The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Subclass Features

As a Vengeance Paladin, you gain the following features:

1Tenets of Vengeance

You have sworn a vow to follow these sacred tenets:

  • Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil.
  • No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
  • By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
  • Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

1Enact Revenge

You may cast Compelled Duel on a creature as a 1st-level spell without needing to prepare the spell or spend any conviction points.
You may use this feature once, and you regain expended uses when you finish a long rest.

Greater Enact Revenge: Starting at 5th-level, you may cast Command at 2nd level instead of Compelled Duel.

1Oath Smite

Add the following smite to your list of smite options.

Binding

When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 radiant damage. In addition, the target becomes Restrained until the smite ends.
At the start of each of its turns until the smite ends, the target must make a Strength saving throw. On a successful save, the smite ends.

Smite Duration: Concentration, up to 1 minute.
Greater Binding: Starting at 5th level, if you spend +1 Conviction, the base damage increases to 2d8.
Superior Binding: Starting at 9th level, if you spend +3 Conviction, the base damage increases to 3d8.

1Oath Aura

Aura of Domination

You and friendly creatures within 10 feet have advantage on attack rolls against frightened creatures.

1Oath Spells

Paladin
Level
Spells
3rd Cause Fear (XGE) Hunter's Mark
5th Hold Person Misty Step
9th Haste Fear

3Abjure Enemy

As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

You can use this feature once, and you regain expended uses when you finish a long rest.

3Vow of Emnity

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. While you have advantage against the creature, that creature has advantage on attacks against you.

You can use this feature a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest.

7Relentless Avenger

By 7th level, 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, and it happens immediately after the hit creature finishes its movement.

9Hunt the Transgressor

When a creature wrongs you, you may spend your reaction to name them as your sworn enemy. You may not name another creature as your sworn enemy until the sworn enemy dies.

The creature must make a Wisdom saving throw. If it fails, you know its distance from you at all times, but not its direction. As well, you can travel at a fast pace as if you were traveling at a normal pace if it is in search of your sworn enemy. You can ignore the effects of exhaustion if you can see your sworn enemy. Attacks against the sworn enemy deal additional damage equal to your proficiency bonus.

You can use this feature once, and you regain expended uses when you finish a long rest.