Oath of Vengeance: Justice Without Mercy

Some Paladins fight to inspire hope. Others devote themselves to protecting the innocent or preserving ancient traditions. The Oath of Vengeance follows a different path. These warriors swear themselves to the pursuit and punishment of those who commit great evils, becoming relentless hunters who will stop at nothing until justice is served.


By Revenant Foundry
11 min read

Oath of Vengeance: Justice Without Mercy

Not every threat can be reasoned with. Not every villain seeks redemption. Sometimes evil grows so great that it leaves behind nothing but suffering and ruin. When entire villages are massacred, tyrants crush the innocent beneath their rule, or monsters leave trails of destruction across the land, some Paladins answer with an oath unlike any other.

The Oath of Vengeance is a commitment to pursuing evil wherever it hides and ensuring it can do no further harm. While many Paladins focus on defending others, Vengeance Paladins focus on eliminating the source of the threat itself. They are hunters, executioners, and champions of retribution who believe that justice often requires decisive action.

Those who swear this oath are guided by three simple tenets. Show the wicked no mercy. Fight injustice and its causes. Aid those harmed by injustice. While these principles may seem straightforward, they often place Vengeance Paladins in morally complex situations. The line between justice and obsession can become dangerously thin, especially when pursuing enemies responsible for terrible atrocities.

This tension is what makes the subclass so compelling. A Vengeance Paladin is not driven by hatred alone. Their purpose is rooted in protecting others by ensuring evil cannot continue to spread. The question many of these warriors face is not whether evil deserves punishment, but how much they are willing to sacrifice in order to deliver it.

The Ultimate Hunter

Mechanically, the Oath of Vengeance transforms the Paladin into one of the most dangerous single-target combatants in the game. While the base Paladin is already a formidable warrior, this oath grants abilities specifically designed to pursue, isolate, and destroy priority targets.

The subclass spell list reinforces this role at every stage of play. Hunter's Mark allows the Paladin to track and wear down fleeing enemies, while Misty Step provides mobility that many heavily armored characters lack. Later spells such as Haste, Banishment, and Hold Monster further enhance the Paladin's ability to dominate powerful foes and prevent them from escaping justice.

At the heart of the subclass is Vow of Enmity. With a single declaration, the Paladin marks a foe for destruction and gains advantage on attacks against that target. Against dangerous enemies, this ability can dramatically increase the Paladin's effectiveness, especially when combined with powerful smites and extra attacks. If the marked enemy falls, the vow can even shift to a new target, allowing the hunt to continue uninterrupted.

Relentless Avenger further emphasizes the subclass's role as a pursuer. Enemies who attempt to flee find their movement cut short, while the Paladin gains the ability to reposition and maintain pressure. Few opponents can successfully escape a determined Vengeance Paladin once combat begins.

At higher levels, Soul of Vengeance turns the subclass into a nightmare for powerful monsters and villains. Marked enemies invite punishment with every action they take, creating a constant threat that forces opponents to think carefully before engaging. Combined with the Paladin's already impressive durability and damage output, this feature makes the subclass exceptionally dangerous in prolonged battles.

The Angel of Retribution

The Oath of Vengeance reaches its peak with Avenging Angel, a transformation that perfectly captures the fantasy of divine judgment. Spectral wings erupt from the Paladin's back, allowing them to soar above the battlefield while radiating supernatural terror.

This is more than a visual spectacle. The ability fundamentally changes how encounters unfold. Enemies trapped within the Paladin's aura must contend with overwhelming fear while the Paladin hunts them from above. Those who fail to resist become easier targets, giving the Vengeance Paladin every opportunity to bring swift judgment upon their foes.

From a storytelling perspective, Avenging Angel represents the culmination of the oath. The Paladin is no longer merely a warrior sworn to justice. They become the physical embodiment of divine retribution, a terrifying reminder that evil actions eventually carry consequences.

The Oath of Vengeance remains one of the most iconic Paladin subclasses because it captures a fantasy that resonates across countless stories and legends. Whether inspired by wandering monster hunters, relentless bounty seekers, or holy warriors pursuing ancient evils, these Paladins stand as proof that justice is not always gentle. Sometimes justice comes with a sword in hand, a vow upon the lips, and an unbreakable determination to see evil brought low.

Level 1: Lay on Hands PHB'24 p109

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.

Level 1: Spellcasting PHB'24 p109

You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.

Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.

The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.

If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.

Level 1: Weapon Mastery PHB'24 p110

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

Level 2: Fighting Style PHB'24 p110

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.

Blessed Warrior. You learn two Cleric cantrips of your choice. Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.

Level 2: Paladin's Smite PHB'24 p110

You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

Level 3: Channel Divinity PHB'24 p110

You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.

You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.

Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Level 3: Paladin Subclass PHB'24 p111

You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.

Breaking Your Oath

A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.

A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.

If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.

Oath of Vengeance PHB'24 p116

Punish Evildoers at Any Cost

The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.

These paladins share the following tenets:

  • Show the wicked no mercy.
  • Fight injustice and its causes.
  • Aid those harmed by injustice.

Level 3: Oath of Vengeance Spells PHB'24 p116

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.

Oath of Vengeance Spells
Paladin Level Spells
3rd Bane, Hunter's Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying

Level 3: Vow of Enmity PHB'24 p117

When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.

If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).

Level 4: Ability Score Improvement PHB'24 p111

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.

Level 5: Extra Attack PHB'24 p111

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Faithful Steed PHB'24 p111

You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

Level 6: Aura of Protection PHB'24 p111

You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.

You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).

If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.

Level 7: Subclass Feature PHB'24 p111

You gain a feature from your Paladin Subclass.

Level 7: Relentless Avenger PHB'24 p117

Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature's Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn't provoke Opportunity Attacks.

Level 8: Ability Score Improvement PHB'24 p111

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Level 9: Abjure Foes PHB'24 p111

As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Level 10: Aura of Courage PHB'24 p111

You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Level 11: Radiant Strikes PHB'24 p111

Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Level 12: Ability Score Improvement PHB'24 p111

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Level 14: Restoring Touch PHB'24 p111

When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.

Level 15: Subclass Feature PHB'24 p111

You gain a feature from your Paladin Subclass.

Level 15: Soul of Vengeance PHB'24 p117

Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee attack against that creature if it's within range.

Level 16: Ability Score Improvement PHB'24 p111

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Level 18: Aura Expansion PHB'24 p111

Your Aura of Protection is now a 30-foot Emanation.

Level 18: Subclass Feature PHB'24

Depending on your choice of subclass, you may gain certain subclass features—or meet prerequisites for acquiring them—at this level.

Level 19: Epic Boon PHB'24 p111

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.

Level 20: Subclass Feature PHB'24 p111

You gain a feature from your Paladin Subclass.

Level 20: Avenging Angel PHB'24 p117

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Flight. You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.

Frightful Aura. Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.

Artist: Ignatius Budi



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