Paladin
Base Class: Paladin

Magic is the root of many problems of this world, so some have taken it upon themselves to regulate its use, and when it's required, hunt down those who would use it for harm.

Tenets of the Inquisition

Protect the Weak. You are the shield which stands between Arcane power and the common folk. When a wizard's experiment destroys a village it's because you haven't done enough. 

Cleanse the Corruption. Power corrupts, and just as an infected leg must be cut off to save the body, the Arcane powers running wild must be cleansed to save the world.

Hunt the Wicked. The forbidden is often the most alluring and many succumb to the calls from the dark. Those who have accepted their destructive role, knowingly or not, must face the judgement of the gods.

Resist the Temptation. Even the most horrendous devil can purr like a kitten when the need arises. They will attempt to sway your faith, whether to corrupt you or to change their own fate for the better. Do not give in, no matter what charade they put on.

 

Channel Divinity

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

Fiery Reprisal. As a reaction, cleansing flames sprout from your holy symbol towards a hostile spellcaster. When you see a creature within 60 feet of you casting a spell, you present your holy symbol and the creature must succeed on a Dexterity saving throw against your spell save DC or take 1d4 fire damage per every used spellslot of the target creature. On a success the creature takes half the damage.

If any of those spellslots are of level 2, increase the damage die to d6, for level 3, increase the die to d8, for level 4 and higher increase the die to d10.

Cleanse Curses. As an action, you can cleanse arcane effects from your allies. You target a number of creatures equal to half your Charisma modifier (rounded up, minimum of 1) and end one magical effect affecting each creature. To cleanse more than one effect make a Charisma ability check against DC equal to 10 + 3 for every extra magical effect you wish to end. (E.g. If you wish to end 2 effects on 2 creatures the DC will be 16)

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Iron Will

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on Wisdom saving throws.

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

Purity of Purpose

Beginning at 15th level, your purpose fuels you, and grants you protection against that which you abhore. You gain Magic Resistance and Resistance to Force Damage.

Burning Purpose

At 20th level, as an action, you can burn with white hot purpose For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

 

You are immune to spells of level 4 or lower except for ones cast by a cleric or a paladin (including self) for the duration, and creatures within 15 feet take 1d12 fire damage at the start of your turn.

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

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