Base Class: Paladin
The Oath of Inquiry calls to paladins who seek the truth in the mysteries of the world. These paladins are not after punishment but after uncovering all facts to help them know all sides of the story, to make a decision based on logic and law rather than emotion. No matter if all evidence was burned to the ground or if the crime only exists in someone’s mind, no event or mind is safe from their gaze. Those who join this order will serve orders or gods of divination and those seeking proper justice and truth.
TENETS OF CONQUEST
A paladin who takes this oath has the tenets of inquiry have them ingrained in their armor, weapons, or shield, as a constant reminder of what they stand for.
Truth. It doesn’t matter which side you find yourself on, you seek truth no matter the cost.
Justice. Once you have found the truth you must see it to justice. No matter the guilty party, you must help bring atonement to the situation.
Patience. It is important for you to not give into quick judgment. To wait to act is a showing of gre
Leadership. Others will look up to you as to what they should be doing. You set the example for others in times of calm and crisis alike.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Ears for Deceit. As an action, you hone your ears to hear any known lie. Originating from you for the next 10 minutes you are aware of all knowingly by the speaker lies told within a 15 foot radius sphere. You must be able to hear the speaker but understanding them is not a requirement. You will simply know that a portion of their entire statement was a known lie.
Eyes for Weakness. As a bonus action, you can analyze a creatures movements to gain insight past their defenses. This creature must be within 10 feet away from you. You gain a +1d4 on all attack rolls and damage against that creature for 1 minute or until it drops to 0 hit points or falls unconscious. The additional damage dealt is the base damage type of the weapon or spell.
This bonus increases to a 1d6 at 7th level, 1d8 at 15th level, and a 1d10 at 20th level.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance 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 Unveiling
Starting at 7th level, you constantly emanate a vigilant aura while you’re not incapacitated. You and friendly creatures within 10 feet of you gain a bonus to your Wisdom (perception), Wisdom (insight), and Intelligence (investigation) skills equivalent to your charisma modifier (minimum of 1).
At 18th level, the range of this aura increases to 30 feet.
Truths of the Past
At 15th level you gain the power to see how the past has unfolded. You conduct a ritual for ten minutes at the end of which you hopefully allow your mind to travel back in time to a desired moment in time. You scry in the past for 10 minutes which in the present feels less than a moment. You appear as an invisible sensor, an orb within your current location or the closest unoccupied space. You can see, hear, and smell through the sensor as if you were there. The sensor has 30 ft flight per turn and an action to dash or perform a skill check to observe. The orb cannot pass through objects and will be shoved out of the way of anything trying to occupy the same space, spell effects like fireball do not affect it. A creature that can see invisible objects sees the sensor. Any effect that can protect from a scrying effect will result in a blurry fog around the protected area.
| Familiarity | failure | similar event | linked event | Desired event |
|---|---|---|---|---|
| Present for event | - | - | - | 01-100 |
| Associated object | - | - | - | 01-100 |
| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 |
| Aware of casually | 01-33 | 34-43 | 44-53 | 54-100 |
| Heard about once | 01-43 | 44-53 | 54-73 | 74-100 |
| Passing knowlege | 01-43 | 44-53 | 54-73 | 74-100 |
| False memory | 01-50 | 51-100 | - | - |
Familiarity. "Present for event" means you can simply go back in time and replay what was happening. "Associated object" means that you possess an object that was significant in the particular event you wish to view, the object may be a sword used to slay someone you wish to see during their last moments, the blood of a battle, or a letter. The DM gets to decide what is significant.
"Very familiar" is an event that you were nearby and possibly even directly felt the effects of. For example if you can see the effect presently like a scorch mark of battle. "Aware of casually" event that you have heard described many times. "Heard about once" is an event you have heard a detailed story about. "Passing knowledge" is an event you are aware had happened or logically must have happened.
"False memory" is an event that never happened.
Desired Event. You scry on the desired event. Linked Event. You see an event that happened just before or just after the desired one. Alternatively, you see an event of large importance to the desired event. Similar Event. You see an event that is similar to the desired one. As an example: a deal made before the assassination, or a similar assasination by the same hired knife. Failure. The feature fails to take you to any event, you take 4d10 psychic damage, and the DM rerolls on the table to see where you wind up (multiple Failures can occur, dealing damage each time).
Once you use this feature, you can’t use it again until you finish a long rest.
The Champion Mind
At 20th level, you can open your mind to all of the possibilities. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You peak behind defenses of all creatures within 30 ft. of you, you can use a bonus action to make a weapon attack against them
- You see into future possibilities as time slows for your mind. At the beginning of your turn you gain the ability to re-roll an attack roll, ability check, or saving throw that you make and take the higher roll. You may only have one use of this at a time. You can also use your reaction to force your re-roll on to a creature within 30 ft of your choice, provided you still have the use. You can have the creature take the lower of the two rolls instead, your choice. You or the creature may see the result of their roll but not know the outcome.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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4/18/2023 3:24:17 AM
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1.12
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2/27/2024 5:58:53 PM
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16
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