Inquisitors are sworn to root out corruption wherever it leads. Good-aligned inquisitors find evil where it hides, while evil-aligned inquisitors often root out weakness or dissent in the ranks.
Tenets of the Inquisition A paladin who takes this oath learns well the strictures of their power, and carries an emblem of the power with which they have been entrusted- a badge of office, a ceremonial chain, or oath-papers decorating their armour. - Abhor the corrupt. Those who betray the faith are far worse than those who are merely our enemies. - No mercy for the wicked. Ordinary foes might win my mercy, but my sworn enemies do not. - By any means necessary. My qualms can’t get in the way of exterminating my foes. - I am outside ordinary laws. Others will abuse the law’s protection. I must not allow myself to be bound executing my duty. - None is above my purview. An inquisitor’s mind must never be idle for threats. Oath Spells You gain the following oath spells as listed below. See the Sacred Oath class feature for how oath spells work. Paladin level 3rd: Command, Hunter’s mark Paladin level 5th: Branding smite, Hold person Paladin level 9th: Counterspell, Crusader’s mantle Paladin level 13th: Banishment, Locate creature Paladin level 17th: Banishing smite, Dispel evil and good Channel Divinity When you take this oath at 3rd level, you gain the following two Channel divinity options. Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation using your Channel Divinity. Choose one creature that you can see within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute, or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. Vow of Spite. As a bonus action, you can utter a vow of spite against a creature that you can see within 10 feet of you, using Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute of until it drops to 0 hit points or falls unconscious. Aura of Menace Starting at 7th level, you constantly emanate a menacing aura when you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. Opponents within the aura have disadvantage on saving throws to avoid being frightened. If a creature is frightened of you, it takes psychic damage equal to one-half your paladin level if it starts its turn in your aura. At 18th level, the range of this aura increases to 30 feet. Spite Unending From 15th level, your authority gives you greater power over your foes. When a creature under the effect of your Vow of Spite makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. Limitless Authority At 20th level, your authority shines through so intensely that it is clear for all to see. As a bonus action, you gain the following benefits for 1 minute: - You have resistance to all damage. - Once on each of your turns when you make a weapon attack and miss, you can cause that to hit instead. - If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll. Once you use this feature, you can't use it again until you finish a long rest. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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