Base Class: Paladin
Your oath emboldens you to smite evil wherever it hides.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Purge. As an action you can mark one hostile creature you can see for 1 minute. If the marked creature is of a non-good alignment, the creature takes additional radiant damage equal to your Charisma modifier (minimum of 1) every time it receives necrotic or radiant damage. The effect ends early if it leaves your line of sight for a full round, if you fall unconscious or if you choose to end the effect.
Turn the Unholy. 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 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 action.
Far Smite
Beginning at 3rd level, you can use your divine smite feature with ranged weapon attacks.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
bane, hunter's mark |
|
5th |
see invisibility, web |
|
9th |
counterspell, slow |
|
13th |
blight, guardian of faith |
|
17th |
conjure volley, negative energy flood |
Inquisitor's Eye
Starting at 7th level, you can add your Charisma modifier to your ranged weapon attack and damage rolls. Damage caused by this effect is radiant.
Crusader
Beginning at 15th level, your weapon attacks deal an additional 1d10 radiant damage to aberrations, celestials, elementals, fey, fiends, and undead.
Divine Lance
At 20th level, as an action, you summon a radiant lance that can be thrown or fired from a ranged weapon. All creatures in a 500 ft. line must make a Dexterity saving throw, on a failed save creatures take 20d10 radiant damage. If a creature critically fails their saving throw they receive extra damage as if they received a critical weapon attack.
Once you use this feature, you can’t use it again until you finish a long rest.
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