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## Oath of Vigilance ### Tenets of Vigilance The Tenets of Vigilance are ingrained into a paladin through intense meditation for hours. Followers of this Oath must watch themselves closely to hold to their tenets. They spend their life constantly on guard and watching for evil. * **Always Watching**: You must always be watching for evil and rooting it out when you can * **Remain on Guard**: It is your sacred duty to take watch whenever needed. You must not fail to protect those of that which you guard, whether it be a family in need or the safety of the world * **Be Prepared**: You must always be ready for danger. Ready to handle whatever dangers and evils present themselves. * **Discipline Yourself**: You must control your emotions always. ### Oath of Vigilance Spells | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *Alarm, Faerie Fire* | | 5th | *See Invisibility, Branding Smite* | | 9th | *Clairvoyance, Spirit Guardians* | | 13th | *Arcane Eye, Faithful Hound* | | 17th | *Hallow, Wall of Force* | ### Bonus Proficiency You gain proficiency in the Perception skill, if you already have proficiency in this skill, you may add double your proficiency bonus as though you have expertise. ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. * **Vow of Protection** As a bonus action, you can make a promise to safeguard a creature within 10 feet of you using your Channel Divinity. For 1 minute all attack rolls against that creature have disadvantage while you remain within 10 feet of the creature. This effect ends if you drop to 0 hit points or fall unconscious. * **Line in The Sand** As an action, you draw a line in the ground within 120 feet of you, you can make the line up to 40-feet long and 1-foot think, or a ringed line up to 20 feet in diameter and 1 foot thick. For 1 minute, any creature that you choose that crosses this line must make a Wisdom saving throw against your spell save DC. On a failure, the creature speed becomes 0 for 1 minute and they cannot take reactions, they may make the saving throw again at the end of thier turn. ending the effect on a success. The line lasts for 1 minute. \columnbreak ### Aura of Warning Starting at 7th level, your vigilance is honed beyond others. While in combat you may use your reaction to make an opportunity attack when a creature enters your reach. You gain advantage on initiative rolls and you and any of your companions within your Aura of Protection cannot be surprised while conscious. ### Vigilant Discipline Starting at 15th level, you have honed one of your senses to beyond normal levels, you have blind sense to a range of 15 feet. Choose one sense besides sight to be enhanced. Additionally you no longer need to sleep for a long rest. Instead you enter a watchful meditation for 4 hours in a motionless state, you appear unconscious, but can see or hear as normal. ### Alert Guardian At 20th level, as an action, you channel your oath to enter a heightened state of alert protection. You gain the following benefits for 1 minute: * You gain true sight to a range of 120 feet. * You emanate an aura of protection to a range of 30 feet. All attacks against you and creatures you designate are made with disadvantage. Additionally, you and each creature you designate have advantage on all saving throws * You increase in size by one category * You're melee attacks have an additional reach of 5 feet Once you use this feature, you can’t use it again until you finish a long rest.
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