Base Class: Paladin
Seekers of the truth and judges of the faith, the inquisitors are paladins who vow to punish the guilty and upkeep the laws set by their faith and tenets. these paladins focus on divination magic to lift the veils of deception and to find truths that lie behind them. Their loyalty to their church and beliefs is unquestionable, as is their dedication to any mission on which they are sent. inquisitors and their methods might vary from religion to religion, but every one of them holds a zealous fervor in common, which drives them and empowers their abilities.
Channel Divinity
Pierce illusion: As a bonus action, you can use your channel divinity to augment your senses to overcome illusions. For the next 10 minutes, you can automatically see through 2nd-level or lower illusion spells, you can automatically make an intelligence ( investigation ) skill check to discern level 3 or higher level illusion spells that allow such checks by merely looking at them, and you gain advantage on Intelligence ( Investigation ) skill checks.
Denounce shapeshifter: You can use your channel divinity to force a shapeshifting creature back to its original form. as an action, you can target one creature within 30ft. the target creature must make a Charisma saving throw. on a failed save, the target reverts to its original form and cant change back for 1 minute.
Discern Falsehood
As an action, you can target one creature within 30ft. The target creature must make a Charisma saving throw ( DC equals 8+ your proficiency bonus+ your Charisma modifier). on a failed save, you know if the target creature speaks deliberately and knowingly speaks a lie. this ability doesn't reveal the truth. once you use this feature you cant use it again until you finish a long rest.
Prevent Escape
As an action you can target a creature within 30ft. the target must creature must make a Charisma saving throw ( DC 8+ Your proficiency bonus+ Your Charisma modifier ). on a failed save, the target creature becomes restrained by an invisible force and is prevented from using any form of teleportation, dimensional, or planar travel for one minute. Once you use this feature you can't use it again until you finish a short or long rest.
Ultimate Conviction
As an action, you can create a cage made out of energy similar to a force cage spell. Any creature within the cage must make a Charisma saving throw ( DC 8+ Your proficiency bonus+ Your Charisma modifier). on a failed save, the creature is charmed. a charming creature this way must answer your questions truthfully until they are imprisoned this way. You can choose to release the target from the cage at any time, or target one of the creatures within the cage with an imprisonment spell or power word kill spell as if you have cast it requiring no material components. Once you use this feature, you can't use it again until you finish a long rest.
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