Paladin
Base Class: Paladin

Paladin: Oath of Inquest

The Oath of Inquest is a vow agreed to be taken up by a paladin just as disturbed by the potential evil behind a situation as the requester. It is not an oath taken to deal with mere packs of thieves, rampaging dragons, waring nations, or amok demons; it is an oath taken when the heart and souls of a nation are at risk of corruption. The paladins who take this oath are driven to uncover the truth and destroy the source of evil in its entirety, down to its very last script of text. To these paladins, there is little that cannot be done as long as its done in service to their oath and they minimize collateral when possible. They walk a thin line between persistence and zealotry, needing to be ever mindful that their drive doesn't consume them and leave them as a hollow husk of a person they once were.

Tenants of Inquest

The tenants of the Oath of Inquest remind a Paladin of just how much is at stake. 

Find the Source. Without destroying the source the evil will return once again.

Remember the People. It is not for yourself that you peruse such a threat.

No Cost too Great. What cost compares to everyone being lost?

The Truth Must Shine. Drive back the darkness.

Oath Spells

You gain oath spells at the paladin levels listed

Paladin Level Spells

3rd

Identify, Bane

5th

Heat Metal, Zone of Truth

9th

Spirit Guardians, Speak with Dead

13th

Dimension Door, Wall of Fire

17th

Scrying, Hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

  • Holy Sight
    You can use your Channel Divinity to see through deceptions. As an action, you present your holy symbol and each creature within 30 feet of you that can hear or see you must make a Charisma saving throw. On a failed save, any type of illusion magic affecting the creature is dispelled. In addition, any illusion magic within 30 feet of you not on a creature glows with a faint holy light for 1 minute. You know that there is illusion magic in the area of the light, but the illusion is not dispelled.
  • Isolate the Deceiver
    You can use your Channel Divinity to alter the perception of a target. As a bonus action a creature of your choice within 30ft must make a Wisdom saving throw. On a failed save the creature's vision blurs with holy light rendering them unable to see any creatures other than yourself, the only voice they can hear is yours, and they have disadvantage on Deception, Perception and Insight checks. You gain advantage on Intimidation, Insight, and Persuasion when interacting with this creature. This affect lasts for 1 minute or if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Aura of Cleansing Righteousness

At 7th level, you emit an aura of fortitude which gives you the following benefits while you are conscious:

Clear Senses
You and friendly creatures within 10 feet of you are immune to Blindness and Deafened. Friendly creatures entering the aura while under the effect of Blindness or Deafened have the effect ended. In addition you and friendly creatures within 10 feet of you cannot be magically prevented from speaking, and can see through magical darkness as if it was dim light.

Righteous Insight
You may add your Charisma modifier to Insight, History, Religion and Investigation checks (minimum of +1). In addition, you can understand any spoken language of a creature you are touching and they can understand what you say.

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

Scornful Fury

At 15th level, your indignation at falsehoods can manifest itself in your blows. When you hit a creature with a melee attack roll and deal damage to it on your turn, you can use your bonus action to deal an additional 2d8 radiant damage. The creature is seared with holy writing, and must make a Charisma saving throw against your spell save DC. On a failed save, they must use their next turn to uncontrollably babble out various truths that the creature thinks you want to hear the most. At the end of their turn the writing fades. You can use this a number of times equal to your Charisma modifier (minimum of +1). Uses are refreshed when you finish a long rest. 

Form of Veracity

At 20th level, you can become the light of truth for all to see and fear. As an action, you gain the following benefits for 1 hour:

- You turn translucent with light, your form no longer visible beyond a vague humanoid shape. Bright light shines from you in a 20-foot radius, and dim light shines 20 feet beyond that. Illusions that are touched by your bright light are dispelled, while illusions in your dim light rapidly flicker. Attacks made against you or creatures you choose within 20 feet of you are at disadvantage.

- You know when any creature within 60ft of you lies, including lies of omission, and what the truth is. You have advantage on Intimation checks.

- You are immune to Radiant and Necrotic 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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