creature within 30 feet of you. That creature makes a wisdom saving throw or becomes Frightened of you for one minute, and truthfully answers any question you ask within the minute. 

Divine investigation. As an action, you enhance your investigative skills. For ten minutes, your proficiency bonus is doubled for the following skills that you are proficient in. If you are not proficient in these skills, you may add your proficiency bonus to these skills for the duration. Insight, Investigation, and perception. 

 

Inquisitive Mind

At 7th level, you gain a natural skill at sniffing out the truth. You have advantage on all Insight checks against a creature that isn’t hostile or Frightened. 

Oath Spells

You gain the following oath spells at the levels listed. If a spell does not appear on the plain spell list, it nonetheless counts as a paladin spell for you. You always have these spells prepared and they do not count against the number of spells you can prepare. 

 3rd level: Bane, Detect evil and good

5th level: Detect thoughts, Zone of truth

9th level: Clairvoyance, Fear

13th level: Banishment, Locate Creature 

17th level: Legend lore, Scrying 

 

Hunter of the Wicked

Starting at 15th level, you are always under the effect of the See Invisibility spell. You can switch between this effect and normal vision as an action. 

Master of Inquisition

At 20th level, as a bonus action, you become a true master of uncovering the truth. For 1 minute, you use Charisma in place of all Intelligence and Wisdom checks and saving throws. In addition, all your weapon attacks and uses of Divine Smite deal Psychic damage rather than its usual Bludgeoning, Slashing, Piercing, or Radiant damage. 

 

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