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Paladin

Vengeance

A solemn commitment to punish those who have committed grievously evil acts is the heart of the Oath of Vengeance.

Ideals: When evil arises in the words a Paladin of Vengeance will arise to right their wrongs.

Show the wicked no mercy.

Fight injustice and its causes.

Aid those harmed by injustice.

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

Subclass Features

Lv 3

Vow of Enmity

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 ft of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

If the creature drops to 0 hit points before the Vow of Enmity ends you can transfer the Vow to a different creature within 30 ft of you (No action required).

Oath Spells

Your Oath and devotion grant you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 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 move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. If the attack hits the creature’s movement speed becomes 0 ft until the end of its next turn.

Lv 15

Soul of Vengeance

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.

Lv 20

Avenging Angel

You can assume the form of an angelic avenger. Using your bonus action, you undergo a transformation. For 10 minutes, you gain the following benefits

Wings sprout from your back and grant you a Flying speed of 60 ft and can hover.

You emanate an Aura of Menace within your Aura of Protection. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a WIS 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 or you expend a 5th level spell slot to regain the use of this feature (No action required).