SRD5:Oath of Devotion

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Oath of Devotion is a sacred oath of the Paladin class.

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don’t lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.  

Oath Spells

Sacred oath Spells

Paladin Level Spells  
1st protection from evil and good [1], sanctuary [1] 
3rd lesser restoration [1], zone of truth [1] 
5th freedom of movement [1], guardian of faith [1] 
7th beacon of hope [1], dispel magic [1] 
9th commune [1], flame strike [1]
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-­‐‑foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. 

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet. 

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell. 

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-­foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can’t use it again until you finish a long rest.

Sources


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of Five Fates, Thirsting Blade, Thor, Thoth, Three-­Dragon Ante, Thrym, Thug NPC, Thunderwave, Tiefling, Tiger, Time, Time Stop, Tiny Hut, Titan, Tome of Clear Thought, Tome of Leadership and Influence, Tome of Understanding, Tongues, Tool, Transport via Plants, Trap, Treant, Tree Stride, Tribal Warrior NPC, Triceratops, Trident, Trident of Fish Command, Troll, True Polymorph, True Resurrection, True Seeing, True Strike, Tyche, Tyr, Tyrannosaurus Rex, Uller, Unconscious, Underwater Combat, Unicorn, Universal Solvent, Unseen Servant, Using Ability Scores, Vampire, Vampire Spawn, Vampiric Touch, Veteran NPC, Vicious Mockery, Vicious Weapon, Violet Fungus, Visions of Distant Realms, Voice of the Chain Master, Vorpal Sword, Vrock, Vulture, Wall of Fire, Wall of Force, Wall of Ice, Wall of Stone, Wall of Thorns, Wand, Wand of Binding, Wand of Enemy Detection, Wand of Fear, Wand of Fireballs, Wand of Lightning Bolts, Wand of Magic Detection, Wand of Magic Missiles, Wand of Paralysis, Wand of Polymorph, Wand of Secrets, Wand of the War Mage, Wand of the War Mage/+1, Wand of the War Mage/+2, Wand of the War Mage/+3, Wand of Web, Wand of Wonder, War Pick, Warding Bond, Warhammer, Warhorse, Warhorse Skeleton, Warlock, Water Breathing, Water Elemental, Water Walk, Way of the Open Hand, Weapon, Weasel, Web, Weird, Well of Many Worlds, Werebear, Wereboar, Wererat, Weretiger, Werewolf, Whip, Whispers of the Grave, White Dragon Wyrmling, Wight, Will-o'-Wisp, Wind Fan, Wind Walk, Wind Wall, Winged Boots, Wings of Flying, Winter Wolf, Winter Wolf, Wish, Witch Sight, Wizard, Wolf, Wondrous Item, Word of Recall, Worg, Wraith, Wyvern, Xorn, Young Black Dragon, Young Blue Dragon, Young Brass Dragon, Young Bronze Dragon, Young Copper Dragon, Young Gold Dragon, Young Green Dragon, Young Red Dragon, Young Silver Dragon, Young Silver Dragon, Young White Dragon, Zeus, Zombie, Zone of Truth

  1. Note: Spell has yet to be described on this wiki. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9