Paladin
Base Class: Paladin

Known by many a layman as The Guild of Torturers, The Order of the Seeker's of Truth and Penitence are an ancient order in service of the Queen of Blades. Through their art they free the truth from the tongues of liars, and free them of their burden. They inspire fear in the hearts of the general populous, their uniform a cloak of a color darker than black, and their executioner's sword, a mercurial blade meant to sever the victim's neck.

Tenents of Truth And Penitence
Truth – Above all, knowing the truth is the most important. All functions of your work must service the truth. Dishonesty flies in the face of Penitence, so nothing can be achieved under obfuscation

The Repentant – Preserve and protect the repentant, your ward, whatever their future is. Even if they may be bound for Imprisonment, Freedom, or even execution, they must not suffer the effects of petty revenge.

Torture - Carry out the sentences that are delivered to you, doing no more than you are told, and no less, and making no changes. Take no joy in the suffering of your client. After their confession and submission to judgement, they have been absolved.

Silence – Words contain power, and one should always be careful with power. The wrong word can end a life unjustly. Take great care of what you say, and when in doubt, say nothing at all.

Class Spell list

Oath of Truth and Penitence spells
3rd Bane, Command
5th Hold Person, Shatter
9th Slow, Blink
13th Locate Creature, Private Sanctum
17th Geas, Raise Dead

Channel Divinity

Torturer's Presence
You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw.
On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. While frightened, the creature cannot speak a deliberate lie, and any magical disguise on the target is suspended for the duration.

Cold Precision
You can use your Channel Divinity to bolster the power of your spells. When you make a spell attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. If the spell makes the target make a saving throw, increase the DC by +5

Executioner's Blade

At 3rd you gain training in the exotic weapon "Mercurial Blade"
(two handed, finesse, heavy, 2d4//On a critical hit roll damage dice thrice instead of twice)

Aura Of Precision

Starting at 7th level, you and friendly creatures within 10 feet of you gain a +1 bonus to their critical range (crit on 20 becomes 19-20, 19-20 becomes 18-20, and so on). At 18th level, the range of this aura increases to 30 feet.

Tap Into The Aether

At 15th level, so long as you have one 3rd or 4th level spell slot, you may teleport up to 60 feet as a bonus action. You have advantage on a single weapon attack you make until the end of that turn. This does not expend a spell slot.

 

Sunken State

At 20th level, you can fade from sight. As a reaction to a melee attack against you, you become invisible until the end of your next turn or until you attack.

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