Paladin
Base Class: Paladin

"I am the swift and terrible sword of justice. I am the headsman of the gods. I am the blazing fires of condemnation. I am judgment. I am wrath. I am vengeance."

Paladins who swear this oath devote their lives to hunting down those who have committed unforgivable sins. These warriors of divine retribution believe that mercy for the wicked only allows evil to grow stronger. Their purpose is not diplomacy or redemption — it is punishment.

To a Vengeance Paladin, justice must be swift and absolute.

Level 3: Channel Divinity

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

Your sacred oath grants you divine power that you can channel to punish the wicked and pursue your enemies without mercy.

  • Comdemn
  • Ridhteous Fury

Level 3: Channel Divinity: Condemn

Under your vengeful gaze, the full weight of their sin comes crashing down upon them. As a bones action, you reveal your holy symbol to one creature within 60ft. of you that can also see you. That creature must make a Wisdom Saving Throw. Creatures of any evil alignment have disadvantage on their saving throw, creatures of any good alignment have advantage on their save, and unaligned creatures are immune to this effect.

On a failed save the creature’s speed becomes 0, and it doesn't gain any benefit from any bonuses to its speed for one minute. The creature cannot move any farther away from you, and it also can’t take reactions. At the end of the creature's turn, they can repeat the saving throw.

Level 3: Channel Divinity : Vow of Enmity

When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.

If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required)

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
Paladin Level Spells

3rd

bane, hunter’s mark

5th

hold person, misty step

9th

haste, protection from energy

13th

banishment, dimension door

17th

hold monster, scrying

Level 7: Aura of Judgment

Beginning at 7th level, evil doers quake in your presence; for you are a vessel of punishment and wrath. You emanate a scornful aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. Whenever an evil aligned creature starts it’s turn in your aura, and is also under the effect of your Condemn Channel Divinity, they take an amount of radiant damage equal to your Paladin Level. 

Additionally, you instantly become aware of a creature’s alignment while they are within your aura, and you automatically succeed on any attempt to perceive whether you are hearing a lie.

At 18th level, the range of this aura increases to 30 feet

Level 15: Relentless Avenger

At 15th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature's Speed to 0 until the end of the current turn. You can then move up to your Speed as part of the same Reaction. This movement doesn't provoke Opportunity Attacks.

Additionally, the fervor of your Vow of Enmity grants you greater power over your foes. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. Also, whenever a creature under the effect of your Vow of Enmity forces you to make a saving throw, you make that saving throw with advantage.

Level 20: Angel of Vengeance

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation.

For 1 hour, you gain the following benefits:

• Wings sprout from your back and grant you a flying speed of 120 feet.

• You emanate an aura of menace in a 30-foot radius. The first time an enemy creature enters the aura or starts its turn there during a battle, it must succeed on a Wisdom saving throw against your Spell Save DC or become frightened of you for the duration of the transformation. Attack rolls against creatures frightened by this ability are made with advantage.

• Whenever you hit an evil creature with a weapon attack, you deal additional radiant damage equal to your Charisma modifier.

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

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