Oath of Vigilance Paladin Subclass
Created By Pixel-Wiz
Oath of Vigilance
When most people imagine a paladin, they think of a righteous slayer of evil, a valiant crusader standing their ground against massive hoards of fiends and monsters outside the safety of civilization, however, few think to look at the threats within the city walls. This is where you will see the Oath of Vigilance. Often called truthseekers, they patrol dark streets and alleyways, seeking to expose lies and treachery. Looking out for thieves guilds and corrupt politicians within the city walls, they tear evil out by the root and stop them from harming civilians, but they never take justice into their own hands. They are the vessels for justice, shining light on misdeeds so all can see them. In the eyes of the vigilant, those who were swayed to do wrong may be redeemed, the ones who willingly chose to do evil will have no such mercy.
Tenants of Vigilance
The Tenets of the Oath of Vigilance teach a paladin to uphold justice and truth in all their actions, and to be an unwavering defender against corruption and deceit.
Honesty. Always strive to be honest and truthful, both in your words and your actions. Never deceive or mislead others, and always speak the truth even when it is difficult.
Leadership. Inspire others to join your quest for justice and truth. Command respect and trust, and make difficult decisions when necessary.
Trust. Know when to trust others who have proven themselves to be honest and just, but be cautious and don't naively trust those who have proven themselves untrustworthy or corrupt.
Integrity. Have unwavering integrity, and never compromise your principles even in the face of temptation or pressure.
Restraint. Exercise caution, gather all facts and perspectives before taking action, and remain open to new information that challenges your preconceptions. Don't sacrifice the truth for expediency.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vigilance Spells
Paladin Level | Spells |
---|---|
3rd | Comprehend Languages, Hunter's Mark |
5th | Detect Thoughts, See Invisibility |
9th | Clairvoyance, Speak With Dead |
13th | Arcane Eye, Locate Creature |
17th | Commune, Scrying |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Cognizant Grace You can use your Channel Divinity to make your very presence sharpen your allies' senses and intuition. As an action, you gain advantage on Wisdom (Insight) and Intelligence (Investigation) checks for the next hour, and you can move up to your speed without provoking opportunity attacks, granting a boon to your allies as you pass by them. When you move within 5 feet of any other creature of your choice during this action, you can grant them a pool of d4s equal to your Charisma modifier, which last for an hour. Each creature can spend a d4 from this pool and roll it, adding the result to any Wisdom (Insight) and Intelligence (Investigation) checks they make. A creature can receive this bonus only once whenever you take this action.
When you reach certain levels in this class, the size of the dice in each pool increase. The dice become d6s at 7th level and d8s at 15th level.
Mirror of Morality You can use your Channel Divinity to reflect truth back at a creature, forcing them to confront their actions. As a bonus action, choose one creature within 30 feet of you that you can see. That creature must make a Charisma saving throw. On a failed save, the creature had disadvantage on all attack rolls and ability checks for 1 minute, as they face spectral images depicting the victims of their wrongdoings, and once on your turn, when you hit the target with an attack, you can deal an extra 2d6 psychic damage to them.
Aura of Clarity
Starting at 7th level, your presence clears the sight and minds of others. You gain an aura with a range of 10 feet. You and friendly creatures within this aura gain advantage on ability checks and saving throws against Illusion spells and effects inside of it, and you can use your bonus action on your turn to detect which creatures, objects, or effects are illusory within this aura. This benefit only detects the presence of illusions, but it does not reveal their true natures.
In addition, you can attempt negate spells and effects that influence others. As a bonus action, choose a creature within your aura that you know is under an Enchantment spell or charm effect. Make a Charisma (Persuasion) check contested by the target creature's Wisdom (Insight) check. If you succeed on the check, the spell or effect ends on the target. If you fail, you can not attempt to break the effect on that target again for 24 hours. You can use this a number of times equal to your Charisma modifier and regain all uses after you finish a long rest.
At 18th level, the range of this aura increases to 30 feet.
Witness of the Unseen
At level 15, your sight can pierce through the physical realm to find what has been hidden from view. You can use your action to see through solid objects to a range of 60 feet. This special sight lasts for 1 hour To you, solid objects within that radius appear transparent and don't prevent light from passing through them. You can also tell if shapechangers are not in their original form.
Once you use this feature, you can't use it again until you finish a short or long rest.
Unyielding Edict
At 20th level, your divine presence stands as an incorruptible beacon of truth, which gives you the following benefits:
- You gain truesight out to a range of 60 feet.
- You are immune to the charmed condition.
- You are unaffected by Illusion spells and Enchantment spells cast by a creature other than an ally. If an ally that casts an Illusion or Enchantment spell on you and becomes hostile or betrays you, the spell ends on you immediately.
- You know if you hear a lie.