Paladin: Oath of Vengeance
Oath Spells
You gain oath spells at the paladin levels listed.
Table: Oath of Vengeance Spells
Paladin Level | Spells |
---|---|
3rd | bane, hunter's mark |
5th | misty step, hold creature |
9th | haste, slow |
13th | dimension door, freedom of movement |
17th | scrying, steel wind strike |
Channel Divinity
As in the Player's Handbook 2024 except with the Abjure Enemy option from the original Player's Handbook:
If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required). You can make this transfer no more than once per turn.
Relentless Avenger
By 7th level, your supernatural focus helps you close off a foe's retreat. When a hostile creature moves out of the range of your aura, you can use your reaction to pursue that enemy. You may move up to your movement speed directly towards the creature, ending in a space within 5 feet of the creature. Then, if the creature is in range of your weapon, you may make an opportunity attack against it as part of the same reaction. This movement doesn't provoke opportunity attacks.
Soul of Vengeance
Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
Additionally, if you roll a critical hit against such a creature, you can spend your flourish to regain the use of your Channel Divinity.
Avenging Angel
At 20th level, you can assume the form of an angelic avenger. As a bonus action, you gain the following benefits for 1 minute:
- Avenger. When you reduce a creature you have declared your Vow of Enmity on to 0 hit points, you regain the expended use of your Channel Divinity. You can still transfer it to another creature within 30 feet of yourself
- Flight. Wings sprout from your back and grant you a flying speed of 60 feet.
- Frightful Aura. 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. If you have declared a Vow of Enmity on a frightened creature, you score a critical hit on an 18-20.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 5 mana to use it again.