Base Class: Paladin
The paladins that take this oath vow to exterminate all forms of undead, as they understand that undeath cheats the natural flow of life and traps the soul, preventing it from moving onto the outer planes. Accordingly, they also highly oppose necromancers and fiends. All of them are seen as tainted creatures and death bringers that need to be extirpated from the world. Thus, fiend's Warlocks are seen with high distrust and concern.
This opposition may—or may not—include aberrations or evil extra-planar creatures that bring havoc and unnatural death to the world. It may even include constructs, that may be seen as corruption of life. You can decide which kinds of creatures you are sworn to exterminate, and that depends on how your paladin see the nature of these creatures. Think on your paladin's background and knowledge of the world, and of these creatures, and decide what makes more sense. Maybe you still don't know any aberrations, constructs or extra-planar evil creature, and you will decide later if your vow also applies for them.
Note that they ate not against violence, as takers of the Oath of Redemption, and they can use all brutality and intolerance buried in their souls against their nemesis. But they see life as the most precious gift of the Goddess and thus, whenever they can, they will avoid killing another being. Though, they are not stupid and clearly understand that sometimes only death can prevent more deaths.
The ones who follow this path with deep empathy for others and caring for life normally receive gifts from the Goddess meant to preserve life. They may be granted the power to slip into others minds and read their intentions, allowing them to act justly and do the right thing. On higher levels, they get closer to the Goddess vital energy and can receive Her help and even commune with Her.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Purifier Weapon. As an action, you can imbue one weapon that you are holding with Life energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier as radiant bonus damage on all attacks made with that weapon (with a minimum of +1). This extra damage only applies to the types of creatures you've taken your vows to exterminate. Against all other creatures, it gives normal damage. While this effect is active, it shines with the color associated with your Deity, but this shinning doesn't have a lightning effect on the environment. 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 Tainted. 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 (ca. 9 meters) 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. This may also work against other types of creatures you've taken your vows against, but they receive +4 on their saving throws.
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 (ca. 9 meters) 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.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Awareness
Starting at 7th level, you are always aware of the presence of the Wicked. Any creature against which you've taken your vows flag your senses, and you feel their presence if they are within 120 feet (ca. 36 m) from you. It works as a mental uncomfortable feeling, which gets more intense the closer the creature is. Powerful creatures trigger stronger feelings.
You can only sense the general power of the creature and identify how close they are, but you cannot identify their location or identity, nor even the type of the creature.
(For example, you can detect that a very powerful being is around 100 feet and approaching, but you cannot know that he is Strahd Von Zarovich and that he is approaching from the left. You cannot even know that he is an undead. You only know that it is some type of creature you've vowed to destroy).
At 18th level, the range of this aura increases to 200 feet (ca. 61 m).
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.
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