Base Class: Paladin
Paladins who swear the Oath of the Inquisitor are chosen by forces of law and order to maintain the delicate balance within kingdoms, particularly among the powerful and privileged. They are vigilant guardians of stability, tasked with rooting out corruption among the nobility and nobly born while quelling rebellion before it festers. The Inquisitors are impartial enforcers, unyielding in their quest to expose those who would abuse power or seek to subvert authority for their own gain.
They are often feared and respected, moving through courts and cities like shadows. They act swiftly, eliminating any whispers of rebellion or sedition. Inquisitors believe that the strength of the realm depends on unity, and thus, they seek to expel threats that could weaken the foundations of governance. They care not for popularity or approval; instead, their loyalty is to the crown and the stability of the land.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | detect magic, disguise self |
| 5th | detect thoughts, knock |
| 9th | counterspell, dispel magic |
| 13th | fire shield, locate creature |
| 17th | arcane hand, modify memory |
Channel Divinity
When you take this oath at the 3rd level, you gain the following Channel Divinity options
Channel Divinity: Eyes of Revelation
As a bonus action, you use your Channel Divinity to grant yourself vision that pierces all deception. For the next 10 minutes, you can see through illusions, perceive invisible creatures, and detect any creature within 30 feet of you that is hiding in the Ethereal Plane. No trick of sight or veil of magic can conceal itself from your gaze.
Channel Divinity: Spellbreaker’s Bane
As an action, you can use your Channel Divinity to suppress a spellcaster’s ability to wield powerful magic. Choose one creature within 60 feet of you that you can see. The creature must make a Charisma saving throw against your spell save DC. On a failed save, the creature is unable to cast any spell other than cantrips for 1 minute, as their magic falters under your will. The creature can make a Charisma saving throw at the end of each of its turns, ending this effect on a success.
On a successful initial saving throw, the creature instead loses its highest available spell slot.
Aura of Interrogation
Starting at the 7th level, you can exude an aura of compulsion that aids in uncovering hidden truths. As an action, you can activate this aura, which extends 10 feet from you (30 feet at the 18th level) and lasts for 1 minute. While the aura is active, any creature within range that you ask a direct question must make a Wisdom saving throw against your spell save DC.
On a failed save, the creature is compelled to answer truthfully. On a successful save, the creature can choose to lie and is immune to the effects of your aura for 24 hours. You are aware if a creature succeeds on its saving throw.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Relentless Persuit
Starting at 15th level, you strike with relentless precision against fleeing foes. You have advantage on opportunity attacks against creatures that leave your weapon’s reach.
Additionally, if you hit a creature with an opportunity attack, you regain the reaction spent to make that attack.
Arcane Nemesis
At 20th level, your mastery in hunting rogue spellcasters has reached its pinnacle, granting you the following abilities:
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Spell Resistance: You gain resistance to damage from spells. Additionally, you have advantage on saving throws against non-damaging spells.
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Mage’s Bane Strike: When a hostile creature you can see within 60 feet of you begins casting a spell, you can use your reaction to instantly teleport to an unoccupied space within 5 feet of the caster and make a melee weapon attack against them. If this attack hits, the creature’s spellcasting fails, and you regain an expended spell slot of a level equal to or lower than the level of the interrupted spell.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
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