Oath of Inquisition
Hit Points
Hit Dice: d10 per Oath of Inquisition level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The oaths taken by the College of Questions take a whole new level of fanatical meaning for a paladin. These paladins are experts at rooting out the hidden evils of witches and monsters, resisting curses, and exorcising the demons and monsters that plague man.
Tenets of Inquisition
Uncover What is Secret - Even if the hidden witches and monsters are not evil, their neighbors have a right to know what they are. The people must know what evils are implanted in the darkest hearts among them. It is your duty to investigate all mysteries and decide whether they must be revealed.
Empower the Faithful - Your mission to destroy evil cannot be accomplished by you alone. You must empower the bodies, minds, and souls of those who would fall prey to the evil to resist, overcome, and ultimately destroy it themselves.
Purge the Unclean - Demons, Devils, Fey, Aberrations, Undead; these do not belong in the mortal realm. You must always seek to send them home.
Exterminate What Cannot Be Saved - If witches cannot be turned from their path, if criminals traffick with that which shall not be named, if a population has fallen prey to false gods and heresy and will not repent, all must be cleansed without mercy, with pity saved for the quietude of ash.
Class Features
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Grim Accusation: As an action, you utter a litany of crimes at a creature and make a sign in the air. That creature must make a Charisma saving throw. On a failed save, that creature is weakened against the paladin; The paladin has resistance to all slashing, piercing, and bludgeoning damage by the target. The paladin also has advantage to all saving throws triggered by the monster. You may only have one Grim Accusation active at a time.
Vow of Scapegoating: As a bonus action, you can utter a promise to take the burdens of whichhunting suffered by your allies. You may switch the target of a number of negative spell effects equal to your Charisma modifier from your allies to yourself. You have no saving throws against these spells the round you use this ability, but after the first round you may roll against the spells as described in their description if they allow subsequent rolls.
Aura of the Pyre
At level 7, you project an aura of cleansing radiance. Within this aura, colors are subtly brighter and shadows are paler. Every hostile creature that enters a space or ends its turn within 5 feet of you must make a Charisma save against your spell DC or take 1d6+your Charisma Bonus of Radiant damage. Any creature damaged in this way cannot cast spells above 1st level until the end of its next turn. You can choose to quench this aura at will.
Suffer the Witch
Any spellcaster with an active concentration spell that enters within 15 feet of you or starts its turn there must roll to maintain concentration as if it took 5 damage. If a hostile creature attempts to cast a spell while within this aura they must also roll to maintain concentration on that spell or risk spell failure.
Exterminatus
At level 20, you gain the ability to channel the power of judgement through your frail, mortal body. Once, as an action, you may spend any number of your unused Hit Die. All hostile creatures within 90 feet of you must make a Constitution Saving Throw against your spell save DC. Every hostile creature in the area that fails its save takes 1d10 Radiant Damage for every Hit Die you spent. Creatures that save this throw, creatures friendly to you, and you yourself take half this damage. You regain this ability when you complete a long rest. All inanimate objects in the area are bleached white by the experience, including clothing.
Spellcasting
Oath of Inquisition Spells
Paladin Level |
Spells |
3rd |
Bane, Comprehend Languages |
5th |
Detect Thoughts, Silence |
9th |
Counterspell, Glyph of Warding |
13th |
Confusion, Freedom of Movement |
17th |
Hold Monster, Modify Memory |