# 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.