Base Class: Paladin
Paladins who take this special oath swear an undying allegiance to the Divine Imperial Emperor of Urdan. These few chosen individuals operate above the confines of the law in the Empire, seeking to expel corrupted nobles, Halt any talk of rebellion before it spreads, and hunt down any who would practice magic without swearing allegiance to the Imperial throne (for all who practice any form of magic in the Empire may only do so if they also fill its armies ranks).
Inquisitor Paladins are a rare but feared sight anywhere in Elaan, for they only answer to the direct word of the Emperor, and are given free reign to deal with dissidents and rogue mages as they see fit. Some Inquisitors employ stealth, lying and subterfuge to catch their pray, while some others use brute force, intimidation and public displays of power to get their way. Either way it is not unheard of for an Inquisitor to hire or travel with adventurers to further their own goals, for in the end the only foreseeable victory is when the Empire will rule unquestionably, and their is still much more work to be done.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Crown Spells
| 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 3rd level, you gain the following Channel Divinity options.
Eyes of the Seeker. As a bonus action, you instill powers into yourself such-that no creature may hide itself from you. For 10 minutes, you can see through illusions, invisible creatures and anyone hiding in the ethereal plane out to a range of 30 ft.
Bane Arcanum. As an action, you can muddle your preys ability to cast spells. Choose one creature with 60 ft. that you can see, that target must make a CHA save against your save DC. On a failure the target looses the ability to cast any spell other than cantrips for 1 minute, otherwise on a success the creature looses one of its available spell slots, whichever is highest.
Aura of Interrogation
Starting at 7th level, you exude an aura of compulsion to aid you in your hunt for dissent. Any creature within a 10 ft radius (30 at lvl 18) must make a WIS saving throw against your spell save DC. On a failure the creature MUST tell the truth when asked a direct question by you. On a failure the creature is free to lie if it wishes and is immune to the effects for 24 hours, but you do know that they succeed the save.
You can activate and deactivate this aura as an action.
Relentless Persuit
Starting at 15th level, you have advantage on on opportunity attacks against creatures that leave your weapons reach.
Additionally, if you deal damage with this opportunity attack, the expended reaction to make the attack is refunded.
Master Hunter of Magi
At 20th level, your training with hunting rogue mages has reached its peak, and you gain the following options.
- You have resistance to damage done by spells, additionally you have advantage on saving throws to resist the effects of non-damaging spells
- If a hostile creature you can see begins casting a spell and is within 60 ft of you, you can use your reaction to instantly teleport to an unoccupied space within 5 ft of the caster and make a melee attack. Should this special attack land, your targets spellcasting immediately fails and you regain an expended spell slot of equal or lesser level. This ability can be used a number of times equal to your Charisma modifier.
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