Base Class: Paladin
The Oath of the Inquisition calls to those Paladins who seek to provide justice in often unusual places and ways, summoning them to strike from the shadows where they are least expected. After all, nobody expects the Inquisition!!
TENETS OF THE INQUISITION
Though the exact words and strictures of the Oath of the Inquisition vary, paladins of this oath share these tenets.
Surprise. Appear where least expected, striking whilst the iron is hot to vanquish evil.
Fear. Aim to inspire fear in your opponents, and to make an example of the villainous to avoid others following down their dark path.
Ruthless Efficiency. In everything that you do, make sure to do it in the most efficient and effective way possible. Morals and Laws are second to efficiency.
An Almost Fanatical Devotion To The Pantheon. Treat good souls with fairness, and let your honourable deeds be an example to them. Make every action that you take one which exemplifies your faith.
Nice Red Outfits. Fashion is everything in the world of an Inquisitor - and red never goes out of style. Also, it's good for masking bloodstains.
(This is a subclass based off of the Spanish Inquisition Sketch written by the British comedy troupe known as Monty Python. All IP rights belong to them, except for the ones that belong to the Catholic Church. Or W.E. Johns. Or H.C. Leeson.)
Channel Divinity - Surprise
When you take this oath at 3rd level, you gain the following Channel Divinity option.
Surprise - As an action, you may imbue a weapon with holy energy. Once per turn for 1 minute, you can deal an extra 1d6 damage to one creature you hit with this weapon if you have advantage on the attack roll.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases to 2d6 at level 9, and 3d6 at level 15.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Inquisition 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 Fear
Starting at 7th level, if you land a critical hit upon a target, they must make a DC16 Charisma saving throw or become Frightened of you for 1d4 rounds. This becomes a DC18 check at 13th level.
Our Chief Weapons
Beginning at 15th level, you are always under the effects of a protection from evil and good spell. As well as this, you also gain the Warlock's Pact Weapon feature.
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Fanatical Devotion
At 20th level, as an action, you can emanate an aura of holy light. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Allies within the radius of the bright light have advantage on Wisdom saving throws, and gain +2 Temp HP on a successful Wisdom Saving Throw.
Enemy creatures within the radius of the dim light have their Wisdom modifier reduced by 3 until they leave the radius.
Once you use this feature, you can’t use it again until you finish a long rest.
You may also use the Pact Weapon feature gained at Lvl 15 to bond with a set of magical armour, alongside a weapon. The bonding process works in the same way, and you can have a maximum of one weapon and one armour set bonded at any one time. You may summon and banish them independently, or together.
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