Oath of Devotion
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
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 o f 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.
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
Paladin Level ………… Spells
3rd ………………………………protection from evil and good, sanctuary
5th ………………………………lesser restoration, zone o f truth
9th ………………………………beacon o f hope, dispel magic
13th …………………………….freedom o f movement, guardian o f faith
17th ……………………………commune, flame strike
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 o f +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 o f 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 o f 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 o f 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 o f you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects
o f a protection from evil and good spell.
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.