Paladin
Base Class: Paladin

Though taken more often by older members of a clergy, the oath of Vigilance pertains to those with a watchful eye, catching the details before making a decisive strike against threats as if it was was off a hairline trigger.  They are the guardians that take care of unfinished business, unlike vengeance, do not take the route for selfish intents. They convert the past into a drive to eliminate the transgressors and cease the deeds. They are guiding light to protect the broken souls and heal them in turn. The support the path of enlightenment, aiding in piecing together broken paths  .

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Vigilance Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Vigilance Spells
Paladin Level Spells

3rd

Protection from Evil and Good, expeditious retreat

5th

Gentle Repose, Suggestion

9th

Counterspell, Summon Shadowspawn*

13th

Aura of Purity, freedom of movement

17th

Wall of Light, Dispel Evil and Good

Channel Divinity

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


Divine Sight

As an action you focus on the senses and enhance your observations. For the next 10 minutes, you or 2 other allies of your choice gain advantage on perception, investigation and insight checks. This enhanced sense allows more information, the player may ask a question per check specifically of a motive, next move or weakness of the target. However the answers will get vaguer the more you ask while initial questions would have the most weight, the dm will determine how heavy of an influence the initial questions will bare.

Quick Mind, Quick Hands
As a result of your resolve to prevent the worse outcome you may as a reaction give an ally an extra reaction. You may only do this as many times up to your proficiency bonus before needing a long rest.

Aura of Resilence

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you can expend their reaction to reduce one attacks damage up to half of the paladin’s healing hands. Creatures can not impose disadvantage on allies within the aura unless by magical means. 

 

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Rite of Retribution

As a bonus action, you may make an insight or just investigation check on the target, dc determined by DM. On a success you may invoke the Rite of Retribution. The target is marked and will take 2d6 Force damage at the start of their turns. This effect lasts for a minute.

Visage of Justice

At 20th level, you learn to channel the spirit of your resolve and empower yourself and others to right the wrongs of the situation. You gain the following benefits for 1 minute:
- You heal the damage taken at the end of a round by twice your healing hands pool.
- You gain advantage on attacks against targets marked with the rite of retribution
- Those within your aura gain a bonus plus 2 to their AC

Once you use this feature, you can’t use it again until you finish a long rest.

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