World of Al'Dravin
Oath of Vengeance
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 w ill 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 o f 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.
Tenets of Vengeance
The tenets of the Oath of Vengeance vary by paladin, but
all the tenets revolve around punishing wrongdoers by
any means necessary. Paladins w ho uphold these tenets
are willing to sacrifice even their own righteousness to
mete out justice upon those w ho do evil, so the paladins
are often neutral or lawful neutral in alignment. The
core principles of the tenets are brutally simple.
Fight the Greater Evil. Faced with a choice of fighting
my sworn foes or combating a lesser evil. I choose the
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 o f exterminating my foes.
Restitution. If my foes w reak ruin on the world, it is
because I failed to stop them. I must help those harmed
by their misdeeds.
You gain oath spells at the paladin levels listed.
Oath of Vengeance Spells
Paladin Level ………… Spells
3rd ………………………………bane, hunter’s mark
5th ………………………………hold person, misty step
9th ………………………………haste, protection from energy
13th ……………………………banishment, dimension door
17th ……………………………hold monster, scrying
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Abjure Enemy. As an action, you present your holy
symbol and speak a prayer o f denunciation, using your
Channel Divinity. Choose one creature within 60 feet
o f 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.
Vow o f Enmity. As a bonus action, you can utter a vow
o f enmity against a creature you can see within 10 feet
o f 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.
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
Soul of Vengeance
Starting at 15th level, the authority with which you
speak your Vow o f Enmity gives you greater power over
your foe. When a creature under the effect o f your Vow
o f Enmity makes an attack, you can use your reaction to
make a melee weapon attack against that creature if it is
At 20th level, you can assume the form of an
angelic avenger. Using your action, you undergo a
transformation. For 1 hour, you gain the following
• Wings sprout from your back and grant you a flying
speed of 60 feet.
• You emanate an aura of menace in a 30-foot radius.
The first time any enemy creature enters the aura or
starts its turn there during a battle, the creature must
succeed on a Wisdom saving throw or become frightened
of you for 1 minute or until it takes any damage.
Attack rolls against the frightened creature have
Once you use this feature, you can’t use it again until
you finish a long rest.