Paladin
Base Class: Paladin

Some crimes can't be forgiven. Paladins who swear this oath dedicate their lives to making sure the guilty answer for them, chasing tyrants, murderers and monsters wherever they try to hide.

For these paladins, justice matters more than keeping their own hands clean. They will make hard choices and live with them, as long as their sworn enemies fall. Their divine power is built for the hunt: fear that roots a target in place, relentless pursuit, and focused fury against the one foe they have marked.

Level 3: Tenets of Vengeance

You always have these spells prepared from the paladin level listed, and they don't count against the number of spells you prepare each day. They count as paladin spells for you, even if they aren't on the paladin list.

Oath of Vengeance Spells
Paladin Level Spells
3 Bane, Hunter's Mark
5 Hold Person, Misty Step
9 Haste, Protection from Energy
13 Banishment, Dimension Door
17 Hold Monster, Scrying

Level 3: Channel Divinity

Abjure Enemy. As an action, choose one creature you can see within 60 feet. Unless it's immune to being frightened, it makes a Wisdom saving throw, with disadvantage if it's a fiend or undead. On a failure, it's frightened for 1 minute or until it takes any damage, and while frightened this way its speed is 0 and can't be raised by any bonus. On a success, its speed is halved for 1 minute or until it takes any damage.

Vow of Enmity. As a bonus action, swear a vow against one creature you can see within 10 feet. You have advantage on attack rolls against it for 1 minute, or until it drops to 0 hit points or falls unconscious.

Level 7: Relentless Avenger

When you hit a creature with an opportunity attack, you can move up to half your speed right after the attack, as part of the same reaction. This movement doesn't provoke opportunity attacks.

Avenging Angel

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 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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