Paladin
Base Class: Paladin

The Oath of Inquisition calls to paladins who seek justice in the name of the greater good above all else. It isn't enough for one to merely repent for their crimes, fore without punishment one would never truly learn to change their ways. Paladins of the Inquisition must be willing to sacrifice whatever it takes in the pursuit of justice.

Some of these paladins work alongside would-be enemies to further their own goals, believing that defeating a greater evil will excuse allowing themselves to be corrupted by dark influences. Their tendency towards martyrdom has led many of these paladins to be noted as heroes of the people, though some who stray to far into darkness find themselves being hunted by their own, having become that which they sought to destroy.

TENETS OF THE INQUISITION

A paladin who takes this oath has the tenets of the Inquisition seared on their back. 

Destroy the Corrupt. You must seek out and destroy those who have been corrupted by evil, as well as whatever remains of their faith and culture so that others may not follow their path so easily.

Service Over All. You must not allow yourself to be swayed by personal feelings when it comes to matters of what is just. To lay down one's brother or sister when they have strayed from the path is a mercy.

At all Costs. You must be willing to sacrifice anything and everything to protect the greater good. Nothing should be held with more importance, including your own life and sanctity.

Oath Spells

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

Oath of 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.

Blood Rite. You can use your Channel Divinity to draw energy from yourself to bolster your allies. As an action, you cut into yourself taking damage equal to half your total Lay on Hands pool. Choose a number of creatures you can see within 60 feet of you up to your proficiency bonus excluding yourself. Those creatures gain temporary hit points equal to half the damage taken from this feature rounded down.

Fell the Unholy. You can use your Channel Divinity to empower yourself against those which are evil by nature. As a bonus action, you present your holy symbol and radiant energy coalesces around you. For 1 minute, you deal bonus damage equal to your proficiency bonus to fiends and undead.

Blood Sacrifice

Starting at 7th level, you’ve learned to sacrifice your body for greater magical power. As an action, you can expend a number of hit dice up to your proficiency bonus -1. You take damage equal to the roll of each hit die minus your Constitution modifier (minimum 1 per hit die). You regain spell slots that have a total level equal to the number of expended hit dice.

Sacrificial Surge

Starting at 15th level, you’ve learned how to transfer your life force into temporary power. As a bonus action, you can cut into yourself, drawing power from your life. You can choose to take damage up to 10 times your proficiency bonus. On your next attack that hits, you deal bonus damage equal to twice the damage you chose to take using this feature. Once you use this feature, you can’t use it again until you finish a long rest or expend 5 hit dice.

Additionally, if you choose to take over a third of the maximum damage possible from this feature rounded down, you suffer 1 level of exhaustion.

Sanguine Mastery

At 20th level, you gain a level of expertise over hemomancy that most are incapable of accomplishing. Whenever you take more than 30 damage from a single instance, roll 1d4. You regenerate spell slots which have a total level equal to the number you rolled. Additionally, you regenerate 5 hit points at the start of your turn as long as you have less than less than your maximum hit points rounded down.

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