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 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.
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 who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who 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 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.
Oath Magic
At 3rd level, you gain the following spells. They do not count against your spells prepared, and count as paladin spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.
1st Level: Bane, Compelled Duel
2nd Level: Hold Person, Misty Step
3rd Level: Haste, Protection from Energy
4th Level: Banishment, Dimension Door
5th Level: Hold Monster, Scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Vow of Enmity. 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. If the creature drops to 0 hit points before the vow ends, you can transfer it to a new creature within 30 feet of you.
Rebuke. Immediately after an attacker within 30 feet of you deals damage to you, you can use your reaction to force the attacker to make a wisdom saving throw. On a failed save, the target takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Relentless Avenger
At 7th level, your supernatural focus helps you close off a foes retreat. You have advantage on opportunity attacks, and foes still provoke opportunity attacks even if they disengage. If you hit a creature with an attack of opportunity, you can reduce the creatures speed to 0, and then as part of the same reaction, you can move up to half your speed without provoking opportunity attacks.
Soul of Vengeance
At 15th level, immediately after a creature under the effects of your Vow of Enmity hits or misses with an attack, you can use your reaction to make a melee attack against that creature if it is within range. Their speed becomes 0 for the rest of their turn if you hit.
Avenging Angel
At 20th level, as a bonus action, you can imbue your aura with holy power, granting you the following benefits for 10 minutes.
You sprout spectral wings, giving you a fly speed of 60 feet, and you can hover.
Whenever an enemy starts their turn within your aura, they must succeed on a wisdom save or be frightened of you. Attack rolls against frightened creatures in your aura have advantage.
Your attack rolls against targets marked by your Vow of Enmity score a critical hit on a roll of 19-20.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.