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Aasimar Oath of Vengeance Paladin Build Guide

Aasimar Oath of Vengeance Paladin Build Guide

Combine Celestial Revelation with Vow of Enmity to deliver devastating, advantage-fueled Divine Smites that obliterate high-value targets with unparalleled radiant fury.

10/10 Synergy Striker Role Medium Difficulty
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Why Oath of Vengeance?

The Aasimar Oath of Vengeance Paladin is the definitive single-target striker in D&D 5e. Thematically, you are a literal avenging angel. Mechanically, you are a heat-seeking missile designed to bypass the frontline and delete the Dungeon Master's favorite boss monster. With a base race-class synergy of 10/10, this build capitalizes on the Aasimar's innate radiant damage and the Vengeance Paladin's unparalleled offensive toolkit.

Paladins often suffer from Multiple Ability Score Dependency (MAD), needing Strength, Charisma, and Constitution. The Oath of Vengeance solves this at level 3 with Vow of Enmity. By granting yourself free Advantage against a single target for a full minute, you can comfortably wield heavy weapons and use damage-boosting feats without mathematically crippling your hit chance. When you stack Celestial Revelation on top of your Divine Smites, your burst damage reaches absurd heights, easily exceeding the baseline 7.8 DPR at level 5.

Furthermore, the Aasimar species traits perfectly patch the Paladin's vulnerabilities. Celestial Resistance halves necrotic and radiant damage, keeping you alive when diving into the fray. Healing Hands gives you a clutch, non-spell burst of healing to supplement Lay on Hands, and Darkvision ensures you can hunt your sworn enemies into the deepest dungeons without holding a torch.

Oath of Vengeance Features

Oath of Vengeance Spells

Level 3

You gain oath spells at the paladin levels listed in the Oath of Vengeance Spells table. [Oath of Vengeance Spells: 1st - Bane, Thunderous Smite; 2nd - Hold Person, Misfortune; 3rd - Counterspell, Haste; 4th - Dimension Door, Guardian of Faith; 5th - Hold Monster, Scrying]

Vow of Enmity

Level 3

As a Bonus Action, you can utter a vow to strike down a creature you can see within 10 feet of you. For the next minute, you have Advantage on melee attack rolls against the creature. You can end this vow early if the creature drops to 0 hit points or if you become Incapacitated.

Relentless Avenger

Level 7

Your speed increases by 10 feet while you're not Incapacitated. In addition, when you hit a creature with a melee weapon attack, you can make a Bonus Action attack against the creature.

Soul of Vengeance

Level 15

As a Reaction, you can attack a creature that has been hit by you or an ally within 10 feet of you during the last round. You can use this ability a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Avenging Angel

Level 20

As an action, you can transform into an avenging angel for 1 hour. You gain a Flying speed of 60 feet. You gain resistance to all damage. When you hit a creature with a melee weapon attack, that creature takes an extra 5d6 radiant damage. You can use this feature once, and you regain the ability to use it when you finish a Long Rest.

Recommended Ability Scores

Strength
15(+2)
Dexterity
10(+0)
Constitution
13(+1)
Intelligence
8(-1)
Wisdom
12(+1)
Charisma
14(+2)
HP (Lv1)
11
AC
10
Initiative
+0
Passive Per.
11
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Aasimar Traits That Benefit Oath of Vengeance Paladin

Celestial Resistance

Built-in damage resistance reduces incoming damage, keeping your Paladin alive longer in combat.

Healing Hands

Additional healing ability supplements the Paladin's support capabilities.

Celestial Revelation

Aasimar celestial heritage thematically and mechanically synergizes with the Paladin's divine power.

Darkvision

Aasimar Darkvision helps Paladins scout ahead and fight in darkness without needing a torch.

Combat Effectiveness

Level HP Melee DPR Spell DPR
Level 5 39 7.8 0
Level 11 81 7.15 0
Level 17 123 7.15 0

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Build Path (Levels 1-20)

Levels 1-4

Start with STR 15, DEX 10, CON 13, INT 8, WIS 12, and CHA 14. Your goal is to swing heavy weapons and wear heavy armor. At level 2, take the Defense or Great Weapon Fighting fighting style and grab Divine Smite. Level 3 is where the build comes online: you gain Vow of Enmity. Use this Bonus Action immediately against the biggest threat in the room to secure Advantage. You also get Bane and Thunderous Smite as Oath Spells; Thunderous Smite is a great low-level control option, but save most of your slots for Divine Smites. At level 4, take the Great Weapon Master (GWM) feat. Because Vow of Enmity gives you reliable Advantage, the -5 penalty from GWM is easily offset, resulting in massive +10 damage swings.

Levels 5-10

Level 5 brings Extra Attack and 2nd-level Oath Spells, notably Hold Person. If you land Hold Person, every melee hit is an automatic critical, doubling your Divine Smite dice. Level 6 grants Aura of Protection, boosting all your saving throws by your Charisma modifier. Level 7 introduces Relentless Avenger, which passively increases your speed by 10 feet and grants a Bonus Action attack when you hit with a melee weapon. This completely removes the need for feats like Polearm Master, allowing you to wield a Greatsword for maximum damage. At level 8, increase your Strength to 17 or round out your STR and CON scores. Level 9 is a massive power spike as you gain Haste from your Oath Spells. Cast Haste on yourself for +2 AC, double movement, and an extra attack every turn.

Levels 11-16

At level 11, Improved Divine Smite adds a free 1d8 radiant damage to every hit, significantly boosting your sustained DPR to 7.15+ even without spending spell slots. Level 13 grants Dimension Door. Forget running through the battlefield; just teleport yourself directly adjacent to the enemy spellcaster and start swinging. At level 15, Soul of Vengeance transforms your action economy. As a Reaction, you can attack a creature hit by you or an ally. This gives you consistent off-turn attacks, meaning even more chances to crit and Smite. At levels 12 and 16, use your ASIs to max out your Strength at 20, then begin pumping Charisma to improve your Aura of Protection and Soul of Vengeance uses.

Levels 17-20

Level 17 unlocks 5th-level spells, including Hold Monster. This is the endgame version of Hold Person, allowing you to paralyze dragons and fiends for automatic critical hits with 4th-level Divine Smites. Finally, level 20 grants Avenging Angel. For one hour, you gain a 60-foot fly speed, resistance to all damage, and an extra 5d6 radiant damage on every single melee hit. Activate this alongside your Aasimar Celestial Revelation, and you will deal world-ending amounts of radiant damage per round.

Recommended Spells

Cantrips

Paladins do not inherently get cantrips unless you select the Blessed Warrior fighting style. For an Oath of Vengeance striker, you should be swinging a heavy weapon, not casting cantrips. Skip Blessed Warrior and take Defense or Great Weapon Fighting.

Level 1-2 Spells

Your bread and butter are your Oath Spells. Hold Person is your strongest 2nd-level option for humanoid bosses, turning your attacks into auto-crits. Thunderous Smite is great at level 2 for knocking enemies prone. From the core Paladin list, keep Bless prepared to buff your party's attack rolls, and use Wrathful Smite to inflict the Frightened condition, which locks melee enemies in place.

Level 3-5 Spells

Level 3 spells are where Vengeance shines. Haste is mandatory; it gives you an extra attack, double movement speed, and +2 AC. Counterspell is a rare and incredibly potent defensive tool for a Paladin. At 4th level, Dimension Door lets you bypass walls, frontliners, and environmental hazards to reach your prey. At 5th level, Hold Monster is the ultimate save-or-die spell for a smite-heavy build.

High-Level Spells

As a half-caster, Paladins cap out at 5th-level spells. Aside from your Oath Spells, prepare Banishing Smite for a massive 5d10 force damage burst that can temporarily remove a threat from the combat entirely. Destructive Wave is also excellent for AoE damage and knocking a group of enemies prone without hurting your allies.

Recommended Feats

Great Weapon Master

Take this at level 4. The Oath of Vengeance is practically built for Great Weapon Master. Vow of Enmity gives you reliable Advantage against your primary target, making it incredibly easy to offset the -5 attack penalty. The flat +10 damage per hit is how you secure your role as a top-tier Striker.

Resilient (Constitution)

Take this at level 8 or 12. Once you reach level 9, your primary combat strategy involves casting Haste on yourself. If you lose concentration on Haste, you lose a full turn of actions. Resilient (Constitution) combined with your Aura of Protection ensures you will almost never fail a standard concentration check.

Fey Touched

If you need to round out an odd Charisma score, Fey Touched is phenomenal. It grants a free use of Misty Step, supplementing your mobility before you get Dimension Door at level 13. Pick up Silvery Barbs or Gift of Alacrity as your 1st-level Divination/Enchantment spell.

Gear Progression

Tier 1 (Levels 1-4)

Start with Chain Mail and the biggest two-handed weapon you can find, preferably a Greatsword (2d6 damage). If your Dungeon Master allows you to start with a magical item, a simple +1 Greatsword drastically improves your early-game accuracy, especially when using Great Weapon Master.

Tier 2 (Levels 5-10)

Upgrade to Plate Armor (AC 18) as soon as you have the 1,500 gold. Look for a Belt of Hill Giant Strength. This allows you to set your Strength to 21, freeing up your Ability Score Improvements to focus entirely on Charisma or vital feats like Resilient (Constitution).

Tier 3 (Levels 11-16)

You want items that protect your concentration and mobility. A Cloak of Displacement pairs beautifully with the AC boost from Haste, imposing Disadvantage on attacks against you. Upgrade your weapon to a Flame Tongue Greatsword; the extra 2d6 fire damage multiplies on critical hits, which you will get frequently against paralyzed targets via Hold Person.

Tier 4 (Levels 17-20)

The legendary Holy Avenger is the dream weapon. It grants a +3 bonus to attack and damage, deals an extra 2d10 radiant damage to fiends and undead, and projects an aura of magic resistance. Combine this with Avenging Angel and you are an untouchable god of war.

Party Composition

Your role in the party is the Striker. You are not a traditional tank; your job is to identify the highest-threat enemy on the battlefield, lock onto them with Vow of Enmity, and erase them from existence using Divine Smites and Great Weapon Master.

This build shines brightest when paired with a control-focused Wizard or Sorcerer. If an allied caster can land Web, Hypnotic Pattern, or Hold Monster, they save you from having to use your own spell slots for crowd control, allowing you to funnel every ounce of your magic into raw Smite damage. Additionally, a Bard is a perfect companion; Bardic Inspiration can turn your near-miss GWM swings into devastating hits.

Multiclass Options

Sorcerer (Divine Soul)

Taking 1 to 4 levels of Divine Soul Sorcerer is an incredibly potent dip. It gives you access to the Shield and Absorb Elements spells, which dramatically increase your survivability. You also gain Favored by the Gods for an emergency +2d4 to a failed saving throw, ensuring you never drop concentration on Haste. Crucially, it accelerates your spell slot progression for more Divine Smites.

Warlock (Hexblade)

A 1-level dip into Hexblade Warlock allows you to use your Charisma modifier for your attack and damage rolls. This makes the build completely Single Attribute Dependent (SAD). You can leave your Strength at 15 (just enough for Plate Armor) and pump Charisma to 20, maximizing your weapon attacks, Aura of Protection, spell save DC for Hold Person, and uses of your Soul of Vengeance reaction.

Common Pitfalls

  • Action Economy Clashes: Vow of Enmity, Celestial Revelation, and casting Thunderous Smite all require a Bonus Action. Do not try to activate them all on turn one. Prioritize Vow of Enmity first to get your Advantage engine running.
  • Dropping Haste: Casting Haste on yourself is incredibly powerful, but if you take a massive hit and fail your concentration check, a wave of lethargy sweeps over you, costing you a whole turn. Never cast Haste if you are surrounded by numerous small enemies forcing dozens of concentration checks.
  • Wasting Soul of Vengeance: At level 15, you get reaction attacks based on your Charisma modifier. Do not waste these on low-health minions. Save your reactions for the boss you are focusing down, ensuring maximum value from your smites.
  • Hoarding Dimension Door: Many paladins save Dimension Door for retreating. As an Oath of Vengeance Paladin, use it aggressively to teleport past walls of force or frontline tanks directly onto the enemy spellcaster.

More Questions

Does Vow of Enmity work with ranged weapons?
No. The text of Vow of Enmity specifically states that you have Advantage on 'melee attack rolls' against the creature. While you can swear the vow against an enemy up to 10 feet away, you must close the distance and strike them in melee to benefit from the feature.
Can I use Relentless Avenger's bonus action attack if I miss?
No. The specific wording of the Relentless Avenger feature requires you to 'hit a creature with a melee weapon attack' before you can make the Bonus Action attack. You must land the initial blow to trigger the extra swing.
Does Avenging Angel stack with Celestial Revelation?
Yes. Avenging Angel is a subclass feature, and Celestial Revelation is a species trait. Activating both gives you the 5d6 radiant damage on every hit from Avenging Angel, plus the proficiency bonus damage once per turn from Celestial Revelation.
Should I use my spell slots for Smite or Oath Spells?
Against standard enemies, save your slots for Divine Smite. However, against tough humanoid bosses, casting Hold Person (an Oath Spell) is mathematically superior. If it lands, all your subsequent melee attacks within 5 feet are automatic critical hits, which doubles the dice of the Smites you apply afterward.

Strengths & Weaknesses

Strengths

  • Oath of Vengeance grants Oath of Vengeance Spells at level 3
  • High hit points for frontline durability
  • Strong species-class synergy enhances core abilities
  • Darkvision for dungeon exploration
  • Strong melee damage output

Weaknesses

  • May require careful feat selection to optimize

Pro Tips

1

Cast Haste on yourself before combat if possible to avoid wasting an action during the fight.

2

Use Vow of Enmity immediately on the highest-threat target to offset the Great Weapon Master penalty.

3

Save your Soul of Vengeance reactions for when an ally hits the boss, securing an extra smite opportunity.

4

Stack Avenging Angel with Celestial Revelation on the final boss for unparalleled radiant burst damage.

5

Don't hesitate to use Dimension Door offensively to instantly close the gap on flying or teleporting enemies.

Other Paladin Subclasses for Aasimar

Other Races for Oath of Vengeance Paladin

Frequently Asked Questions

Is Oath of Vengeance a good subclass for Aasimar Paladin?
Absolutely. Aasimar is a 10/10 race for the Oath of Vengeance Paladin. The Aasimar's Celestial Revelation adds a flat damage boost equal to your proficiency bonus once per turn, which perfectly complements the massive burst damage of a Vengeance Paladin's Divine Smites. Furthermore, Celestial Resistance keeps you alive against necrotic and radiant threats.
What makes Oath of Vengeance different from other Paladin subclasses?
Prioritize Strength and Charisma. Start with STR 15 and CHA 14. You need STR 15 to wear Plate Armor without a movement penalty, and you want to push it to 20 to maximize your melee hit chance. Charisma governs your Aura of Protection, the save DC of your Oath Spells like Hold Person, and your uses of Soul of Vengeance.

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