Paladin
Base Class: Paladin

While other paladins seek to uphold some lofty ideals of truth and justice, paladins who take the Oath of the Vigil seek only to protect the goodness that can be found in the world from whatever ills may threaten it. While noble in heart, and in bearing, these paladins lead a rugged life, distant from others and considered aloof by some, and mysterious by most. These guardians of goodness are comfortable in the wilderness, understanding that rural areas don't have the luxury of systematic protection. Taking a position above others, these paladins watch over their wards, as a bird's-eye-view is most conducive in spotting any threat from afar, be it a raging orc hoard, a dragon in flight, or a roving band of gnolls. Paladins who take up this vigil work tirelessly to hone their senses beyond what many would consider natural, lest they be taken unawares when danger strikes. These paladins often worship deities of protection, as well as some of those whose domains encompass nature.

TENETS OF THE VIGIL

While not systematic or uniform, these ideals are held strongly by all paladins that take the Oath of the Vigil.

Protect the Innocent. It is your duty to watch and protect those who cannot protect themselves. As long as you have your oath held in your heart, the number of enemies matter not. Come one, come a hoard, you are ready and willing to hold the line in service to the innocent.

Hold the Vigil. Where goodness lies, the forces of darkness will look take hold. It is your duty to hold vigil over goodness, and the innocents that make it so. You are ever-watchful, ever-prepared, and ever-willing. You are the vigilant watcher that guards the realms of the innocent.

Long Reaching Guard. To you, distance is no obstacle. Not only is it possible for you to protect people from afar, it is preferable. Your keen sight allows you the power to do good from afar, and your steady hand lets your aim be true when others might falter.

Humble Guardian. You are not a glory-seeking hero like others who take up the title of paladin. With your far-reaching arrows, your sword in the night, and your daggers thrown from distance, those you save need not know your name or your face. Often, they never know. 

 

Channel Divinity

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

Long Reach. You hold aloft your holy symbol, and your eyes gleam. As an action, you grant yourself enhanced sight and impeccable aim. For 1 minute, you have advantage on all Wisdom (Perception) checks that rely on sight. In addition, your attack range with ranged or thrown weapons is effectively doubled, and you ignore the benefits of cover.

Protection from Afar. As a reaction, when an ally within 120 feet of you is the target of an attack, and you are able to see them, you can cast the Shield spell with your ally as the target. This Channel Divinity can only be used once per long rest.

At 18th level, this ability is no longer limited to once per long rest.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Blessing of the Vigilant

When you undertake this oath at 3rd level, you gain proficiency in Wisdom (Perception) checks if you don't already have it . If you are already proficient in this skill, your proficiency is doubled. Additionally, you learn the True Strike cantrip, and you can cast it as a bonus action, and the effect can be applied to your next attack on the current round.

 You are also able to use your Divine Smite ability when making ranged attacks, as well as with melee attacks.

Aura of Watchfulness

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be [Tooltip Not Found] while you are conscious, and any invisible hostile creatures within the aura become visible.

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

Dutiful Protector

Beginning at 15th level, whenever anyone in your sight makes an attack against one of your allies, you can use your reaction to make a ranged attack against them. If your attack successfully hits, the target must make a Constitution saving throw against your Spell Save DC. On a failed save, the target is pushed 5 feet away from you, and is stunned until the start of its next turn.

Eternal Guardian

At 20th level, you have become the very essence of your oath, and you gain the following benefits:

You have True Sight with no maximum range. 

All stealth checks made to avoid your sight are made with disadvantage.

You can cast the spells Arcane Eye without expending any spell slots.

You age at a quarter of the normal rate for your race, and you are immune to magical aging.

 

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