Oath of the Inquisitor (5e Subclass)
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Oath of the Inquisitor
The rain falls in a slow drizzle that only adds to the already gloomy atmosphere as the armor-clad knight rides into the village. While some towns and cities will simply call a band of adventurers together whenever a rogue sorcerer or wizard are causing havoc and panic in their lands, others cling to an older tradition and request the aid of an ancient order of specially-trained paladins known as 'Inquisitors'. Known as such due to their almost "inquisition"-like methods of tracking down and dispensing of spellcasters and other magic users abusing their abilities, the Inquisitors are an aged sect of paladins that possess an aptitude for anti-magic combat and engagement. Some of these Inquisitors hail from lands that were plagued by devious necromancers or perhaps a wicked sorceress that terrorized the locals without an end within sight. Others merely devoted themselves to the tracking and eradication of corrupt magic-users - whether it be due to personal vendettas; a long-held disdain for the arcane arts; or a general distrust of the power that these spellcasters are able to wield. Whatever the reason may be, the Inquisitor storms onto the battlefield with hardened resolve and conviction to end these threats.
Tenets of the Inquisitor
- Be the Sword. Seek out those that would misuse the power of magic for nefarious purposes and bring swift judgment upon them, be they a common trickster or a noble lord's royal advisor.
- Be the Shield. Never fail to offer aid to those in clear need of it. You are a champion of the people, even when magic is not involved.
- Be the Keeper. Magical misuse does not have to come solely from the likes of natural magic users. Always be vigilant and aware of magical artifacts and items that may fall into the wrong hands. Better to sequester them yourself than allow them to be misused by others. Should you face the choice of suffering the effects of an accursed artifact yourself or risk it affecting someone else, always choose the former.
As an Inquisitor, your Oath grants you a selection of spells as you gain levels in this class, as shown below. These spells are added to your spell list; are always considered to be prepared; and do not count against your maximum number of prepared spells.
|2nd||Detect Magic, Identify|
|5th||Magic Weapon, Silence|
|9th||Counterspell, Dispel Magic|
|13th||Divination, Freedom of Movement|
|17th||Circle of Power, Dispel Good and Evil|
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.
- Greater Dispel. Whenever you cast Dispel Magic using one of your Paladin spell slots, you may immediately expend a use of your Channel Divinity to empower the spell with the following effects: the spell affects all creatures, objects, and magical effects within a 30-foot radius of a creature, object, or point of your choosing instead of a single target; affects all magical effects of 5th-level or lower, or, if the spell slot you used was of 4th-level or higher, of a level one higher than the slot used; and you have advantage on each attempted ability check made to attempt dispelling an effect. (Note: The effects of Dispel Magic can remove the magical effects created by a magic item, but the magic item itself is not affected by such a spell. As always, this spell cannot remove curses or curse-effects.)
- The Seeking Sword. Sometimes the best protection against a magic-user is to strike them down as swiftly as possible and you've learned to bless your weapon to be an instrument to aid in that endeavor. As an action, you may present your holy symbol while wielding a melee weapon. For the next minute, the chosen weapon is sheathed in a shimmering silver aura and radiates dim light for 10 feet around you. For the duration of the effect, whenever you take the Attack action using the enchanted weapon, you may make an additional attack using it as a bonus action that turn. Additionally, all attack and damage rolls made with that weapon for the duration of the enchantment gain a +3 bonus and the weapon is treated as magical for purposes of overcoming resistances and immunity.
Aura of Dampening
Beginning at 7th-level, you radiate a divine presence that dampens the effects of harmful magics against you and your allies. You and all allied creatures within a 5-foot radius of you have resistance to spell damage.
The radius of this aura increases to 10 feet at 18th-level.
Clarity of Vision
Starting at 15th-level, you have become adept at spotting even the smallest of disturbances in your environment that announce the presence of the unseen and the hidden. You are always aware whether an individual you are speaking to or that you can see is under the effects of an illusion masking their true appearance, however you cannot discern their true identity unless the illusion is removed or dispelled. Additionally, you gain blindsight at a range of 10 feet. If you already possess blindsight, then the range of that vision increases by 10 feet instead.
At 20th-level, you are the embodiment of judgment against the forces of magic and an immovable force against some of the more common spells a magic-user might wield against you. You can no longer be affected by a spell of 3rd-level or lower unless you willingly allow yourself to be. This immunity does not protect you from a 3rd-level or lower spell that has been upcasted using a 4th-level or higher spell slot.