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.
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 oath Spells
at the Paladin
When you take this oath at 3rd Level
, you gain the following two Channel Divinity
: 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
, 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
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.
at 15th level, you are always under the Effects
of a Protection from evil and good
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
cast by Fiends
Breaking Your Oath
tries to hold to the highest standards of conduct, but even the most virtuous Paladin
is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a Paladin
to transgress his or her oath.
who has broken a vow typically seeks absolution from a Cleric
who shares his or her faith or from another Paladin
of the same order. The Paladin
might spend an all- night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the Paladin
If a Paladin
willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent Paladin
might be forced to abandon this class and adopt another.
Once you use this feature, you can’t use it again until you finish a Long Rest