Base Class: Paladin
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.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Armor. As an action, you can imbue one piece of armor that you are wearing or a shield that you are wielding with positive energy, using your Channel Divinity. For 1 minute, you add half of your Charisma modifier (rounded up) to your AC (with a minimum bonus of +1). The armor/shield also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the armor/shield 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 wearing this equipment, or if you fall unconscious, this effect ends.
Dispel Hostility. As an action, you can calm creatures nearby. Each creature within 30 ft. must make a WIS saving throw (DC {{savedc:cha}}). Creatures not hostile towards you or your party automatically fail this save. On failure, it is calmed for 10 minutes.
Calm ends instantly if anything causes the creature's hit points to be reduced or if it notices magic being cast upon it.
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 Righteousness
Starting at 7th level, you and friendly creatures within 10 feet of you are under the affect of spell sanctuary while you are conscious. When any creatures that have been affected by the aura within the past minute make an attack or cast a spell affecting an enemy creature, they then cannot regain the effects of the aura until they complete a long/short rest.
At 18th level, the range of this aura increases to 30 feet.
Purity of Soul
Beginning at 15th level, you are always under the effects of the heroism spell.
You also gain advantage on wisdom saving throws against magical effects.
Light of Life
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.
Allies within your light regain 10 hit points at the end of their turn.
All creatures that fall to or below 0 hit points while within the light are immediately stabilized.
At 0 hit points, enemies cannot regain hit points until they regain hit points from waiting 1d4 hours (normal stabilize time) or they are healed by you.
Once you use this feature, you can’t use it again until you finish a long rest.
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