Oath of the Argent Eye v2

by Mapleforged

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Oath of the Argent Eye

"Hush Cedric, you mustn't speak such blasphemy! The Eye is always watching. You know what those.. men, the inquisitors, do to heretics. They delve into your mind with but a glance, seeing all and taking what they like. Speak no more, or the both of us will be cleansed."
-Roland, Not a Blasphemer

Though this particular discipline was founded by the Order of the Argent Eye, it is rumored that other temples devoted to order and justice have developed a secret sect of paladins with a similar code. These agents, commonly called inquisitors, frequently operate covertly. While they are not particularly predisposed to evil, common folk often fear them for their ruthless and merciless conviction. Many orders frown on their methods and consider them just as heretical as their supposed quarry.

Tenets of the Argent Eye

  • Impunity. In the eyes of my Order I am beyond views of law, honor, and reputation. I will follow local governance only so long as it does not conflict with my own overarching code of justice. I will do whatever it takes to see the Order's will be done.

  • Severity. There is no compromise, and there are no second chances. I must not let my heart interfere with the passing of judgment. Such weakness will only be manipulated by the enemy.

  • Knowledge. I will ensure that I am learned and prepared. To know the nature of the enemy is to have power over them. If I temper my zeal with caution and knowledge I shall never falter.

  • Subtlety. Some fight feebly against evil headlong. The vilest enemies, however, are often acquainted with the shadows. So too must I adopt a similar inclination.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Inquisitor Spells
Paladin Level Spells
3rd alarm, disguise self
5th invisibility, zone of truth
9th clairvoyance, nondetection
13th dimension door, locate creature
17th dominate person, modify memory

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 Intelligence 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.

Insightful Guidance. You can use your Channel Divinity to aid an ally on their chosen path. As a bonus action you can touch a willing creature, granting them advantage on their next attack roll or skill check. This effect lasts for 1 minute.

Inquisitor's Intellect

Beginning at 3rd level when you take this oath, you learn to use your mind as the catalyst for your divine power. You may use your Intelligence modifier whenever a Paladin feature would use your Charisma modifier. Additionally, you may use Intelligence as your spellcasting ability score when determining your spell attack bonus and spell DC.

Clairvoyant Coaxing

At 7th level you can, as an action, attempt to gather information from a target creature within 60 feet by mentally questioning their subconscious. The target must make a Wisdom saving throw. On a failed save you can pose a question to the target's mind, revealing as close to a truthful answer as the target knows. If the save is successful, the creature is aware of your presence in it's mind and becomes immune to this ability for the next 24 hours. You may use this ability a number of times equal to your Intelligence modifier (minimum of 1). You regain these uses after a long rest.

At 18th level, the range of this ability increases to 120 feet.

Piercing Gaze

At 15th level, you are no longer fooled by illusions and petty tricks of the eye. You gain truesight out to 15 feet, and become immune to blindness. Additionally, your eyes begin to permanently glow with faint radiant light. Any spell or magical effect that can change your appearance, such as disguise self, can conceal this glow.

Final Judgement

At 20th level, as an action you may embody the will of your god. Your veins pulsate with glowing radiant energy, your face becomes a stony emotionless visage and your eyes are wreathed in flames. This effect lasts for 1 minute and you gain the following abilities. You can use this ability again after a long rest.

  • Justicar's Presence. You become immune to charming and possession effects. Additionally, any creature within 15 feet of you must speak truthfully as if under the effects of Zone of Truth.

  • Mark of Judgement. You gain a number of Judgement Marks equal to 1 + your Intelligence modifier (minimum of 2). As a bonus action you may expend one Mark to target an enemy, choosing one of the following effects. Once activated, each effect lasts until your Final Judgement feature ends. Placing a Mark has a range of 100 feet.


- Silence. The enemy is marked for silence. The target is deafened, and if they attempt to speak in any way or cast a spell with a verbal component they must make a Wisdom saving throw or be stunned for 1d4 rounds.
- Pacify. The enemy is marked for nonviolence. The target must make a Wisdom saving throw, dropping any held weapons on a failed save. If they make any attack action against you or your allies, they must make a Wisdom saving throw or take half the damage they deal.
- Halt. The enemy is marked to stop. If they attempt to move in any direction they must make a Wisdom saving throw, getting knocked prone on a failed save. The target remains pinned to the ground for the duration of your Final Judgement feature. At the end of each of the target's turns they may make another Wisdom saving throw to end the effect early.
- Isolate. The enemy is marked for solitude. If the target starts their turn adjacent to another creature, they must make a Wisdom saving throw or spend their movement action fleeing from that creature. They may not willingly move within 10 feet of any creature.

Art Credit

Image 1: Artist Unknown
Image 2: Temple Being by James Wintle

 

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