Base Class: Paladin
Tenets of the Vigilante
The following virtues are common to all paladins, even though the situations and laws might be different for each case:
Justice in Your Hands. Sometimes you must step outside the law to exact justice for keeping peace.
Hunt. Seek out those who might do harm to the innocent, even if they hide.
Eliminate the Guilty. The guilty must be destroyed in order for the innocent to live.
Channel Divinity
Hunter of the Evil.
You can use your Channel Divinity to strike with divine accuracy upon a creature. When you make an attack roll, you can also use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.
Smite the Guilty.
As an action, you present your holy symbol and speak a prayer, using your Channel Divinity. Choose one creature within 30 feet of you that you can see. That creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on its attack rolls until the end of your next turn. Additionally, the creature can only take an action or bonus action on its next turn.
Vigilant Aura
At 7th level, you and all friendly creatures within 10 feet of you cannot be surprised.
At 18th level, the range of this aura increases to 30 feet.
Street Watch
Starting at 15th level, while in an urban environment, you can’t be charmed and you have advantage on initiative rolls.
Eternal Vigilant
At 20th level, as an action, you become an entity of true and divine judgment. For 1 minute, you gain the following benefits:
Previous Versions
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10/31/2021 12:59:09 AM
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4
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11/18/2021 6:55:48 AM
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12/9/2021 7:29:10 AM
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12/9/2021 7:43:35 AM
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1.5
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12/9/2021 7:50:23 AM
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10
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