Base Class: Paladin
Oath of Chastity paladins are specialized in seeking out and destroying beings who would seek to warp the minds and souls of the common people. Whether it be a thought-hungry Mindflayer, a tempting Succubus, or even a manipulative leader, the Oath of Chastity paladin will spare nothing that seeks to spread discord, corrupt minds, and test the purity of the common man.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blade of the Righteous. As an bonus action, you can make a melee weapon attack against a fey, fiend, undead, or aberration. If the attack hits, you can add your Charisma modifier to the damage roll. If the attack critically hits, you may also add 2d8 radiant damage to the attack.
Repel the Impure. As an action, you present your holy symbol to a creature. You can end the charm or frighten effect of a fiend, fey, aberration, or undead on that creature if they are within 30ft of you.
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 Willpower
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened by fey, fiend, undead, and aberrations.
At 18th level, the range of this aura increases to 30 feet.
Root Out Evil
Beginning at 15th level, you can use your bonus action to make a Wisdom (Perception) check against a fey, fiend, undead, or aberration's Dexterity (Stealth) check if the creature is hidden from you or Charisma (Deception) check if the creature is disguised from you. If you succeed, the location of the creature is revealed, if they are hidden, or their disguise fails to effect you, if they are disguised. You have advantage on attacks against any creature revealed this way for one minute.
Embody the Pure
At 20th level, as an action, you can call forth the purity within. For 1 minute, your eyes glow and your form seems to shimmer.
You are immune to being charmed, frightened, stunned, or being knocked prone.
Also, whenever you are critically hit, you can use your reaction to negate that critical hit and reflect it onto the attacker.
In addition, for the duration, aberrations, fiends, undead, and fey must make a Wisdom saving throw against your Spell Save DC when they attack you. On a failure, they must target another creature. On a success, they have disadvantage on the attack.
Once you use this feature, you can’t use it again until you finish a long rest.
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