Paladin
Base Class: Paladin

The Inquisitor is trained not only to fight the forces of evil, but also to snuff them out. An Inquisitor's keen mind helps him detect even the slightest hint of heresy, and using his skills of interrogation and the holy power bestowed on him, he quickly discovers it's source.

Though the Inquisitor relies on his wits and sense of right and wrong in order to snuff out the unholy, it is only those who are willing to get their hands durty who find the utter truth.

Tenets of Inquisition

Vigilance - The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Honesty - Don't lie or cheat. Let your word be your promise.

Fight the Greater Evil - Faced with a choice of fighting the puppet masters of heresy or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked - Ordinary foes might win my mercy, but the wicked and evil enemies do not.

Channel Divinity

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

Inquisitor's Might - As an action, you utter the law of Inquisitions, holding your holy symbol high for all to see. Your righteous cause and holy conviction for catching the wrongdoers gives you the power to bring your enemies to their knees. For 1 minute every attack that you make has a chance to prone your enemy. On a successful hit you opponent needs to make a Strength saving throw. On a failed save, a creature falls to the ground and becomes prone. All attacks that the Inquisitor makes are affected by this power, including range attacks. 

You can end this effect on your turn as part of any other action.

None Shall Flee - As a bonus action, you issue a command that stops other creatures fleeing your holy judgment. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on a creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of the Inquisitor

Starting at 7th level, you emanate an aura that guards against deception. While you are conscious, all creatures attempting to deceive someone within {{scalevalue}} ft. get a Disadvantage on their Intimidate and Persuasion rolls.  Furthemore, the Inquisitor, as a seeker of truth and rooter of heresy, evil and deception, gains Advantage on all Intimidate, Persuasion and Insight checks you make against non-friendly creatures. 

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

Protector of Truth

Starting at 15th level, you and all creatures within 10 feet of you are under the effect of the zone of truth spell while you are conscious.

Smiter of the Heretic

At 20th level, once per long rest, as an action, you can call upon the forces of righteousness to imbue you with ultimate power to smight the heretics at your feet. For 1 minute you gain the following traits:

You gain truesight with a range of 120 feet.

You have advantage on attack rolls against Evil creatures that you are aware of their alignment.

When you take the Attack action on your turn, you can make one additional attack as part of that action.

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

Oath Of Inquisition Image

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