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 can see into your mind with just a look! I don't want to babysit you after they fish around in your head and take.. take what they like."

-Roland, Not a Blasphemer

Tenets of the Inquisitor





Law. I am the reckoning beyond views of honour, chivalry, and reputation. I am above any law if it is against the design of my god. Deception and coercion are also tools at my disposal, if I have no other means.

Penance. I will not allow heresy or corruption to roam free. Those who are misguided may be given a second chance if they endure a cleansing through pain and repentance. Likewise if I feel swayed from my path, I will correct myself through flagellation. My suffering will humble me and purify me.

Knowledge. I will know the nature of the enemy in order to destroy them. I will ensure that I am learned, and not make assumptions or act without thought. If I feed myself and my god with knowledge I shall never fail.

Focus. Some fight feebly against the enemy and it's minions headlong. The true enemy is often hidden or infesting us from within. I will not let my zeal cloud my mind and my judgement, but temper it with caution and strategy and fight that which makes the enemy.





Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Inquisitor Spells

Paladin Level Spells 3rd detect evil and good, alarm 5th suggestion, zone of truth 9th nondetection, speak with dead 13th dimension door, locate creature 17th mislead, scrying





Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Know the Enemy. As a bonus action, you can use your Channel Divinity against a creature you can see within 10 feet of you to learn its weaknesses. For 1 minute, you add your Charisma modifier to damage rolls made against the target (minimum of +1) . The target enemy must also make a Wisdom saving throw. On a failed save, you may learn either the creature's resistances, vulnerabilities, immunities, or abilities. You do not learn any personal information about the creature or it's attributes.

Silence the Heretic. You can use your Channel Divinity to utter abjuring words to catch an insidious creature's voice before it even escapes their lips. When a creature you can see within 30 feet of you casts a spell, you may use your reaction to force them to make a Wisdom saving throw. On a failed save, the spell fizzles and has no effect, and the creature's action is wasted. The level of spell you can affect with this ability is equal to half your Paladin level.



Insightful Examination

At 7th level you can, as a bonus action, attempt to gather information from the mind of a target creature within 50 feet by mentally questioning their subconscious. The target must make a Charisma saving throw. On a failure, you can pose a question to the target's mind, revealing as close to a truthful answer as the target knows. If the target succeeds, it is aware that you are probing into it's mind and is immune to this ability for the next 24 hours. You may use this ability once per long rest.

At 18th level, the range of this ability increases to 100 feet.