If you’ve been playing a Paladin for years, the phrase "Vow of Enmity" probably conjures up images of a Vengeance Paladin pointing a finger at a boss and essentially saying, "You. You're dead." It was the bread and butter of the subclass in the 2014 rules. But things have shifted. With the release of the DnD 2024 Vow of Enmity mechanics, the way we hunt down our foes has changed in ways that are both subtle and, honestly, kind of massive for your action economy.
Let's get one thing straight: the Paladin is still the undisputed king of single-target burst damage. That hasn't changed. What has changed is how you get there. Wizards of the Coast revamped the core Paladin class and its subclasses to streamline play, which means some of those "must-have" features look a little different under the hood.
The Core Shift: It’s Not Just for Vengeance Anymore
Wait, that’s not entirely true. Let me clarify. While the "Vow of Enmity" name is still tied to the Oath of Vengeance, the mechanics of how Paladins interact with their targets have been influenced by the broader 2024 redesign. In the old days, you’d burn a Channel Divinity to get Advantage on attack rolls against one creature for a minute. It was a "boss killer" button.
In the 2024 Player’s Handbook, the Vengeance Paladin’s Vow of Enmity remains a core feature, but it interacts with the new "Paladin’s Smite" spell system. See, Smites aren't just things you "declare" after hitting anymore; they are specific spells with a casting time of a Bonus Action. This creates a bit of a traffic jam in your action economy.
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Why? Because Vow of Enmity also uses a Bonus Action to activate.
In a typical 2014 game, you could Vow and then swing. If you hit, you’d dump a Divine Smite into the hit. Easy. Now, if you want to use a specific Smite spell like Thunderous Smite or even the base Paladin's Smite spell (which replaces the old Divine Smite feature's mechanics), you have to choose. Do you set up your Advantage with your DnD 2024 Vow of Enmity, or do you go for the immediate damage? You can’t do both on the first turn unless you have a very specific setup or haste.
How the Advantage Actually Functions
The 2024 version of Vow of Enmity still grants you Advantage on attack rolls against a chosen creature within 10 feet of you. It still lasts for 1 minute or until the creature drops to 0 hit points or you fall unconscious. But there's a kicker in the new wording.
The range is a big deal. You have to be close.
If the target moves, you’ve got to stay on them. But here is where the 2024 Vengeance Paladin gets a massive buff: Relentless Avenger. In the previous edition, this let you move as a reaction when you hit a creature with an Opportunity Attack. Now, the synergy with Vow of Enmity is tighter. The 2024 rules make the Paladin feel less like a static tank and more like an inevitable force of nature. If you’ve marked someone with your Vow, they are going to have a very hard time getting away from you without eating a massive hit.
The "Transfer" Mechanic
One of the biggest gripes people had with the old Vengeance Paladin was what happened when the target died too fast. You’d spend your Channel Divinity, hit them once, the Rogue would crit and kill them, and your Vow was gone. Wasted.
The DnD 2024 Vow of Enmity addresses this.
You can now move the Vow to a different creature when the current target dies. This is a game-changer. It transforms the ability from a "once per short rest boss killer" into a "once per combat encounter engine of destruction." You aren't just a guy who hates one specific goblin; you are an avatar of vengeance clearing the whole room.
Combat Math: Why Advantage Matters More Now
Advantage was always good, but in the 2024 ecosystem, it’s vital. With the changes to Great Weapon Master and the introduction of Weapon Masteries, your "to-hit" roll is more important than ever.
- Vex Mastery: Some weapons now have the Vex property, which gives Advantage on your next attack if you hit. You might think this makes Vow of Enmity redundant. It doesn't. Vow gives you that Advantage immediately without needing a prior hit.
- Crit Fishing: Since Smites are now spells and often limited to once per turn, you want to make sure that one hit counts. Rolling two d20s significantly increases your chance of landing a Critical Hit, which is still the most satisfying way to play a Paladin.
Actually, let's talk about the Smite change again. Because Divine Smite is now a Bonus Action spell, you are incentivized to use your Vow of Enmity on Turn 1 and wait until Turn 2 to start dropping the heavy Smites. It rewards patience. It feels more tactical. You study the foe, you swear the oath, and then you unleash holy fire.
Multiclassing and the Vow
A lot of players are looking at the 2024 Paladin and wondering if the "Hexadin" or "Sorcadin" builds still work. They do, but the DnD 2024 Vow of Enmity makes staying a pure Paladin a lot more attractive.
The scaling of Channel Divinity is different now. You get more uses as you level up. If you dip out of Paladin too early, you're stuck with fewer Vows. Also, the new capstone features for the Oath of Vengeance make that Vow even scarier. At higher levels, you gain wings and an aura of fear. Imagine a winged knight with Advantage on every swing descending on a battlefield. It’s terrifying.
The Interaction with Tactical Mind (Fighter Dip)
If you do multiclass, a one-level dip into Fighter for the new "Tactical Mind" feature is tempting. It lets you add a d10 to failed ability checks. While this doesn't directly boost your Vow of Enmity attack rolls, it ensures that if you're trying to grapple or shove your Vow target, you're almost certainly going to succeed.
Common Mistakes to Avoid
Don't forget the 10-foot range requirement when you first cast it. I’ve seen players try to Vow a dragon that’s 60 feet in the air. Can’t do it. You have to be in their face. Once the Vow is placed, you can move away and still have the Advantage if you come back, but that initial "casting" requires proximity.
Also, remember that it's a Channel Divinity. In the 2024 rules, you get your Channel Divinity uses back on a Short Rest or a Long Rest, and you eventually get a feature called "Abjure Foes" that competes for that same resource. You have to decide if you want to lock down a crowd or delete one person.
Honestly, 90% of the time, you’re going to pick the Vow.
The Verdict on the 2024 Update
Is the DnD 2024 Vow of Enmity better than the 2014 version? Yes. Absolutely.
The ability to move the Vow between targets fixes the "waste" issue that plagued the subclass for a decade. While the Bonus Action competition with Smite spells is a bit of a headache, it adds a layer of tactical depth that was missing before. You aren't just a "Smite bot" anymore; you're a combatant who has to manage their momentum.
Actionable Next Steps for Your Next Session:
- Check your Bonus Action economy: Look at your spell list. If you have a lot of Bonus Action spells (like Shield of Faith or Searing Smite), plan to use your Vow of Enmity on the first turn of combat so you can free up your Bonus Actions for Smites on subsequent turns.
- Pick a "Heavy" Weapon Mastery: Pair your Vow with a weapon that has the Graze mastery (to deal damage even on a miss) or Topple (to knock them prone). Since you have Advantage from the Vow, you are much more likely to trigger these secondary effects.
- Coordinate with your Rogue: If you have a Rogue in the party, your Vow makes you the perfect partner. By staying within 5 feet of your Vow target, you ensure the Rogue always has a target for Sneak Attack, while you enjoy your own Advantage.
- Track your Channel Divinity: Since you get more uses now, don't be stingy. Use your Vow in mid-tier encounters, not just the final boss. The "transfer on death" mechanic means you'll get plenty of mileage out of a single use.
The 2024 Vengeance Paladin is a hunter. Use the Vow to mark the most dangerous thing on the board, and don't stop moving until it’s down. With the new rules, the hunt is more efficient than it has ever been.