Oath of Inquisitor
The Oath of Inquisitor binds a paladin in a quest of purging the world from evil influence. These Paladin trains themself to better at pursuing and slaying heretics and foul beings like undead and fiends. An Inquisitor Paladin is also an expert in interrogation and exert domination upon both allies and enemies. Some can be the most jovial and evil-hater individual while others use whatever they have while ignoring feelings and social judgements, to sought the very thing they swore to destroy.
Tenets of The Inquisitor
On the quest for eliminating all that is evil, Paladin of this Oath are bound by these tenets:
- Expose All Lies. No lie can escape us. Seek the truth and what hides under the veil
- Deliver Judgement. When the truth no longer exists, where dark force runs free, do not falter. Become the judge, for everything is permitted where men cannot discern the right and wrong.
- No Mercy. Give mercy only to those who deserve it. Those who partake in the act of heresy has their life forfeited.
- Keep Balance. Protect as many as you destroy. Those who kill is a sinner and the path of an inquisitor is bathed in blood.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Inquistior Spells
Paladin Level | Spell |
---|---|
3rd | Faerie Fire, Hex |
5th | Misty Step, Zone of Truth |
9th | Bestow Curse, Haste |
13th | Death Ward, Guardian of Faith |
17th | Banishing Smite, Hold Monster |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Execute Judgement. As a bonus action, you utter a vow to execute an order of judgement upon one creature that you choose. For 1 minute, you gain bonus score to your attack hit roll equal to your Charisma modifier against that creature.
Condemn The Evil. As an action, you unleash an aura that threatens all hostile creatures 30 feet from you. All those creatures must succeed in wisdom saving throw. On a failed save, a creature becomes frightened. A creature that immunes to being frightened aren't affected by this feature. A creature with chaotic or evil allignment make it save with a disadvantage. A creatute can repeat it save after each of their turns, ending the effects on a successful save.
Credits
Artwork By: Sammy Bradley Artstation
Eye of Truth
Starting at 7th level, no lies and malicious thoughts can escape from your sight. You can cast "Detect Thoughts" at will and without expending a spell slot or materials. You can use this feature equal to your Charisma modifier. You regain all expended usage upon finishing a long rest.
Heretic Slayer
By 15th level, you can manifest divine power to combat evil at greater degree. When you successfully land an attack against a creature that you apply Execute Judgement, you can reduce their speed by 20 feet.
Avatar of Inquisition
When you reach 20th level, you attain a power where no lie can deceive you, no truth can be hidden, and nothing can stop you from eliminating evil. As an action, you can awake your divine power. For 1 minute, you gain this following benefit:
- You gain Truesight for 120 feet
- You manifest a pair of wings, granting you flight speed of 60 feet.
- You gain a Divine Awareness, the ability which no lie is hidden from you.
Once you use this feature, you must finish a long rest to be able to use it again.