This subclass is intended for my homebrew campaign, and would like to get feedback on the power level of this subclass. I've later seen some other people have also made an inquisitor class but I felt like them being connected to paladins seemed like a natural fit.
Oath of Inquisition
The oath of inquisition is a commitment performed by some of the most strong willed of paladins. Usually people who perform this oath have learned the hard way that not all evil in the world carry a monstrous face. These paladins, known as inquisitor's are a sect of paladins who are specialized in seeking out threats from within by any means necessary. They may consider the law as sacred as any other Paladin and do not bend it lightly, but if the law is preventing them from upholding their sacred oath of protection, most inquisitors are ready to sacrifice their pride and reputation to do their duty. The alignment of an inquisitor can vary wildly based on how far they are ready to go, and how much time they take to evaluate their judgement. To be an Inquisitor is to walk the line between evil and good, sometimes having to be the necessary evil for the greater good.
Those who swear this oath take the responsibility for preventing disasters from happening. The Inquisitor's study and use all tools at their disposal in order to uphold their ideals, meddling deeper into ways of magic than other paladins. Magic is a tool of great potential ruin, and the inquisitor's take special notion of preventing spellcasters from causing mayhem that cannot be undone.
Tenets of an Inquisitor.
The Will to Act. As an inquisitor, any monster, infiltrator or practitioner of magic causing mayhem is indirectly your fault. It is your duty to discover and stop the schemes before they are put into motion.
Unclouded Judgement. It is your duty to not let your own emotions and prejudices cloud your judgement. Good people can do evil, and evil people can do good. No one is beyond salvation, corruption or suspicion.
Magic Unsoiled. Magic is a tool that can change or ruin worlds. Those who abuse it should fall before it.
Ends Justify the Means. While law is sacred, breaking one law to prevent a breach of several laws by another is justified. You serve the order, but you are not the order.
Know Your Enemy. No tool is evil, only the hand that wields it is. Your knowledge of magic is what makes you such a great seeker for it.
Protect the Meek. You are blessed with great powers. It is your duty to protects those who do not share those gifts.
Oath Spells You gain oath spells at the paladin levels listed.
3rd level - Detect Magic, Faerie Fire 5th level - Detect Thoughts, Silence 9th level - Slow, Dispel Magic 13th level - Fire Shield, Locate Creature 17th level - Dispel Evil and Good, Dominate Person
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Inquisitive Sense. As an action, you can use your Channel Divinity to enhance your next Divine Sense. Enhanced Divine Sense senses any creatures with Evil alignment and creatures with spellcasting ability within the area on top of its usual effects.
You have advantage on all Wisdom (Insight) ability checks made against creatures revealed in this manner for the next 10 minutes.
Inquisitor's Mark. As a bonus action, you can imbue a creature within range with the mark of the inquisitor. The creature must do a a Wisdom saving throw. On a failed save, the creature becomes marked to you. The mark lasts for 10 minutes and you can only have one mark up at a time.
You have advantage on all Intelligence, Wisdom and Charisma saving throws and ability checks against the marked creature.
As long as the creature is within 50 feet of you, you are aware of the exact location of the marked creature, and can see its true form if it is a shapeshifter.
Your weapon attacks against the marked creature are considered magical for the purpose of bypassing resistances.
If the marked creature casts a spell within the range of your weapon, you may use your reaction to perform an attack of opportunity against that creature.
Aura of Inquisition Starting at 7th level, you and all allies within 10 feet of you have advantage on all their attacks of opportunity.
Spellbreaker Starting at 15th level, you can cast Counterspell at the highest spell slot level available to you without expending a spell slot. When cast in this manner, you can ignore the requirement of needing a free hand to perform the somatic component for this spell.
You cannot use this feature again until you perform a long or short rest.
High Inquisitor
Starting at level 20, all your melee weapon attacks imbue the creature that is hit with Inquisitor's Mark.
Additionally if you cast Inquisitor's Mark by using a charge of Channel Divinity, the creature also becomes frightened of you for the duration.
I originally was thinking of making the aura something alike advantage to saving throws against magic but I felt like that could really blow up encounter balance against and also make this subclass too polarizing and wanted to also reinforce the ideal that they are the first to act when things start looking dire, and that would inspire the Inquisitor's allies alike. But would like feedback if this was a good call, I dont think advantage on attacks of opportunity from 7th level on is too broken...right?
This subclass is intended for my homebrew campaign, and would like to get feedback on the power level of this subclass. I've later seen some other people have also made an inquisitor class but I felt like them being connected to paladins seemed like a natural fit.
Oath of Inquisition
The oath of inquisition is a commitment performed by some of the most strong willed of paladins. Usually people who perform this oath have learned the hard way that not all evil in the world carry a monstrous face. These paladins, known as inquisitor's are a sect of paladins who are specialized in seeking out threats from within by any means necessary. They may consider the law as sacred as any other Paladin and do not bend it lightly, but if the law is preventing them from upholding their sacred oath of protection, most inquisitors are ready to sacrifice their pride and reputation to do their duty. The alignment of an inquisitor can vary wildly based on how far they are ready to go, and how much time they take to evaluate their judgement. To be an Inquisitor is to walk the line between evil and good, sometimes having to be the necessary evil for the greater good.
Those who swear this oath take the responsibility for preventing disasters from happening. The Inquisitor's study and use all tools at their disposal in order to uphold their ideals, meddling deeper into ways of magic than other paladins. Magic is a tool of great potential ruin, and the inquisitor's take special notion of preventing spellcasters from causing mayhem that cannot be undone.
Tenets of an Inquisitor.
The Will to Act. As an inquisitor, any monster, infiltrator or practitioner of magic causing mayhem is indirectly your fault. It is your duty to discover and stop the schemes before they are put into motion.
Unclouded Judgement. It is your duty to not let your own emotions and prejudices cloud your judgement. Good people can do evil, and evil people can do good. No one is beyond salvation, corruption or suspicion.
Magic Unsoiled. Magic is a tool that can change or ruin worlds. Those who abuse it should fall before it.
Ends Justify the Means. While law is sacred, breaking one law to prevent a breach of several laws by another is justified. You serve the order, but you are not the order.
Know Your Enemy. No tool is evil, only the hand that wields it is. Your knowledge of magic is what makes you such a great seeker for it.
Protect the Meek. You are blessed with great powers. It is your duty to protects those who do not share those gifts.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd level - Detect Magic, Faerie Fire
5th level - Detect Thoughts, Silence
9th level - Slow, Dispel Magic
13th level - Fire Shield, Locate Creature
17th level - Dispel Evil and Good, Dominate Person
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Inquisitive Sense. As an action, you can use your Channel Divinity to enhance your next Divine Sense. Enhanced Divine Sense senses any creatures with Evil alignment and creatures with spellcasting ability within the area on top of its usual effects.
You have advantage on all Wisdom (Insight) ability checks made against creatures revealed in this manner for the next 10 minutes.
Inquisitor's Mark. As a bonus action, you can imbue a creature within range with the mark of the inquisitor. The creature must do a a Wisdom saving throw. On a failed save, the creature becomes marked to you. The mark lasts for 10 minutes and you can only have one mark up at a time.
Aura of Inquisition
Starting at 7th level, you and all allies within 10 feet of you have advantage on all their attacks of opportunity.
Spellbreaker
Starting at 15th level, you can cast Counterspell at the highest spell slot level available to you without expending a spell slot. When cast in this manner, you can ignore the requirement of needing a free hand to perform the somatic component for this spell.
You cannot use this feature again until you perform a long or short rest.
High Inquisitor
Starting at level 20, all your melee weapon attacks imbue the creature that is hit with Inquisitor's Mark.
Additionally if you cast Inquisitor's Mark by using a charge of Channel Divinity, the creature also becomes frightened of you for the duration.
I originally was thinking of making the aura something alike advantage to saving throws against magic but I felt like that could really blow up encounter balance against and also make this subclass too polarizing and wanted to also reinforce the ideal that they are the first to act when things start looking dire, and that would inspire the Inquisitor's allies alike. But would like feedback if this was a good call, I dont think advantage on attacks of opportunity from 7th level on is too broken...right?
EDIT: Formatting