# Paladin Sacred Oath: Oath of Vigilance
The Oath of Vigilance is for a paladin who is sworn to fight against the vile creatures of the unknown and the evil in order to protect the world from their menace. Often, a league of paladins who follows the Oath of Vigilance can be found among ranger conclaves, hunter's guilds, or as an independent vigilant group. Vampire hunters, lycanthrope killers, and exorcists are also familiar with the Oath of Vigilance, if they are not part of the oath themselves. Notable gods, entities, and organizations that practice the Oath of Vigilance include Cernunnos, the Host of the Wild Hunt; the Healing Church of Yharnam; and the Hunters of the Grimm of the world of Remnant. #### Tenets of the Vigilance The Oath of Vigilance revolves around a number of virtues that are shared among paladins without told. ***Stay Awake.*** The evil lurks in every corner where the light does not shine. The evil never sleeps, so as a protector of the virtue from the foul and vile, neither should I. ***Stay Focused.*** Danger and threats come in many shapes and sizes, and one of the evil's favorite tactics is fear and disorientation. I shall not bend to such trick on mind — my mind will be clear and focused, no matter what. ***Stay Good.*** Too many times a paladin turns as wicked as the evil he or she faces. I understand that while it is my duty to stand against the evil, I shall not forget who I was standing up for — the weak, the innocent, and the virtuous. #### Oath Spells You gain oath spells at the paladin levels listed. | Paladin Level | Spells | |:-:|:-| | 3rd | *ensnaring strike, hail of thorns* | | 5th | *pass without trace, spike growth* | | 9th | *conjure barrage, lightning arrow* | | 13th | *freedom of movement, grasping vine* | | 17th | *conjure volley, tree stride* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options: ***See No Evil.*** As an action, you can present the holy symbol and speak the prayer of truth and vigilance, using your Channel Divinity. For 1 minute, your sight is heightened within 60 feet of you. Within this radius, you see invisible creatures and objects as if they were visible, see the true form of any shapeshifter, and automatically succeed on Intelligence (Investigation) checks made to discern illusions. ***Guided Shot.*** When you miss a creature with a ranged weapon attack, you can use a bonus action to speak the prayer of seeking and tracking, using your Channel Divinity. If the ammunition is not destroyed after the attack, it temporarily flies on your will. Using the same ammunition, you can make a ranged weapon attack against the same target or a creature you can see within 10 feet of the original target, and you have advantage on the attack roll. ``` ``` #### Divine Shot Also starting at 3rd level, when you hit a creature with a ranged weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell slot level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 of the target is a fiend or an undead. #### Aura of True Shot When you reach 7th level, as long as you are conscious, you and all friendly creatures within 10 feet of you add half your Charisma modifier to the attack rolls and damage rolls when making a ranged weapon attack (a minimum of +1). When you reach 18th level, the range of your aura increases to 30 feet. #### Vigilant Senses By 15th level, you cannot be surprised or magically put to sleep, and you need only half amount of sleep (or Trance for elves). You still need 8 hours to take a long rest as normal. Additionally, when you attack a creature you cannot see, your inability to see it does not impose disadvantage on your attack rolls against it. #### Eye of the Divine At 20th level, as a bonus action, you can channel the power bestowed upon you to awaken extraordinary senses. For the next minute, you gain the following benefits: - You gain a +5 bonus to passive Wisdom (Perception) check. - You are under the effect of the *true seeing* spell. - Once on each of your turn, you can use your Guided Shot feature without expending a Channel Divinity use. - Whenever you hit a creature with a ranged weapon, the creature takes an extra 1d6 radiant damage. If you also use your Divine Shot feature with an attack, you add this damage to the extra damage of your Divine Shot. Once you use this feature, you cannot use it again until you finish a long rest. ## Credits All contents are created by Created by [Weirdo Whoever](http://weirdoworkshop.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](http://www.dandwiki.com) and [NaturalCrit Homebrewery tool](http://homebrewery.naturalcrit.com) for providing the templates for my imaginations. ***Oath Examples.*** All deities and organizations from the example are derived from other works: Cernunnos is from Celtic mythology; the Healing Church is from *Bloodborne;* and Hunters of the Grimm is from *RWBY.*