Paladin: Difference between revisions

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== Oath of Inquisition ==
== Oath of 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. 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>
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>
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. Paladins of the Inquisition follow these tenets:
'''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>
*'''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>
*'''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.
*'''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.
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'''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>
==== Oath Spells ====
'''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.
''3rd Level Oath of Inquisition Feature''<br>
'''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
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
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'''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"
{| class="wikitable"
|+ Oath Spells
|+ Oath Spells
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| 17th || Legend Lore, Scrying
| 17th || Legend Lore, Scrying
|}
|}
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==== Channel Divinity ====
''3rd Level Oath of AHH Channel Divinity Options''<br>
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.
'''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
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