Oath of Devotion, Variant (5e Subclass)
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Oath of Devotion, Variant
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.
- Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
- Honesty. Don't lie or cheat. Let your word be your promise.
- Courage. Never fear to act, though caution is wise.
- Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
- Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
- Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
- Oath Spells
|3rd||guiding bolt, healing word|
|5th||aid, healing spirit|
|9th||beacon of hope, dispel magic|
|13th||aura of life, guardian of faith|
|17th||flame strike, greater restoration|
- Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. 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 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.
- Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed or possessed while you are conscious. At 18th level, the range of this aura increases to 30 feet.
- Cleansing Presence
At 15th level, when you use your Lay on Hands, you can expend 15 hit points from your Lay on Hands pool to cure the target of one condition or reduce one level of exhaustion affecting it. You can cure multiple conditions and neutralize multiple levels of exhaustion with a single use of Lay on Hands, expending hit points separately for each one.
- Savior Angel
At 20th level, you are a shining example of angelic idealism, gaining the following benefits:
- You gain a flying speed of 60 feet.
- Your Lay on Hands pool increases by 25 hit points, and can use it as a bonus action.
- You have resistance to radiant and necrotic damage.