Paladin
Base Class: Paladin

 

Darkness lurks behind gilded facades, and heresy abounds. As a Paladin who has taken the Oath of Inquisition, you root out hidden evils and purify the wicked with righteous flame, and inspire others to do the same. These Paladins ensure that no stone goes unturned, and that nothing can remain in the shadows. An innocent may be caught up here or there but, in the end, the eradication of evil outweighs the cost of a few insignificant lives.

TENETS OF INQUISITION

Though the tenets of inquisition vary with each Paladin, all revolve around three core principles:

For the Greater Good. People may suffer or die, but so long as evil is purged from the world, it is a price you are willing to pay. After all, is anyone truly innocent?

Expose the Wicked. You seek out the evils that people cannot see, or willfully ignore, reveal them, and eradicate them.

Inspire Zeal. None can stand against darkness alone. You seek to instill righteous wrath in those you meet so that justice may be meted out, even in your absence. 

 

Oath Spells

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

PALADIN LEVEL SPELLS
3 bane, comprehend languages
5 branding smite, detect thoughts
9 crusader's mantle, fireball
13 banishment, wall of fire
17 flame strike, scrying

Channel Divinity

Revealing Flames. As an action you present your holy symbol and speak a prayer. All creatures within 15 feet of you must make a Dexterity saving throw. A creature takes fire damage equal to 3d8 + your Paladin level on a failed saving throw, and half as much damage on a successful one. If a shapechanger or invisible creature fails this save, they instantly revert to their original form and become visible for one minute. 

Inspire Zealotry. As a bonus action you can speak a vow that fills up to 4 allies within 30 feet of you with righteous fury. For the next minute, they can each choose one attack to make with advantage. If this attack hits, it deals additional fire damage equal to one half your paladin level.

Aura of Inquisition

Starting at 7th level, you mark creatures you strike with melee attacks until they leave your aura or you become incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Once per turn when one of your allies hits a marked target with an attack, they can choose to have it deal additional fire damage equal to one-third your paladin level, rounded up.

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

Unerring Eye

Starting at 15th level, your nothing escapes your divine gaze. You gain truesight  out to 10 feet, and darkvision out to 30 feet. If you already possess darkvision its range is increased by 30 feet.

The Purifier

At 20th level, as an action, you can become the embodiment of purifying flame. For 1 minute, you gain the following benefits:

  • You have immunity to fire damage
  • Any creature that hits you with a melee attack takes fire damage equal to your Charisma modifier 
  • Any targets marked by your Aura of Inquisition have vulnerability to fire damage until the mark subsides. If the target has immunity to fire damage, they instead take fire damage as if they did not have immunity.
  • You shed bright light out to 15 feet, and dim light out to 30 feet

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

Previous Versions

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