Base Class: Paladin
The world is full of sinners. It is your job to rid the world of them. Regardless of what alignment is truly the best, everyone who does not share your alignment is wrong.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Confess Sins. As an action, you can ask a question of a creature within 30 feet of you that can hear you and speak at least one of the same languages as you. That creature must make a Wisdom saving throw. On a failure, that creature must answer the question truthfully.
Cleanse Sinner. When you hit a creature that has a different alignment than you with a divine smite, you may have that creature gain vulnerability to radiant damage until the start of your next turn.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Purity
Starting at 7th level, whenever a creature with a different alignment than you starts their turn within 10 feet of you, you may have that creature take radiant damage equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Feed on Wickedness
Beginning at 15th level, when you hit a creature with a different alignment than you with a divine smite, you may regain hitpoints equal to half the amount of radiant damage you dealt (rounded down).
Once you use this ability, you can’t use it again until you finish a short or long rest.
Avatar of Purity
At 20th level, as an action, you become the ultimate avatar of all that you believe is good and right. For 1 minute, you gain the following benefits:
- Whenever an you deal damage to a creature with a different alignment than you, you may have that creature make a Wisdom saving throw against your Spell Save DC. On a failure, that creature is frightened of you until the start of your next turn.
- You have advantage on saving throws against spells cast by creatures with different alignments than you.
- When you reduce a creature with a different alignment than you to 0 hitpoints, you may instead force that creature to make a Wisdom saving throw against your Spell Save DC. On a failure, that creature instead drops to 1 hitpoint and their alignment becomes your alignment. This effect is permanent, but can be reversed with a Wish spell.
Once you use this feature, you can’t use it again until you finish a long rest.
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