Paladin
Base Class: Paladin

Truth. the dedicated warriors who become inquisitors all have this same goal: reveal what is hidden, and purge the world of those who obscure the truth. inquisitors will stop at nothing to accomplish their goals, unlike most, they are pure utilitarians, believing that the end justifies the means.

   Above all else they despise those that hide their intentions or true forms. Fiend, celestial, or fey; it matters not to an inquisitor paladin. If a creature uses its considerable power to deceive morals, their lives are forfeit

Tenets of inquisition.  paladins who swear the Oath of inquisition will stop at nothing to discover the truth, and are always forthright with their purpose, refusing to hide who they are

   Absolute Truth. the truth is out there, and you must do whatever it takes to bring it to light. those who hide the truth deserve punishment, and you will deliver that justice.

   Immutable Form. all creatures of the multiverse have a natural form. those that would seek to physically alter their form or obscure it with magic must be reprimanded.

   Swift Retribution. those who break the laws of the multiverse deserve punishment equivalent to their crimes. The thief must lose a hand, oathbreakers forfeit their lives

Oath Spells

3rd-level Oath of an inquisitor  feature

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

Oath of an inquisitor Spells
Paladin Level Spells

3rd

charm person, command

5th

moonbeam, zone of truth

9th

clairvoyance, magic circle

13th

arcane eye, charm monster

17th

legend lore, scrying

Channel Divinity

3rd-level Oath of an inquisitor feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Divine Interrogation. As an action on your turn, you can grasp your holy symbol and force one creature within 10 feet, to make a Charisma saving throw. On a failed save, you learn the true name of the creature, and the creature has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw you force it to make within the next minute.

Unexpected Inquisition. On your first turn after rolling initiative, you can use your bonus action to hold aloft your holy symbol and choose a number of creatures equal to your charisma modifier (minimum of 1) within 60 feet that can see or hear you. Those creatures must make a Wisdom saving throw. On a failed save, if they have not yet taken a turn since rolling initiative, they are surprised 

Unstoppable Inquisition

7th- and 18th-level Oath of an inquisitor feature

Beginning at 7th level, you do not tolerate those who would stand in the way of your quest for truth. Once per turn, when you hit a large or smaller creature with a melee attack, you can force them to make a strength saving throw. On a failure, they are knocked prone, in addition to the normal damage.

When you reach 18th level in this class, this ability also effects Huge creatures

Iron Will

15th-level Oath of an inquisitor feature

You have honed your mind to resist any effects that would restrict your agency or obscure the truth from you. starting at 15th level, you are immune to the charmed condition

Grand Inquisitor

20th-level Oath of an inquistior feature

As an action, you can become an embodiment of truth. you gain the following benefits for 1 minute:

- You gain true-sight out to 120-foot radius
- All of your attacks trigger your Unstoppable Inquisition
- Any shapechanger hit by one of your attacks reverts to its original form and takes an additional 2d8 radiant damage

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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