Oath of Inquisition


Playtest content. This is draft material and subject to change.
Inquisitors are administrators of justice to those who would upset the peace. Capable of discarding lies with ease, they will find kernels of fact in every word. Granted the authority to punish misgivings, paladins who take the Oath of Inquisition commonly reside over various regions or branches of faith, ensuring religion and government remain clear of corruption and the people have a fair and equal justice system.   As a specialized order, each faith employs inquisitors for different purposes, positioning them outside the normal bounds of rule and law. Some religions have inquisitors who hunt their foes, while others may track down lost artifacts on the black market. Their purpose is to stop that which others can not. An inquisitor's oath empowers the paladin, making it dangerous and even harmful to lie to the devoted. There are no lies powerful enough or truths hidden deep enough to keep a motivated inquisitor at bay.  
Tenets of Inquisition

The tenets of the Oath of Inquisition depend on the faith they serve. All of the tenets center on standing above the normal rules and enforcing necessary actions without hesitation. Inquisitors serve their order by acting outside of it and doing what must be done for the greater whole.   Divine Purpose. Define your purpose, understand the needs of your faith, and serve them to the best of your abilities.   Embody Authority. Act with impunity and do not accept those who would deny you.   Seek Out Enemies. Quell traitors and dissenters.   Tenacious Perseverance. Accomplish your goal through whatever means necessary.
  Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Inquisition Spells table. See the Sacred Oath class feature for how oath spells work.   Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.   Channel Divinity: Interrogation
You can use your Channel Divinity to root out lies. You infuse a single target with a touch of truth for 1 minute. While under this effect, the targeted creature takes 1d6 psychic damage each time it speaks a deliberate lie. A creature cannot be reduced below 1 hit point in this way. The creature is aware of the consequences of lying and can still be evasive in its responses as long as it remains within the boundaries of the truth.   Channel Divinity: Blind Justice
You can use your Channel Divinity to plunge a creature into darkness. As an action you may choose one creature you can see within 30 feet. The target must make a Constitution saving throw or become blinded. The creature may repeat this saving throw at the end of their turn, ending the effect on a success. If the target fails 3 times the effect becomes permanent.   Aura of Inquisition
Starting at 7th level you constantly emanate an aura while you are not incapacitated. The aura extends 10 feet from you in every direction.   When you or a friendly creature within your aura successfully hit a target with a melee weapon attack the target can't regain hit points until the end of its next turn.   At 18th level, the range of this aura increases to 30 feet.   Final Judgment
At 15th level you can determine someone’s fate. When a creature you can see other than yourself misses or hits with an attack, you can choose to change the result.   Once you use this feature, you can’t use it again until you finish a short or long rest.   Upiryrial Retribution
At 20th level, you gain the ability to wield the magic of the celestials. As an action, you can magically become an avatar of inquisition, gaining the following benefits for 1 minute:  
  • You gain truesight out to 120 feet.
  • The first time on a turn you hit a creature with a melee attack you may choose to make it vulnerable to future damage. The next time an ally of yours hits the creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the effect ends.

Oath of Inquisition Features
 
Paladin
Level
Feature
3rd Channel Divinity: Interrogation, Channel Divinity: Blind Justice
7th Aura of Inqusistion
15th Final Judgment
20th Upiryrial Retribution

Oath of Inquisition Expanded Spells
 
Paladin Level Spells
1st Bane, Command  
3rd Hold Person, See Invisibility  
5th Bestow Curse, Glyph of Warding  
7th Guardian of Faith, Locate Creature  
9th Dominate Person, Legend Lore  

Osveta Kaznovati
"Anointed of Matunas"
  Osveta serves as an Inquisitor of Matunas, representing the dual role of her position. She has dedicated herself to rooting out traitors to the Covenant, reclaiming and securing stolen relics. While her focus is primarily on the reclamation of such artifacts, her duty as Inquisitor often places her as an arbiter of the people. She walks the line of one who watches those beyond the faith, as well as those within.   A paladin who chooses this path serves a greater purpose, a divine mandate. As an Inquisitor Osveta is always operating in two worlds. Her faith is paramount, but so is her task to uphold her tenets. To her, being an Inquisitor is to embody authority, never letting your defenses fall, forever seeking to serve. Others take a different approach, each religion seeking to guide and guard in their own ways.


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