When I was writing today’s Sacred Oath, all I could think of was the Orzhov from Magic: The Gathering’s Ravnica setting. The design came from a smattering of different suggestions on Twitter that eventually wrapped up together into the Oath of the Vault. My two big thank yous go out to Xai (@xaichai) and Kelly White (@thebeldragon) on Twitter, as I blended their suggestions into the vault guarding, wealth seeking paladin you’re about to meet. Let me know what you guys think on Twitter, or in the comments below. Now onward for god, gold, and glory!
Sacred Oath: Oath of the Vault
Paladins who swear this oath are keepers of great wealth, often belonging to a city, a temple, or even creatures such as dragons who have a penchant for keeping treasure. Paladins of the Vault, also called gold knights or usurers tend to seek adventure to increase the wealth and prosperity of the power that they serve. Sometimes they are sent to acquire specific artifacts in the name of their sovereign. Through their oaths, these knights wield the divine authority to apprehend thieves, collect on debts, and secure the riches they seek. These guardians are ever watchful for threats that would taint the prosperity of their realms and for any boons that would exalt them.
Tenets of the Vault
A paladin who takes this oath follows tenets similar to these in interest of wealth and prosperity.
Wealth is Power. Through wealth kingdoms are built, and powers are made. To secure wealth is to secure power.
Pay Your Dues. Do not forget your tithes. To pay tribute to your master is to empower yourself.
Flee from Avarice. Greed should not guide your hand, but the will to bring glory to your sovereign.
Scourge of Debt and Theft. Debtors and thieves will return what they owe or you will extract it from them. The integrity of the vault must be protected.
You gain oath spells at the paladin levels listed.
Oath of the Vault Spells
|5th||arcane lock, locate object|
|9th||glyph of warding, magic circle|
|13th||Leomund’s secret chest, stone shape|
|17th||antilife shell, wall of stone|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Snare the Guilty. You can use your Channel Divinity to ensnare those that would escape you. As an action you invoke guilt in the hearts each creature of your choice within 30 feet of you. Those creatures must make a Wisdom saving throw. On a failed save, a creature’s speed becomes 0 for the next minute. At the end of each of its turns, it can repeat its Wisdom saving throw ending this effect on a success. On a successful save, a creature’s speed is reduced by half and it can’t take the Disengage or Dash actions until the start of your next turn. This effect ends early if you are incapacitated or die.
Mark of Recompense. As a bonus action, you can use your Channel Divinity to invoke the essence of debt to punish enemies that harm you. For the next minute, whenever a creature hits you an attack, the next time you hit that creature with a weapon attack, you deal extra damage of your weapon’s type equal to half your paladin level + your Charisma modifier. This effect ends early if you are incapacitated or die. You can end this effect early if you choose (no action required).
Aura of Vigilance
Starting at 7th, your constant vigilance supernaturally quickens you and your companions’ senses. You and any friendly creatures within 10 feet of you add your Charisma bonus to Wisdom (Perception) and Intelligence (Investigation) checks and can’t be surprised or put to sleep while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Your retributive strikes against your foes reinvigorates you as you take back the vitality that they stole from you. Starting at 15th level, when you deal the extra damage from your Mark of Recompense Channel Divinity, you regain hit points equal to half the total damage you dealt with that attack as long as you have fewer than half your hit points remaining.
At 20th level, you can call on the ultimate power to retrieve and protect what you seek. As an action, you can become an avatar of a sublime inescapable sentinel. For 1 minute you gain the following benefits:
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- You gain a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
- As a bonus action, you can attempt to magically draw enemies or objects closer to you. Each creature or object within 30 feet of you that you choose is pulled 15 feet towards you. If you target a creature, it must make Strength saving throw against your spell save DC. On a successful saving throw, the creature is unaffected. If you target an object this way, it cannot be an object that is being worn or carried.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.