Clad in plate armor that gleams in the sunlight despite
the dust and grime of long travei, a human lays down
her sword and shield and places her hands on a mortally
wounded mano Divine radiance shines from her hands,
the man’s wounds knit closed, and his eyes open wide
with amazement.
A dwarf crouches behind an outcrop, his black cloak
making him nearly invisible in the night, and watches
an orc war band celebrating its recent victory. Silently,
he stalks into their midst and whispers an oath, and two
orcs are dead before they even realize he is there.
Silver hair shining in a shaft of !ight that seems to
illuminate only him, an elf laughs with exultation. His
spear flashes like his eyes as he jabs again and again
at a twisted giant, until at last his light overcomes its
hideous darkness.
Whatever their origin and their mission, paladins are
united by their oaths to stand against the forces of evil.
Whether sworn before a god’s altar and the witness of
a priest, in a sacred glade before nature spirits and fey
beings, or in a moment of desperation and grief with the
dead as the only witness, a paladin’s oath is a powerful
bond. lt is a source of power that turns a devout warrior
into a blessed champion.
THE CAUSE OF RIGHTEOUSNESS
A paladin swears to uphold justice and righteousness,
to stand with the good things of the world against the
encroaching darkness, and to hunt the forces of evil
wherever they lurk. Different paladins focus on various
aspects of the cause of righteousness, but all are
bound by the oaths that grant them power to do their
sacred work. Although many paladins are devoted to
gods of good, a paladin’s power comes as much from a
commitment to justice itself as it does from a god.
Paladins train for years to learn the skills of combat,
mastering a variety of weapons and armor. Even so,
their martial skills are secondary to the magical power
they wield: power to heal the sick and injured, to smite
the wicked and the undead, and to protect the innocent
and those who join them in the fight forjustice.
BEYOND THE MUNDANE LIFE
Almost by definition, the !ife of a paladin is an
adventuring !ife. Unless a lasting injury has taken him
ar her away from adventuring for a time, every paladin
!ives on the front !ines of the cosmic struggle against
QUICK BUILD
Vou can make a paIadin quickly by following these
suggestions. First, Strength should be your highest
ability score, followed by Charisma. Second, choose the
noble background.
as Torm, Tyr, Heironeous,
Paladine, Kiri-Jolith, DoI
Arrah, the Silver Flame,
Bahamut, Athena, Re-Horakhty,
and Heimdall.
How did you experience your call to
serve as a paladin? Did you hear a whisper
from an unseen god or angel while you were at
prayer? Did another paladin sense the potentia! within
you and decide to train you as a squire? Or did some
terrible event-the destruction of your home, perhaps-
drive you to your quests? Perhaps you stumbled into
a sacred grove or a hidden eIven enclave and found
yourself called to protect ali such refuges of goodness
and beauty. Or you might have known from your earliest
memories that the paladin’s life was your calling, almost
as if you had been sent into the world with that purpose
stamped on your soul.
As guardians against the forces of wickedness,
paladins are rarely of any evil alignment. Most of them
walk the paths of charity and justice. Consider how your
alignment colors the way you pursue your holy quest
and the manner in which you conduct yourself before
gods and mortaIs. Your oath and alignment might be
in harmony, or your oath might represent standards of
behavior that you have not yet attained.
Proficiency -Spell Slots per Spell Level-
Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands
2nd +2 Fighting Style, Spellcasting, Divine Smite 2
3rd +2 Divine Health, Sacred Oath 3
4th +2 Ability Score Improvement 3
5th +3 Extra Allack 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oath feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aura of Courage 4 3 2
11th +4 Improved Divine Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3
14th +5 Cleansing Touch 4 3 3
15th +5 Sacred Oath feature 4 3 3
16th +5 Ability Score Improvement 4 3 3
17th +6 4 3 3
18th +6 Aura improvements 4 3 3
19th +6 Ability Score Improvement 4 3 3
20th +6 Sacred Oath feature 4 3 3
evil. Fighters are rare enough among the ranks of the
militias and armies of the world, but even fewer people
can c1aim the true calling of a paladin. When they do
receive the call, these warriors turn from their former
occupations and take up arms to fight evil. Sometimes
their oaths lead them into the service of the crown as
leaders of elite groups of knights, but even then their
loyalty is first to the cause of righteousness, not to
crown and country.
Adventuring paladins take their work seriously. A
delve into an ancient ruin or dusty crypt can be a quest
driven bya higher purpose than the acquisition of
treasure. Evillurks in dungeons and primeval forests,
and even the smallest victory against it can tilt the
cosmic balance away from oblivion.
CREATING A PALADIN
The most important aspect of a paladin character is
the nature of his or her holy quest. Although the c1ass
features related to your oath don’t appear until you
reach 3rd levei, plan ahead for that choice by reading
the oath descriptions at the end of the c1ass. Are you a
devoted servant of good. loyal to the gods of justice and
honor, a holy knight in shining armor venturing forth
to smite evil? Are you a glorious champion of the light,
cherishing everything beautiful that stands against the
shadow, a knight whose oath descends from traditions
older than many of the gods? Or are you an embittered
loner sworn to take vengeance on those who have done
great evil, sent as an angel of death by the gods or driven
by your need for revenge? Appendix B lists many deities
worshiped by paladins throughout the multiverse, such
PART I I CUSSES
CLASS FEATURES
As a paladin, you gain the following class features.
HIT POINTS
Hit Dice: ldl0 per paladin leveI
Hit Points at 1st Levei: 10 + your Constitution modifier
Hit Points at Higher Leveis: ldlO (or 6) + your
Constitution modifier per paladin level after 1st
PROFICIENCIES
Armor: Ali armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation,
Medicine, Persuasion, and Religion
EQUIPMENT
Vou start with the following equipment, in addition to
the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial
weapons
(a) fivejavelins or (b) any sim pIe melee weapon
(a) a priest’s pack or (b) an explorer’s pack
Chain mail and a holy symbol
DIVINE SENSE
The presence of strong evil registers on your senses like
a noxious odor, and powerful good rings like heavenly
music in your ears. As an action, you can open your
awareness to detect such forces. Until the end of your
next turn, you know the location of any celestial, fiend,
or undead within 60 feet of you that is not behind total
cover. Vou know the type (celestial, fiend, or undead) of
any being whose presence you sense, but not its identity
(the vampire Count Strahd von Zarovich, for instance).
Within the same radius, you also detect the presence
of any place or object that has been consecrated or
desecrated, as with the hallow spell.
Vou can use this feature a number of times equal to
1 + your Charisma modifier. When you finish a long rest,
you regain ali expended uses.
LAY ON HANDS
Your blessed touch can heal wounds. Vou have a pool
of healing power that replenishes when you take a long
rest. With that pool, you can restore a total number of
hit points equal to your paladin leveI x 5.
As an action, you can touch a creature and draw
power from the pool to restore a number of hit points
to that creature, up to the maximum amount remaining
in your pool.
Alternatively, you can expend 5 hit points from your
pool of healing to cure the target of one disease or
neutralize one poison affecting it. Vou can cure multi pIe
diseases and neutralize multi pIe poisons with a single
use of Lay on Hands, expending hit points separately
for each one.
This feature has no effect on undead and constructs.
PART 1 I CLASSES
FIGHTING STYLE
At 2nd leveI, you adopt a style of fighting as your
specialty. Choose one of the following options. Vou can’t
take a Fighting Style option more than once, even if you
later get to choose again.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new
roll. The weapon must have the two-handed or versatile
property for you to gain this benefit.
PROTECTION
When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll.
Vou must be wielding a shield.
SPELLCASTING
By 2nd levei, you have learned to draw on divine
magic through meditation and prayer to cast spells as
a cleric does. See chapter 10 for the general rules of
spellcasting and chapter 11 for the paladin spell listo
PREPARING AND CASTING SPELLS
The Paladin table shows how many spell slots you have
to cast your spells. To cast one of your paladin spells of
1st leveI or higher, you must expend a slot of the spell’s
leveI or higher. Vou regain ali expended spell slots when
you finish a long resto
Vou prepare the list of paladin spells that are available
for you to cast, choosing from the paladin spelllist.
When you do so, choose a number of paladin spells
equal to your Charisma modifier + half your paladin
leveI, rounded down (minimum of one spell). The spells
must be of a leveI for which you have spell slots.
For example, if you are a 5th-leveI paladin, you have
four 1st-leveI and two 2nd-leveI spell slots. With a
Charisma of 14, your list of prepared spells can include
four spells of 1st or 2nd levei, in any combination. If you
prepare the 1st-levei spell cure wounds, you can cast
it using a 1st-leveI or a 2nd-leveI slot. Casting the spell
doesn’t remove it from your list of prepared spells.
Vou can change your list of prepared spells when you
finish a long rest. Preparing a new list of paladin spells
requires time spent in prayer and meditation: at least I
minute per spelllevel for each spell on your list.
SPELLCASTING ABILITY
Charisma is your spellcasting ability for your paladin
spells, since their power derives from the strength of
your convictions. Vou use your Charisma whenever a
spell refers to your spellcasting ability. In addition, you
use your Charisma modifier when setting the saving
throw DC for a paladin spell you cast and when making
an attack roll with one.
Spell save De ~ 8 + your proficiency bonus +
your (harisma modifier
Spell attack modifier ~ your proficiency bonus +
your (harisma modifier
SPELLCASTING Focus
Vou can use a holy symbol (found in chapter 5) as a
spellcasting focus for your paladin spells.
DIVINE SMITE
Starting at 2nd leveI, when you hit a creature with a
melee weapon attack, you can expend one paladin spell
slot to deal radiant damage to the target, in addition to
the weapon’s damage. The extra damage is 2d8 for a
1st-levei spell slot, plus ld8 for each spelllevel higher
than 1st, to a maximum of 5d8. The damage increases
by ld8 if the target is an undead or a fiend.
DIVINE HEALTH
By 3rd levei, the divine magic flowing through you
makes you immune to disease.
SACRED OATH
When you reach 3rd leveI, you swear the oath that binds
you as a paladin forever. Up to this time you have been
in a preparatory stage, committed to the path but not
yet sworn to it. Now you choose the Oath of Devotion,
the Oath of the Ancients, ar the Oath of Vengeance, all
detailed at the end of the c1ass description.
Your choice grants you features at 3rd leveI and again
at 7th, 15th, and 20th leveI. Those features include oath
spells and the Channel Divinity feature.
OATH SPELLS
Each oath has a list of associated spells. Vou gain
access to these spells at the leveIs specified in the oath
description. Once you gain access to an oath spell, you
always have it prepared. Oath spells don’t count against
the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the
paladin spelllist, the spell is nonetheless a paladin
spell for you.
CHANNEL DIVINITY
Your oath allows you to channel divine energy to fuel
magical effects. Each ChanneI Divinity option provided
by your oath explains how to use it.
When you use your ChanneI Divinity, you choose
which option to use. Vou must then finish a short ar long
rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws.
When you use such an effect from this c1ass, the DC
equals your paladin spell save De.
ABILITY SCORE IMPROVEMENT
When you reach 4th leveI, and again at 8th, 12th, 16th,
and 19th leveI, you can increase one ability score of your
choice by 2, ar you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
EXTRA ATTACK
Beginning at 5th leveI, you can attack twice, instead of
once, whenever you take the Attack action on your turno
AURA OF PROTECTION
Starting at 6th leveI, whenever you ar a friendly creature
within 10 feet of you must make a saving throw, the
creature gains a bonus to the saving throw equal to your
Charisma modifier (with a minimum bonus of +1). Vou
must be conscious to grant this bonus.
At 18th levei, the range of this aura increases to 30 feet.
AURA OF COURAGE
Starting at 10th leveI. you and friendly creatures
within 10 feet of you can’t be frightened while you
are conscious.
At 18th levei, the range of this aura increases to 30 feet.
IMPROVED DIVINE SMITE
By 11th leveI, you are so suffused with righteous
rnight that ali your melee weapon strikes carry divine
power with them. Whenever you hit a creature with a
meIee weapon, the creature takes an extra ld8 radiant
damage. lf you also use your Divine Smite with an
attack, you add this damage to the extra damage of your
Divine Smite.
CLEANSING TOUCH
Beginning at 14th leveI, you can use your action to
end one spell on yourself ar on one willing creature
that you touch.
Vou can use this feature a number of times equal
to your Charisma modifier (a minimum of once). Vou
regain expended uses when you finish a long rest.
SACRED OATHS
Becorning a paladin invoIves taking vows that commit
the paladin to the cause of righteousness, an active
path of fighting wickedness. The final oath, taken
when he ar she reaches 3rd levei, is the culmination
of ali the paladin’s training. Some characters with this
c1ass don’t consider themselves true paladins until
they have reached 3rd levei and made this oath. For
others, the actual swearing of the oath is a formality,
an official stamp on what has always been true in the
paladin’s heart.
OATH OF DEVOTION
The Oath of Devotion binds a paladin to the loftiest
ideaIs ofjustice, virtue, and arder. Sometimes called
cavaliers, white knights. ar holy warriors, these
paladins meet the ideal of the knight in shining armar.
PAR1 I I CLASSES
PURITY OF SPIRIT
Beginning at 15th levei, you are always under the effects
of a protection {rom eviJ and gaad spell.
reactions. For its action, it can use only the Dash action
or try to escape from an effect that prevents it from
moving. If there’s nowhere to move, the creature can use
the Dodge action.
AURA OF DEVOTION
Starting at 7th levei, you and friendly creatures within
10 feet of you can’t be charmed while you are conscious.
At 18th leveI,the range of this aura increases to 30 feet.
••
,.
4
BREAKING YOUR OATH
A paladin tries to hold to the highest standards of conduct,
but even the most virtuous paladin is fallible. Sometimes
the right path proves toa demanding, sometimes a situation
calls for the lesser of two evils, and sometimes the heat of
emotion causes a paladin to transgress his ar her oath.
A paladin who has broken a vow typically seeks absolution
fram a eleric who shares his ar her faith ar from another
paladin of the same arder. The paladin might spend an ali.
night vigil in prayer as a sign of penitence, ar undertake a
fast ar similar act of self.denia!. After a rite of confession and
forgiveness, the paladin starts fresh.
If a paladin willfully violates his ar her oath and shows no
sign of repentance, the consequences can be more serious.
At the DM’s discretion, an impenitent paladin might be
forced to abandon this elass and adopt another, ar perhaps
to take the Oathbreaker paladin option that appears in the
Dungeon Master’s Cuide.
••
OATH OF DEVOTION SPELLS
TENETS OF DEVOTION
Though the exact words and strictures of the Oath of
Devotion vary, paladins of this oath share these tenets.
Honesty. Don’t lie or cheat. Let your word be
your promise.
Coural1e. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and
punish those who threaten them. Show mercy to your
foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your
honorable deeds be an example to them. Do as
much good as possible while causing the least
amount ofharm.
Duty. Be responsible for your actions and their
consequences, protect those entrusted to your care,
and obey those who have just authority over you.
acting with honor in pursuit ofjustice and the greater
good. They hold themselves to the highest standards of
conduct, and some, for better or worse, hold the rest of
the world to the same standards. Many who swear this
oath are devoted to gods of law and good and use their
gods’ tenets as the measure of their devotion. They hold
angels-the perfect servants of good-as their ideaIs,
and incorporate images of angelic wings into their
helmets or coats of arms.
OATH SPELLS
Vou gain oath spells at the paladin leveIs listed.
Paladin Levei Spells
3rd protectionfrom evil and good, sanctuary
5th lesser restoration, zone oftruth
9th beacon ofhope, dispel magic
13th freedom of movement, guardian offaith
17th commune,jlame strike
CHANNEL DIVINITY
When you take this oath at 3rd levei, you gain the
following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one
weapon that you are holding with positive energy,
using your Channel Divinity. For I minute, you add
your Charisma modifier to attack rolls made with that
weapon (with a minimum bonus of +1).The weapon also
emits bright light in a 20-foot radius and dim light 20
feel beyond that. 1fthe weapon is not already magical, it
becomes magical for the duration.
Vou can end this effect on your turn as part of any
other action. 1fyou are no longer holding or carrying
this weapon, or if you fali unconscious, this effect ends.
Turn the Unholy. As an action, you present your
holy symbol and speak a prayer censuring fiends and
undead, using your Channel Divinity. Each fiend or
undead that can see or hear you within 30 feet of you
must make a Wisdom saving throw. 1fthe creature
fails its saving throw, it is turned for I minute or until
it takes damage.
A turned creature must spend its turns trying to move
as far away from you as it can, and it can’t willingly
move to a space within 30 feet of you. It also can’t take
HOLY NIMBUS
At 20th levei, as an action, you can emanate an aura of
sunlight. For I minute, bright light shines from yau in a
30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turo in the
bright light, the creature takes lO radiant damage.
In addition, for the duration, you have advantage on
saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until
you finish a long rest.
OATH OF THE ANCIENTS
The Oath of the Ancients is as old as the race af elves
and the rituais of the druids. Sometimes called fey
knights, green knights, or horned knights, paladins who
swear this oath cast their lot with the side of the light
in the cosmic struggle against darkness beca use they
love the beautiful and life-giving things of the world,
nat necessarily because they believe in principIes of
hanor, caurage, and justice. They adorn their armor and
clothing with images of growing things-Ieaves, antlers,
or flowers-to reflect their commitment to preserving
life and light in the world.
TENETS OF THE ANCIENTS
The tenets of the Oath of the Ancients have been
preserved for uncounted centuries. This oath
emphasizes the principies of good above any concerns
of law or chaos. Its faur central principies are simple.
86 PART I I CLASSES
Kindle the Light. Through your acts of mercy,
kindness, and forgiveness, kindle the light of hope in the
world, beating back despair.
Shelter the Light. Where there is good, beauty, love,
and laughter in the world, stand against the wickedness
that would swallow il. Where life fiourishes, stand
against the forces that would render it barren.
Preserve Your Own Light. Delight in song and
laughter, in beauty and arl. If you allow the light to die in
your own heart, you can’t preserve it in the world.
Be the Light. Be a glorious beacon for ali who live in
despair. Let the light of your joy and courage shine forth
in ali your deeds.
OATH SPELLS
Vou gain oath spells at the paladin leveIs listed.
OATH OF THE ANCIENTS SPELLS
Paladin Levei Spells
3rd ensnaring strike, speak with animais
5th moonbeam, misty step
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride
CHANNEL DIVINITY
When you take this oath at 3rd leveI, you gain the
following two Channel Divinity options.
Nature’s Wrath. Vou can use your Channel Divinity
to invoke primeval forces to ensnare a foe. As an action,
you can cause spectral vines to spring up and reach
for a creature within 10 feet ofyou that you can see.
The creature must succeed on a Strength or Dexterity
saving throw (its choice) or be restrained. While
restrained by the vines, the creature repeats the saving
throw at the end of each of its turns. On a success, it
frees itself and the vines vanish.
Turn the Faithless. Vou can use your Channel
Divinity to utler ancient words that are painful for fey
and fiends to hear. As an action, you present your holy
symbol, and each fey or fiend within 30 feet of you that
can hear you must make a Wisdom saving throw. On a
failed save, the creature is turned for 1 minute or until it
takes damage.
A turned creature must spend its turns trying to move
as far away from you as it can, and it can’t willingly
move to a space within 30 feet of you. lt also can’t take
reactions. For its action, it can use only the Dash action
or try to escape fram an effect that prevents it from
moving. If there’s nowhere to move, the creature can use
the Dodge action.
If the creature’s true form is concealed by an illusion,
shapeshifting, or other effect, lhat form is revealed while
it is turned.
AURA OF WARDING
Beginning at 7th leveI, ancient magic lies so heavily
upon you that it forms an eldritch ward. Vou and friendly
creatures within 10 feet of you have resistance to
damage from spells.
At 18th leveI, the range of this aura increases to 30 feel.
UNDYING SENTINEL
Starting at 15th leveI, when you are reduced to O hit
points and are not killed oUlright, you can choose to
drop to 1 hit point instead. Once you use this ability, you
can’t use it again until you finish a long resl.
Additionally, you suffer none of the drawbacks of old
age, and you can’t be aged magically.
ELDER CHAMPION
At 20th levei, you can assume the form of an ancient
force of nature, taking on an appearance you choose.
For example, your skin might turn green or take on a
bark-like texture, your hair might become leafy or moss-
like, or you might sprout antlers or a lion-like mane.
Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits:
At the start of each ofyour turns, you rega in 10 hit
points.
Whenever you cast a paladin spell that has a casting
time of 1 action, you can cast it using a bonus action
instead.
Enemy creatures within 10 feet of you have disadvan-
tage on saving throws against your paladin spells and
Channel Divinity options.
Once you use this feature, you can’t use it again until
you finish a long resl.
OATH OF VENGEANCE
The Oath ofVengeance is a solemn commitment to
punish those who have commitled a grievous sino When
evil forces slaughter helpless villagers, when an entire
people turns against the will of the gods. when a thieves’
guild grows toa 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.
PART I I CL~SSES
88
TENETS OF VENGEANCE
The tenets of the Oath of Vengeanee vary by paladin, but
ali the tenets revolve around punishing wrongdoers by
any means neeessary. Paladins who uphold these tenets
are willing to saerifiee even their own righteousness to
mete out justice upon those who do evil, so the paladins
are often neutral or lawful neutral in alignmen!. The
core principIes of the tenets are brutally simple.
Fight the Greater Evil. Faeed with a ehoice of fighting
my sworn foes or eombating a Iesser evil, I ehoose the
greater evil.
No Merey for the Wieked. Ordinary foes might win
my merey, but my sworn enemies do no!.
By Any Means Neeessary. My qualms ean’t get in the
way of exterminating my foes.
Restitution. ]f my foes wreak ruin on the world, it is
beca use I failed to stop them. I must help those harmed
by their misdeeds.
OATH SPELLS
VOUgaln oath spells at the paladin leveis listed.
OATH OF VENGEANCE SPELLS
Paladin Levei Spells
3rd bane, hunter’s mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying
PA RT 1 I CLASSES
CHANNEL DIVINITY
When you take this oath at 3rd leveI, you gain the
following two Channel Divinity options.
Abjure Enemy. As an aetion, you present your holy
symbol and speak a prayer of denunciation, using your
ChanneI Divinlty. Choose one ereature within 60 feet
of you that you ean see. That ereature 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, lhe ereature is frightened for I
minute or until It takes any damage. While frightened,
the ereature’s speed is O, and It ean’t benefit from any
bonus to its speed.
On a sueeessful save, the ereature’s speed is halved
for I minute or until the ereature takes any damage.
VowofEnmity. As a bonus aetion, you ean utter a vow
of enmity against a ereature you ean see within 10 feet
of you, using your Channel Divinity. Vou gain advantage
on attaek rolls against lhe ereature for 1 minute or until
it drops to O hit points or falls uneonscious.
RELENTLESS AVENGER
By 7th leveI, your supernatural foeus helps you dose
off a foe’s retrea!. When you hit a ereature with an
opportunity attaek, you ean move up to half your
speed immediately after the attaek and as part of
the same reaetion. This movement doesn’t provoke
opportunityattaeks.
Sou L OF VENGEANCE
Starting at 15th leveI, the authority with which you
speak your Vow of Enmity gives you greater power over
your foe. When a ereature under the effeet of your Vow
of Enmity makes an attaek, you ean use your reaetion to
make a melee weapon attaek against that ereature if it is
within range.
AVENGING ANGEL
At 20th leveI, you ean assume the form of an
angelie avenger. Using your aetion, you undergo a
transformation. For I hour, you gain the following
benefits:
Wings sprout from your baek and grant you a fiying
speed of 60 fee!.
Vou emanate an aura of menaee in a 30-foot radius.
The first time any enemy ereature enters the aura or
starts its turn there during a battle, the ereature must
sueeeed on a Wisdom saving throw or beeome fright-
ened of you for I minute or unti! it takes any damage.
Attaek rolls against the frightened ereature have
advantage.
Onee you use this feature, you ean’t use it again unti!
you finish a long resto