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Paladin Subclass three-quarters cover from you and your allies.

If any of
Oath of the Vigil your allies move beyond 30 feet from you they no
longer gain this benefit.

Tenets of the Vigil


Concentrate Awareness. As a bonus action, you
The tenets of the Oath of the Vigil are taken by the
heighten your senses to locate threats. For the next
individual as proof to protect those around them.
minute you gain a +10 to your passive perception
score.
Protect
Be aware of those around you who cannot help
Ranged Divine Smite
themselves, it is your duty to guard them.
Also at 3rd level you can use your smite at a distance.
This ability upgrades your 2nd level ability, Divine
Patience
Smite. When you hit a creature with a ranged weapon
Yours is a war of nerves, concentration, and endurance.
attack, you can expend one spell slot to deal radiant
You must always wait for opportunities and never be
damage to the target, in addition to the weapon’s
hasty.
damage. The extra damage is 1d8 for a 1st-level spell
slot, plus 1d8 for each spell level higher than 1st, to a
Restraint
maximum of 4d8. The damage increases by 1d8 if the
Do not recklessly kill. Always be certain your fights are
target is an undead or a fiend, to a maximum of 5d8.
worthy and just for protection.
Divine Perception
Unity
At 7th level your knowledge of the land around you
Never fight alone. Communication is key to victory and
improves. Moving through nonmagical difficult terrain
preservation.
costs you no extra movement. Additionally you gain a
+2 to ranged attacks and damaged rolls.
Oath Spells
You gain oath spells at the paladin levels listed.
Long Shot
Starting at 15th level, your foes of distance stand no
Oath of the Vigil Spells
chance of dodging your shots. When you make a
Paladin Level Spells
ranged weapon attack, the weapon's range is doubled.
3rd alarm, consuming smite
5th branding smite, misty step
Veil Walker
9th conjure barrage, tiny hut
At 20th level, divine power has granted you the power
13th hallucinatory terrain, locate creature
to become unseen. As an action you become invisible
17th conjure volley, swift quiver
for 1 minute. When you make a weapon or spell attack,
the invisibility ends and your attack is automatically a
Channel Divinity
critical hit.
When you take this oath at 3rd level, you gain the
following Channel Divinity options.

Sentry’s Sight. As an action choose a number of


creatures equal to your Charisma modifier that you can
see within 600 feet of you. For one hour you and any
allies within 30 feet of you know their location, so long
as they remain on the same plane as you, and cannot be
surprised by the chosen creatures. Additionally these
creatures cannot benefit from half cover or

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