Sacred Oath
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' tenents 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.
You gain access to the following spells at the specified levels. You always have them prepared, and they do not count against the number of spells you can prepare:
| Paladin level | Spells |
|---|---|
| 3rd | protection from evil and good, sanctuary |
| 5th | lesser restoration, zone of truth |
| 9th | @beacon of hope, dispel magic |
| 13th | freedom of movement, @guardian of faith |
| 17th | @commune, @flame strike |
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.
You gain the following 2 Channel Divinity options:
Sacred Weapon. As an action, you may imbue one weapon that you are holding with positive energy. For 1 minute, you may add your CHA modifier to attack rolls made with that weapon (minimum of +1). The weapon also emits bright light in a 20ft. radius, and dim light in another 20ft. If the weapon is not already magical, it becomes magical for the duration. The effect ends if you dismiss it as a free action, you stop holding the weapon or are knocked unconscious.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer, censuring fiends and undead. Each fiend or undead that can see or hear you within 30ft. of you must make a WIS saving throw. On a failure, the creature 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 cannot willingly move to a space within 30ft. of you. It also cannot 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 may instead use the dodge action.
You and friendly creatures within 10ft. of you cannot be charmed while you are conscious.
You are permanently under the effects of a protection from evil and good spell.
As an action, you may emenate an aura of sunlight. For 1 minute, bright light shines from you in a 30ft. radius, and dim light in another 30ft. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. Additionally, for the duration, you gain advantage on saving throws against spells cast by fiends or undead. You may use this feature once per long rest.
Source: Player's Handbook