Paladin Subclass: Oath of Vigilance

Homebrew

Paladin Subclass: Oath of Vigilance

The Oath of Vigilance calls only to the finest paladins: elite warriors willing to stand against the endless waves of enmity from the darkest of realms. Acting first, these noble knights root out the veins of evil and strike at the heart of sin. To do so, these mighty fighters are given swiftness and might beyond normal means. Standing for the pillars of Lady Galanthia’s beliefs, they fight to ensure that her hallowed message does not fall on deaf ears. The tenants of your oath are as follows:   Prevent Catastrophe - Hell’s vile and wicked schemes shall not prosper in my presence; it is my prerogative to weed them out at the root.   Purity and Freedom - I fight so that others may worship any god they please; it is my duty to defend their right to do so.   Protect the Innocent - My strength was not given to sit idly by; I will ensure the safety of those who have none.   Perspective - My travels will bring those from every walk of life; I will attempt understanding before assumption.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 7) + your Constitution modifier
armor proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields
weapon proficiencies: simple Weapons, martial Weapons
tools: none
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You 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) five javelins or (b) any simple melee weapon
• (a) a Priest's Pack or (b) an Explorer's Pack
• Chain Mail and a holy Symbol
spellcasting:
Oath Spells
Level Spells
3rd Zephyr Strike, Compelled Duel
5th Darkvision, Calm Emotions
9th Haste, Beacon of Hope
13th Banishment, Stoneskin
17th Hallow, Dawn
 
class features:

Channel Divinity

  3rd-level Oath of Vigilance feature   You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.   Almighty Smite - Immediately after you deal damage to a creature with your divine smite feature, you can use your channel divinity as a bonus action to empower it further. All Huge or smaller creatures within 10 feet of you are pushed 15 feet away and are knocked prone. Any creature that collides with a wall or stationary object takes an additional 2d8 force damage.   Peerless Athlete - As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).  

Aura of Vigilance:

By 7th level You emulate an aura that fills you and your companions with divine strength. You and any ally within 10 feet of you gain advantage on opportunity attacks.  

Sentinel Soul

At level 15th, your holy might has channeled right down to your reflexes. You cannot be surprised in combat, Additionally, whenever you land an opportunity attack, you gain an additional reaction.  

Tireless Champion

At 20th level, you can become imbued with the holy light of Galanthia herself, transforming you into an angel of unmatched endurance and athleticism.   Using your action, you undergo a transformation, for 1 minute you gain the following benefits:
  • Your Strength, Dexterity, and Constitution increase to 24.
  • You may use your almighty smite without exhausting channel divinity.
  • You lose all exhaustion, and cannot gain exhaustion for the duration.
  • If a creature ends their turn next to you, you may use your reaction to take an opportunity attack against them.
subclass options: