Base Class: Paladin
The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves’ guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.
These paladins share the following tenets:
- Show the wicked no mercy.
- Fight injustice and its causes.
- Aid those harmed by injustice.
Level 3: Level 3: Oath of Vengeance Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Bane, Hunter’s Mark |
| 5 | Hold Person, Warding Bond |
| 9 | Haste, Protection from Energy |
| 13 | Banishment, Dimension Door |
| 17 | Hold Monster, Scrying |
Level 3: Level 3: Spirit's Bane
You can expend one use of your Channel Divinity as a bonus action when you see a hostile creature within 60 feet to give it your Spirits Bane. While the bane is active, the creature can not become hidden from you and you always know it's location. Additionally, all attacks made against this creature are made with advantage.
This Bane lasts for 1 minute. If the creature drops to 0 Hit Point before the bane ends, you gain temporary Hit Points equal to double it's CR. Trriple the amount if you reduce the creature to 0 Hit Points.
Level 7: Level 7: Aura of Revenge
Your vengeful spirit lives trough allies granting them extra power to strike back at foes. Any friendly creature in your aura (including you) that takes damage from a creature deals extra damage back when you deal damage to the same creature. The extra damage is equal to your proficiency bonus and can only be added on damage rolls using strenght or dexterity.
You lose this benefit if the creature hasn't damaged you again within the past minute.
Level 15: Level 15: Inescapable
You can choose to take the dash action as part of the same bonus action when you use your Spirits Bane. When you do so, you must use all of your movement this turn to move closer to the designated creature. You ignore Opportunity Attacks and dificult terrain when using this movement. On subsequent turns, you can take the dash action as a bonus action again with the same conditions noted above.
Additionally, hitting a creature with a Opportunity Attack decreases it's speed to 0 until the end of your next turn. This creature does not have to be under the effect of your Spirits Bane for this to work.
Level 20: Level 20: Fond of Fear
As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Feed of fright. Whenever you apply, remove or prevent the frightened effect on a creature, you regain 3 hit points.
Frightful Aura. Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightend condition for 1 minute. At creature can attempt this save again at the end of it's turn, ending the effect on a succes. A creature cannot become frightendby this more then once on the same day.
Strike with Fear. Attack rolls against creatures with the Frightened condition have Advantage.
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