Paladin
Base Class: Paladin

You are a part of an organization that focuses on the hunting and extermination of evil creatures and magic users. The failure to follow threw on a kill could lead to your expulsion, after which they are usually branded as evil, after which they are hunted down by their fellow inquisitors.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Inquisitor Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Inquisition Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Track the Wicked. You can use your Channel Divinity to try and learn the location of a creature you are hunting. You must know the creatures name and have some sort of memento from it, be it fur, hair, a nail, a footprint, or a detailed description of it. The creature must make a Wisdom saving throw, with disadvantage on it if they are evil aligned or a fiend. If they fail, you learn their current location provided their on the same plane as you. If they succeed, you gain advantage on Wisdom (Perception and Survival) checks to track the creature.

Purging Strike. You can use your Channel Divinity to empower your strike with your holy fury. As an action, you can empower your weapon with your own divine judgement. For 1 minute your weapon deals an extra 2d8 radiant damage. If a creature damaged by this effect is a fiend or is evil aligned, you deal an extra 2d8 radiant damage. If a creature damaged by this effect is good aligned, you take 2d8 radiant damage. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Aura of Righteousness

Starting at 7th level, you constantly emanate a aura of divine righteousness while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Each evil aligned or a fiend creature has disadvantage on saving throws, skill checks, and attacks while in the aura. Whenever you hit an evil aligned or fiend creature within the aura, you can chose to make the creature succeed on a Wisdom saving throw, or they become [condition]frightened[/skill] until the end of their next turn. 

At 18th level, the range of this aura increases to 30 feet.

Spell Hunter

Starting at 15th level, whenever a creature attempts to cast a spell within 15 feet of you while you’re not incapacitated, you can brand that creature as an evil witch, wizard, or heretic that must be eradicated. If that creature can see and hear you, it then takes psychic damage equal to your Charisma modifier (minimum of 1). The creature must then succeed on a Wisdom saving trow or they fail to finish casting their spell.

Might of the Inquisition

At 20th level, you gain the ability to harness the entirety of the holy wrath of the Inquisition. As an action, you call forth a divine bolt to strike the enemies of civilization. Each evil aligned or fiend creature within 30 feet must make a Dexterity saving throw. On a failure, they take 10d10 radiant damage, become frightened for 1 minute, and any fiends are banished back to their home plane, and can't return to the plane they were on for a month. On a success, they take half as much damage, are not frightened, and fiends are not banished.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes