Paladin
Base Class: Paladin

The Oath of Inquisition is a stern vow to seek to bring the truth to light so that knowledge may be wielded to a powerful end. Because druid circle guards the mysteries of their healing magic from the world of man, because an entire civilization has mysteriously wiped out, because a secret society might take hold over a kingdom, because powerful entities, be it dragons, illithids, or sorcerers, pursue lichdom in secret — a small sect of paladins stand firm and swear an Oath of Inquisition to burn out the darkness in the light of day. To these paladins — sometimes called inquisitors or light bringers — the sanctity of their soul is not as important as exposing the truth.

TENETS OF INQUISITION

The tenets of the Oath of Inquisition have been preserved for eons. It is how these paladins have preserved the truth for so long.

Find the Truth. No matter the cause for secrecy, the world will prosper in the light. 

Expose Lies. Where there are lies, there is truth waiting to be found. Bring these lies to the light so they can wither and the truth can blossom.

Judge the Deceivers. Those that take pleasure or gain power through their falsehood cannot go unpunished. One should not dole out judgment ruthlessly, just as one should not deceive freely.

Honesty. You cannot pass judgment on those whose behavior you yourself mirror. You must set the example for others to follow.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Compel Honesty. As an action, you present your holy symbol and speak a prayer of compulsion, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being charmed. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is charmed for 1 minute or until it takes any damage. While charmed, the creature is incapable of lying to you. 

On a successful save, the creature is [condition]stunned[condition] for 1 round or until the creature takes any damage.

Cleanse the Lies. You can use your Channel Divinity ability to utter a prayer of purgation in the presence of lies given power. Immediately after an enemy within 60 feet of you casts a spell, you can use your reaction to force the caster to make a Wisdom saving throw. On a failed save, the caster takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. 

Starting at 5th level, if the spell does not deal damage, on a failed save, the caster takes radiant damage equal to your paladin level and the spell is dispelled as if successfully casting counterspell. On a successful save, it takes radiant damage equal to your paladin level and the spell is not dispelled.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Inquisition Spells

Paladin Level

Spells

3rd

charm person, hunter’s mark

5th

detect thoughts, zone of truth

9th

clairvoyance, speak with dead

13th

arcane eye, dominate beast

17th

commune, dominate person

Aura of Virtue

Starting at 7th level, enemy creatures within 10 feet have disadvantage on saving throws against being charmed while you are conscious.

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

Verisimilitude

Starting at 15th level, you are always under the effects of a comprehend languages spell.

Envoy of Judgment

At 20th level, you can assume the form of an envoy of judgment. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Ethereal wings sprout from your back and grant you a flying speed of 60 feet.
  • You gain an additional action to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action, and a +2 bonus to your AC.
  • You emanate an aura of judgment in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become marked for judgment for 1 minute. While marked, all attack rolls against the creature have advantage,  it has disadvantage on attack rolls against you, and it has disadvantage on all saving throws for the duration.

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

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