The Oath of the Vigilante is focused on eliminating targets in the name of justice. Although the common folk might call them assassins, they prefer to have some vigilantes in the city.
The following virtues are common to all paladins, even though the situations and laws might be different on each case:
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | bane, detect evil and good |
5th | hold person, zone of truth |
9th | haste, speak with dead |
13th | otiluke's resilient sphere, locate creature |
17th | dominate person, hold monster |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hunter of the Evil. You can use your Channel Divinity to strike with divine accuracy upon a creature. When you make an attack roll, you can also use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Smite the Guilty. As an action, you present your holy symbol and speak a prayer, using your Channel Divinity. Choose one creature within 30 feet of you that you can see. That creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on its attack rolls until the end of your next turn. Additionally, the creature can only take an action or bonus action on its next turn.
By 7th level, you and all friendly creatures within 10 feet of you cannot be surprised. At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, while in an urban environment, you can't be charmed and you have advantage on initiative rolls.
At 20th level, as an action, you become an entity of true and divine judgment. For 1 minute, you gain the following benefits:
in the last minute.