Paladin Oaths
Oath of Inquisition
Paladins who choose the path of the Inquisitor are typically more logical and calculating. They maintain the same drive to find and root out evil, but without the same “smite first and ask questions later” attitude that many other paladins are known for. Their more nuanced approach often allows them to find enemies that have been overlooked.
This expertise comes at a cost, however. Inquisitors must have a nuanced approach to succeed in finding the more deeply-rooted or hidden evils, and the foes that can hide themselves so well tend to be far more dangerous. Inquisitors are more likely to lose both their lives and their faith to these crafty threats.
Tenants of Inquisition
The oaths taken by an Inquisitor are typically aligned to the deity they serve. However, most oaths have some similarities.
Methodology over Might. Inquisitors face the most dangerous threats, and cannot rely on force alone. Creating a plan of attack is essential before you act.
Watch Carefully. Your foes will be clever, so you must be more clever. Do not fall for traps, and do not reveal yourself until your are ready to strike the killing blow.
Appreciate Nuance. As someone trained to spot the smallest evils, you will see them everywhere. Know when these evils are a simple mistake, and when they are the sign of a greater evil.
Blend In. The more your foes know of you, the more they can act against you. Avoid the slightest hint that you are on their trail.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | Comprehend Languages, Faerie Fire |
5th | Detect Thoughts, See Invisibility |
9th | Clairvoyance, Speak with Dead |
13th | Arcane Eye, Divination |
17th | Scrying, Commune |
Channel Divinity: Backwards Gaze
You can use your Channel Divinity to observe events that have already happened. As an action, select an object or creature within 5 feet, and specify a time in the past. You are able to observe the object or creature as if you had targeted it with a scrying spell at the time specified.
Alternatively, you may select the location you are currently in. When you do so, you perceive the location as if you had cast the clairvoyance spell at the time you have selected, though you can both see and hear through this effect at the same time. You can perceive the past for 10 minutes in either of the above ways before the effect ends.
You are limited in how far you can look into the past, and can only observe events that have occurred within a number of days equal to your Charisma modifier (minimum 1). Additionally, the time you provide must be based on observable criteria, such as “two days ago at noon” or “when this creature died” to use this ability.
Channel Divinity: Radiant Mind
You can use your Channel Divinity to augment your powers of observation. As a bonus action you can select insight, investigation, or perception. For the next hour hour, you gain proficiency in the chosen skill, and your proficiency bonus is doubled for any ability check you make that uses that skill.
Aura of Revelation
Starting at 7th level, you constantly emit an aura that reveals deception. The aura extends 5 feet from you in every direction, but not through total cover.
If a creature is invisible, it becomes visible while in this aura. Likewise, if a creature is disguising its appearance through magical means, their disguise is suppressed while within this aura.
At 18th level, the range of this aura increases to 10 feet.
Seeking Strike
Beginning at 15th level, your attacks can live on past the initial blow to seek further evil. When you use your Divine Smite feature, you can target a second creature within 30 feet of the first creature. The second creature takes radiant damage equal to half the damage dealt by your Divine Smite.
All-Seeing Eyes
At 20th level, you can channel divine energy through your body to maximize your perception, granting you significant combat prowess. As a bonus action, you gain the following benefits for 1 minute:
- You gain truesight with a range of 60 feet.
- Attacks against you are made at disadvantage if you can see the attacker
- You have advantage on saving throws against effects that you can see, such as traps and spells
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.