Sacred Oath

Oath of the Inquisitor

"Hush Cedric, you can't just say that out loud! The Order has ears everywhere. You know what those glowy eyed frea- men, men do to blasphemers. They'll do anything for their god. I don't want to babysit your potato-fied body after they fish around in your head and take.. take what they like."

-Roland, Not a Blasphemer



An Inquisitor is not a person. They are the eyes and the fists of a god. An Inquisitor does not concern themselves with lower issues such as chivalry and honor. Not to say they cannot possess these traits, but they only have the potential to get in the way of their true goal; following their diety's commands, and purging the enemy above all else. If a handful of commonfolk are sacraficed in order to save a town from heretics and demons, is that not just?

Channel Divinity

Damning Word: As channel divinity, once per day, you can speak a word of damnation against a single creature within 60 feet (Will Save). This acts as a curse and lasts for 1 minute, giving the target a disadvantage on attack rolls.

Divine Retribution: As channel divinity, you can point at one creature within 30 feet to indicate that it is the target of divine wrath. A mishap or an accident appropriate to the environment occurs, such as a branch falling on the creature, rocks falling from the ceiling, or some other nonmagical misfortune; regardless of the cause, the mishap deals 1d6 points of damage + 1d6 at levels 5, 11 and 17 and is knocked prone, the target may make a reflex save to resist the prone effect. The GM decides whether this damage is bludgeoning, piercing, or slashing damage.



Inquisitive Demand: At 7th level you can attempt to pry information out of a target creature. The target must make a Charisma saving throw based on your Spell DC or they must answer a question truthfully. On a failed saving throw the target is unaffected. The target is aware of the ability regardless of the saving throw.

Shattering Gaze: At 15th level, you can make a gaze attack against one creature that inflict the effects of feeblemind on it. Additionally on a success of this effect you may choose to gain information of your choice from the creature’s mind. Charisma is your spell modifier for this ability. You can use this ability once per long rest. Additionally your eyes permanently glow faintly with radiant light.

Final Judgement: At 20th level, you may spend one use of spell slot to move up to 100 feet in a blinding flash of light to a target creature, blinding everything within sight of both the start and end location. The targeted creature must make a ___ saving throw or be dealt 12d12 radiant damage. If they resist they take half damage.



