Oath of the Inquisition
Truth. All dedicated paladins who become Inquisitors have the same goal: reveal what is hidden, and purge the planes of those who obscure the truth. Above all, they despise creatures who hide their true form. Fiend, celestial, or fey; it matters not to the Inquisitor Paladin. Any creature, no matter its goals, that uses its power to deceive mortals, has forfeited its life. As such, these paladins have a long standing fued with those of the Oath of the Ancients and any others who stand beside druids
Though their specific oath and cause may vary, all paladins who swear an Oath of the Inquisition uphold the tenets below:
You learn certain spells at the Paladin levels listed in the table below. These spells are always prepared and don't count against the number of spells you can have prepared.
While speaking to a creature you can see within 10 feet of you, you can attempt to force the truth from them as an action. The target must make a Charisma saving throw. If the creature fails, both you and the target are considered to be under the effects of the zone of truth spell for 1 minute.
As an action, you grasp your holy symbol and recite a prayer of truth. Once creature of your choice that can see and hear you within 10 feet of you must succeed on a Charisma saving throw, or you learn its true name, and it has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw you force it to make within the next minute.
When you roll initiative for the first time in a combat, so long as you are not surprised nor incapacitated, you can use a reaction to hold aloft your holy symbol and force up to three creatures who can see, hear, and understand the language you are speaking to make a Wisdom saving throw. On a failed save, they are surprised.
Your mere presence unravels lies and deception. Creatures in your Aura of Protection have disadvantage on Charisma (Deception) checks, and creatures of your choice within your Aura of Protection have advantage on Wisdom (Insight) checks.
You have honed your mind to resist any effects that would obscure the truth from you. You are immune to the Charmed condition and the effects of enchantment spells that you did not cast.
As a bonus action, you can transform into an avatar of divine truth and law, gaining the benefits below for the next minute:
Deities Granting this Oath
Tenets of the Inquisition
1st-Level Paladin (Oath of the Inquisition) FeatureThough their specific oath and cause may vary, all paladins who swear an Oath of the Inquisition uphold the tenets below:
Seek Truth. | Do whatever it takes to bring the truth to light. Those who obscure the truth deserve harsh punishment. |
Maintain Immutability. | All creatures have a natural form. Any who seek to physically alter or obscure their true form cannot be trusted. |
Grant Proper Retribution. | Enforce punishments that fit the crime. A thief may lose his or her hand, but an oathbreaker may forfeit his or her life. |
Inquisition Spells
1st-Level Paladin (Oath of the Inquisition) FeatureYou learn certain spells at the Paladin levels listed in the table below. These spells are always prepared and don't count against the number of spells you can have prepared.
Paladin Level | Spells |
---|---|
1st | charm person, command |
5th | moonbeam, zone of truth |
9th | clairvoyance, magic circle |
13th | arcane eye, charm monster |
17th | legend lore, scrying |
Force Truth
2nd-Level Paladin (Oath of the Inquisition) FeatureWhile speaking to a creature you can see within 10 feet of you, you can attempt to force the truth from them as an action. The target must make a Charisma saving throw. If the creature fails, both you and the target are considered to be under the effects of the zone of truth spell for 1 minute.
Channel Divinity: Divine Interrogation
3rd-Level Paladin (Oath of the Inquisition) FeatureAs an action, you grasp your holy symbol and recite a prayer of truth. Once creature of your choice that can see and hear you within 10 feet of you must succeed on a Charisma saving throw, or you learn its true name, and it has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw you force it to make within the next minute.
Channel Divinity: Surprise Inquisition
3rd-Level Paladin (Oath of the Inquisition) FeatureWhen you roll initiative for the first time in a combat, so long as you are not surprised nor incapacitated, you can use a reaction to hold aloft your holy symbol and force up to three creatures who can see, hear, and understand the language you are speaking to make a Wisdom saving throw. On a failed save, they are surprised.
Aura of Truth
7th-Level Paladin (Oath of the Inquisition) FeatureYour mere presence unravels lies and deception. Creatures in your Aura of Protection have disadvantage on Charisma (Deception) checks, and creatures of your choice within your Aura of Protection have advantage on Wisdom (Insight) checks.
Iron Will
15th-Level Paladin (Oath of the Inquisition) FeatureYou have honed your mind to resist any effects that would obscure the truth from you. You are immune to the Charmed condition and the effects of enchantment spells that you did not cast.
Grand Inquisitor
20th-Level Paladin (Oath of the Inquisition) FeatureAs a bonus action, you can transform into an avatar of divine truth and law, gaining the benefits below for the next minute:
- You gain truesight out to a range of 120 feet.
- You instantly know if a creature is lying to you.
- Any shapechanger hit by one of your attacks reverts to its true form and takes an additional 2d8 radiant damage.
This is a stub
This article will be expanded upon in the future
Comments