Paladin: Difference between revisions

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Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.


=== Oath of the Inquisitor ===
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. Those who swear this Oath will stop at nothing to accomplish their goals, and no matter how ruthless their actions, they believe they are justified.<br>
Above all else they despise creatures that hide their true intentions or forms. Highling, fey, aberration, or monstrosity; it matters not to the Inquisitor paladin. Any creature, no matter its goals, that uses its power to deceive mortals, has forfeited their life.<br>
'''Absolute Truth.''' The truth is out there, and you must do whatever it takes to bring it to light. Those who obscure the truth deserve punishment, and you will deliver that justice.<br>
'''Immutable Forms.''' All creatures of the world have a natural form. Those that would seek to physically alter their form or obscure it with magic must be reprimanded.<br>
'''Swift Retribution.''' Those who break the laws of the multiverse deserve a punishment to fit their crime. A thief may lose a hand, but an Oathless may forfeit their life.
'''Channel Divinity.''' At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.<br>
'''Divine Interrogation.''' As an action, you can grasp your holy symbol and force a creature you can see within 10 feet, to make an Charisma saving throw. On a failed save, you learn the true name of the creature and it has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw you force it to make within the next minute.
'''Unexpected Inquisition.''' On your first turn after rolling initiative, you can use a bonus action to hold aloft your holy symbol and force a number of creatures of your choice equal to your Charisma modifier (minimum of 1) within 60 feet to make a Wisdom saving throw. On a failed save, creatures that have not yet taken a turn since rolling initiative are surprised.
'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Glorious table. These spells are always known and do not count against the amount of spells you prepare.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || Charm Person, Command
|-
| 5th || Moonbeam, Zone of Truth
|-
| 9th || Clairvoyance, Magic Circle
|-
| 13th || Arcane Eye, Charm Monster
|-
| 17th || Legend Lore, Scrying
|}
'''Unstoppable Inquisition.''' Beginning at 7th level, you do not tolerate those who would stand in the way of your quest for truth. Once per turn, when you hit a Large or smaller creature with a melee attack, you can force them to make a Strength saving throw. On a failure, they are knocked prone, in addition to the normal damage.<br>
At 18th level, this ability can also effect Huge creatures.
'''Iron Will.''' You have honed your mind to resist any effects that would restrict your agency or obscure the truth for you. Starting at 15th level, you are immune to the charmed condition.
'''Grand Inquisitor.''' Upon reaching 20th level, you can use your action to become a divine embodiment of absolute Truth and Law. When you do so, you gain the benefits listed below for one minute:
*You gain truesight out to a 120-foot radius.
*All of your attacks trigger your Unstoppable Inquisition.
*Any shapechanger hit by one of your attacks reverts to its original form and takes an additional 2d8 radiant damage.<br>
Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.


=== Oath of the Light ===
=== Oath of the Light ===