Paladin: Difference between revisions

144 bytes added ,  20:39, 28 November 2022
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==== Channel Divinity ====
==== Channel Divinity ====
''3rd Level Oath of AHH Channel Divinity Options''<br>
''3rd Level Oath of Inquisition Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
You gain the following two Channel Divinity Options:
*'''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.
*'''Divine Interrogation.''' As an Action you can use your Channel Divinity to grasp your Holy Symbol and force a creature you can see within 10ft, to make a 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.''' When you roll initiative, you can raise your holy symbols granted expedience to your allies. You and creatures of your choice within 15ft of you gain advantage on initiative
*'''Unexpected Inquisition.''' When you roll Initiative at the start of combat, you can use your Channel Divinity to raise your Holy Symbols granted expedience to your allies. You and creatures of your choice within 15ft of you gain Advantage on that Initiative Roll
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'''Unstoppable Inquisition.'''Beginning at 7th level, you do not tolerate those who would stand in the way of your quest for truth. Hostile creatures within 10ft of you have disadvantage on Dexterity (Stealth) checks and don't have a benefit from being invisible.<br>
==== Aura of Inquisition ====
At 18th level, this aura increases to 30ft.
''7th Level Oath of Inquisition Feature''<br>
You do not tolerate those who would stand in the way of your quest for truth. Creatures of your choice within 10ft of you have Disadvantage on Dexterity (Stealth) Checks and don't gain a benefit from being Invisible.<br>
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'''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 and when you succeed on a Saving Throw that would attempt to charm you, you can use your Reaction to move a number of feet equal to half your walking speed and make a single Weapon Attack.
==== Iron Will ====
''15th Level Oath of Inquisition Feature''<br>
You have honed your mind to resist any effects that would restrict your agency or obscure the truth for you. You are Immune to the Charmed Condition and when you succeed on a Saving Throw that would attempt to Charm you, you can use your Reaction to move a number of feet equal to half your Walking Speed and make a Single Weapon Attack.
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'''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:
==== Grand Inquisitor ====
*You gain Truesight out to a 120-foot radius.
''20th Level Oath of Inquisition Feature''<br>
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 Range of 120ft.
*You know a lie, both verbal and non-verbal, when you see or hear it.
*You know a lie, both verbal and non-verbal, when you see or hear it.
*You see through illusions and shapechangers.
*All shapechangers within 30ft of you revert to their true form and illusions within 30ft of you are dispelled.
*All creatures within 120ft of you can only speak and indicate the truth.
*When you hit a creature with a different alignment than yours or that is not in its true form with an Attack, that creature reverts to its original form and takes an additional 2d8 Radiant Damage.<br>
*Any creature with a different alignment to you 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 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 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.
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