Identity
Vengeance paladins do not swear at altars. They swear over wreckage, over corpses, over the empty room where someone they loved should have been. The oath is specific. It carries names. It carries debts. The Rift answers because the oath, for all its rage, is honest — the sworn knows exactly what they have promised and exactly to whom. Vengeance paladins are not always grim. Some are quite cheerful. But the list is real, and they are working through it.
Features
- L3 Oath of Vengeance
**Oath Channels.** You always have the following channels prepared, and they do not count against the number of channels you can prepare each day: • Paladin level 3: **Static** (cantrip), **Spark Bolt** (1st) • Paladin level 5: **Ignite** (2nd), **Stun Shot** (2nd) • Paladin level 9: **Solar Burst** (3rd), **Thunderbolt** (3rd) • Paladin level 13: **Lightning Storm** (4th) • Paladin level 17: **Tempest's Wrath** (5th) **Channel Divinity: Vow of Enmity.** As a bonus action, you point at a creature you can see within 30 ft and speak its name into your oath. For 1 minute (or until you are incapacitated, the target drops to 0 HP, or you use this feature again), you have advantage on attack rolls against that target. The vow is audible — the target hears their name spoken into the oath, and can identify you as the source. **Channel Divinity: Abjure the Forsworn.** As an action, you present your oath-token and denounce a creature you can see within 60 ft. The target must make a Wisdom saving throw against your channel save DC. On a failure, it is **Frightened** of you for 1 minute (it can repeat the save at the end of each of its turns, ending the effect on a success). On a success, the target is unaffected and immune to this Channel Divinity for 24 hours. Fiends, undead, and creatures you have a personal grievance against (GM discretion) have disadvantage on the saving throw.
- L7 Relentless Avenger
When you are pursuing your **Vow of Enmity** target, you do not provoke opportunity attacks when you move away from creatures other than the target. Additionally, when you hit the marked target with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction (this movement does not provoke opportunity attacks). Your walking speed increases by 10 ft while you have an active Vow of Enmity.
- L11 Soul of Vengeance
The oath sharpens your reflexes against any threat to your allies. When a creature under your **Vow of Enmity** makes an attack against an ally (not against you), you can use your reaction to make one melee weapon attack against that creature, provided it is within your reach. If you have no active Vow of Enmity, you may instead use this reaction against any hostile creature within reach that attacks an ally, but the attack is made without advantage.
- L15 Vengeful Smite
When you use **Divine Smite** against a creature under your active **Vow of Enmity**, the smite deals an additional 2d8 radiant damage. Furthermore, your Divine Smite damage against the marked target ignores resistance to radiant damage (though not immunity). Additionally, the first time each turn you hit your marked target with a melee weapon attack, you regain HP equal to your Charisma modifier (minimum 1).
- L18 Avenging Angel
Once per long rest, as a bonus action, you assume the form of an **Avenging Angel** for 1 minute. While transformed: • You gain a flying speed of 60 ft and hover. • You have advantage on attack rolls against any creature under your active Vow of Enmity. • When you activate this form, you may designate up to three creatures you can see within 60 ft as **Forsworn Targets** in addition to your existing Vow of Enmity (if any). These creatures must each make a Wisdom save against your channel save DC or be Frightened of you for the duration. A Frightened creature can repeat the save at the end of each of its turns. • Frightened creatures cannot move closer to you and have disadvantage on attack rolls while they can see you. • Your weapon attacks deal an additional 1d8 radiant damage on a hit. The form ends early if you fall unconscious, dismiss it as a free action, or are reduced to 0 HP.