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.
Oath of Vengeance Paladin Class Features
As a Oath of Vengeance Paladin, you gain the following class features when you reach the specified Paladin levels.
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.
When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.
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).
Level 7: Relentless Avenger
Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature’s Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn’t provoke Opportunity Attacks.
Level 15: Soul of Vengeance
Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee attack against that creature if it’s within range.
Level 20: Avenging Angel
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).
Flight. You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.
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 Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.
Oath of Vengeance Spells
As a Oath of Vengeance Paladin, you gain the following spells.
Hunter's Mark
PHB
Spell Level: 1
Spell School: Divination
Casting Time: 1 Bonus Action ()
Components: V ()
Range: 90 ft.
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Force, Damage, Debuff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
Hold Person
PHB
Spell Level: 2
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a straight piece of iron)
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Paralyzed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Haste
PHB
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a shaving of licorice root)
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: None
Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Protection from Energy
PHB
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Buff, Warding
Saving Throw: None
Ritual: No
Scaling: None
For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Dimension Door
PHB
Spell Level: 4
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V ()
Range: 500 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
Hold Monster
PHB
Spell Level: 5
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a straight piece of iron)
Range: 90 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Paralyzed
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
Scrying
PHB
Spell Level: 5
Spell School: Divination
Casting Time: 10 Minute ()
Components: V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)
Range: Self
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Detection
Saving Throw: Wisdom
Ritual: No
Scaling: None
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy.
Your Knowledge of the Target Is…
Save Modifier
Secondhand (heard of the target)
+5
Firsthand (met the target)
+0
Extensive (know the target well)
−5
You Have the Target’s…
Save Modifier
Picture or other likeness
−2
Garment or other possession
−4
Body part, lock of hair, or bit of nail
−10
On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.