Paladin
Base Class: Paladin

The Oath of Indignation is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Indignation to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.

TENETS OF INDIGNATION

The tenets of the Oath of Indignation vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Channel Divinity

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

Grand Weapon. As part of targeting a creature with an attack using a melee weapon, you can use your Channel Divinity to imbue that weapon with a blessing of forceful justice, which lasts for 1 minute or until you fall unconscious. On each of your turns for the duration, one damage roll you make with that weapon gains a bonus amount of radiant damage equal to 1d8 + your Paladin level. 
A weapon blessed in this way becomes magical if it isn't already, can be summoned into your hand at will, and you cannot be disarmed of the weapon while wielding it.

Vow of Animus. As part of targeting a creature with an attack using a melee weapon, you can use your Channel Divinity to utter an indignant vow against your target, which compells you against its efforts for 1 minute or until your target either drops to 0 hit points or falls unconscious. For the duration, you gain advantage on any attack roll you make against your target, you gain advantage on any saving throw it imposes against you, and it has disadvantage on any attack roll it makes against you.

Oath Spells

At 3rd level, You gain oath spells at the paladin levels listed in the Oath of Indignation Spells table below.

PALADIN LEVEL SPELLS

3rd

Compelled Duel, Shield

5th

Hold Person, Misty Step  

9th

Haste, Spirit Shroud

13th

Banishment, Dimension Door

17th

Circle of Power, Hold Monster

Aura of Retribution

At 7th level, those who oppose you and your allies are punished for opposing divine judgement. A 10 ft. spherical aura is centered around you, moving as you move. Whenever a creature of your choice within the aura (including yourself) takes the Attack Action, the first damage roll it makes within the action deals an additional 1d8 radiant damage. 

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

Mighty Avenger

At 15th level, your fierce pursuit of justice against your foes bolsters the might behind your strikes. Once per turn, when you make a melee weapon attack, you can amplfiy the attack by granting a +1d8 bonus to the attack roll (No Action required). Upon hitting with an attack amplified in this way, your target must make a Strength saving throw against your spell save DC. Upon a failure, your target's speed becomes 0 until the start of your next turn, and it is either knocked prone or forcibly shoved up to 15 ft. away (your choice). 

You can use this feature up to an amount of times per long rest equal to your Proficiency bonus.

Additionally, whenever a melee weapon attack you make results in a roll of 19 or higher on the d20, it is treated as a roll of 20.

Righteous Crusader

At 20th level, your insurmountable sense of justice can imbue your soul with divine, righteous indignation. As an Action, you magically become an angelic avatar of judgement, gaining the following benefits for 1 minute:

  • Spectral wings sprout from your back and grant you a 60 ft. flying speed.
  • You gain a resistance against all damage types.
  • On each of your turns, you gain an additional Action, which can only be used to take the Attack Action (one weapon attack only).

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

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