Paladin
Base Class: Paladin

The lineage of The Order of Requisition goes back the war of the ancients. The Gods created weapons that mortality should have never wielded and gave them to the very mortals they created. The Order of Requisition were sent out to gather up these weapons of the Gods and to bring them back to the temple of justice. However, it was found that many did not want to simply hand over these weapons. Those that were sent to gather these weapons were beaten, bruised and killed for their mission. This led to the creation he Order of Requisition. The mission of this divine fellowship is to obtain information on the location of any weapon that has been wielded by a God, Devil, Demon, or Fey, (Vorpal sword, and any other God like weapons), seek it out, and bring it back to the temple of Justice to be kept safe. If this is not possible then to destroy them if they can. 

The Order of Requisition

Tenets of the Requisition:

Though the exact words and strictures of The Order of Requisition vary, paladins of this oath share these tenets.

Duty: Your mission is to bring peace and justice to all.

Courage: Never fear to act, though caution is wise.

Justice: Bring those who wield the weapons of the Gods to heel.

Protection: The mission of a member of The Order of Requisition is to ensure that the weapons of the Gods are not used to inflict pain, suffering, or obedience on any peoples. 

The Order of Requisition Spells

Order Spells

The Order of Requisition spells at the paladin levels listed.

Channel Divinity

 

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Justice

 

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

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

Purity of mind

 

Beginning at 15th level, you are always under the effects of a detect magic spell.

Request for Justice

 

At 20th level, as an action, you can cast the wish spell under the stipulation that it is to destroy a item of the Gods. 

In addition, for the next 3 rounds, you have advantage on saving throws against spells cast by celestials, fiends, fey or undead.

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

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