Base Class: Paladin
Tenets Of The Inquisition:
-Inquiries: You are ordered by the Inquisition to investigate any suspicious act of Heresy anywhere it might be, no house shall be left unturned and no person shall be left unquestioned.
-Purging:Purge them all, cleanse them all! Burn the guilty ones with holy flame in order to protect the innocence's from evil.
-Tools of the Inquisition: Fear is your weapon, Charm is your poison, Truth is your armor. You will use these tools to further the goals of the Inquisition.
-Heartless: Mercy, sympathy, fear, and regret do not matter. Only your sense of justice against the sinners shall drive you toward your duties.
Channel Purity
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.
Condemn the Heretics. As an action, you present your holy symbol and speak a prayer, using your Channel Divinity. Each enemy 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 Stunned for 1/4 your level + your CHA modifier rounds. If the enemy succeeds the saving throw nothing happens.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Inquisition
Starting at 7th level, you emanate an aura that guards against deception, you gain Advantage on Intimidate, Persuasion and Insight checks. In addition to this, when attempting to deceive someone with Deception, they get Disadvantage on Intimidate, Persuasion and Insight checks.
At 18th level, you become immune to deception, you automatically know if someone is attempting to deceive you as per the Zone of truth spell except there is no save throw to overcome the effect.
Inquisitors Faith
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Envoy of Judgement
At 20th level, you can assume the form of an envoy of judgment. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You gain an additional action to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action, and a +2 bonus to your AC.
- You emanate an aura of judgment in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become marked for judgment for 1 minute. While marked, all attack rolls against the creature have advantage, it has disadvantage on attack rolls against you, and it has disadvantage on all saving throws for the duration.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Jun 9, 2019This was an incomplete version of this oath and still had some kinks to work out its also my first time using this so i was unaware that it couldnt be edit post submission. If anyone is interested in the final edit of this oath message me and ill publish it for public use.