Oath of the vigilante
The Oath of the Vigilante is focused on eliminating targets in
the name of justice. Although the common folk might call
them assassins, they prefer to have some vigilantes in the city.
Tenets of the Vigilante
The following virtues are common to all paladins, even
though the situations and laws might be different on each
case:
Justice in Your Hands. Sometimes you must step outside
the law to exact justice for keeping peace.
Hunt. Seek out those who might do harm to the innocent,
even if they hide.
Eliminate the Guilty. The guilty must be destroyed in
order for the innocent to live in peace.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Vigilante Spells
Paladin Level Spells
3rd bane, detect evil and good
5th hold person, zone of truth
9th haste, speak with dead
13th otiluke's resilient sphere, locate creature
17th dominate person, hold monster
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Hunter of the Evil. You can use your Channel Divinity to
strike with divine accuracy upon a creature. When you make
an attack roll, you can also use your Channel Divinity to gain
a +10 bonus to the roll. You make this choice after you see the
roll, but before the DM says whether the attack hits or
misses.
Smite the Guilty. As an action, you present your holy
symbol and speak a prayer, using your Channel Divinity.
Choose one creature within 30 feet of you that you can see.
That creature must make a Wisdom saving throw. On a failed
save, the creature has disadvantage on its attack rolls until
the end of your next turn. Additionally, the creature can only
take an action or bonus action on its next turn.
Vigilant Aura
By 7th level, you and all friendly creatures within 10 feet of
you cannot be surprised. At 18th level, the range of this aura
increases to 30 feet.
Street Watch
Starting at 15th level, while in an urban environment, you
can't be charmed and you have advantage on initiative rolls.
Eternal Vigilant
At 20th level, as an action, you become an entity of true and
divine judgment. For 1 minute, you gain the following
benefits:
You have advantage on attack rolls you make against
creatures which have attacked you or a friendly creature
in the last minute.
You can use Smite the Guilty once per round as a bonus
action without using your Channel Divinity.
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