🦸♀️(Legacy) 5e - 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 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.
Level 3: Oath Spells
You gain oath spells at the paladin levels listed below. You always have these spells prepared and they don’t count against the maximum number of spells you can prepare each day.
3rd level: ☄️Protection from Evil and Good, ☄️Shield of Faith
5th level: ☄️Aid, ☄️Zone of Truth
9th level: ☄️Beacon of Hope, ☄️Dispel Magic
13th level: ☄️Freedom of Movement, ☄️Guardian of Faith
17th level: ☄️Commune, ☄️Flame Strike
Level 3: Sacred Weapon
As a Bonus Action, you can expend one use of your Channel Divinity to imbue one melee weapon that you are holding with positive energy. For 1 minute, you gain the following benefits:
- You gain a bonus to your attack rolls with that weapons equal to
your CHA modifier(minimum of+1). - Each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
- The weapon emits 💡Bright Light in a 20-foot radius and 💡Dim Light 20 feet beyond that.
You can end this effect as a Bonus Action. This effect also ends if you aren’t holding or carrying the weapon or if you have the ☠️Incapacitated condition.
Level 6: Aura of Devotion
You constantly emanate a soothing, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the ☠️Incapacitated condition.
You and allies within range cannot be ☠️Charmed. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
Level 9: Smite of Protection
Your magical smites now radiate protective energy. Whenever you use any of your Paladin’s Smites, you and your allies in your Sacred Aura have 🏔️Half Cover until the start of your next turn.
Level 13: Sundering Strike
When you deal radiant damage to a creature, that creature cannot regain hit points or become incorporeal until the beginning of your next turn.
Level 17: Holy Nimbus
As a Bonus Action, you can imbue your Sacred Aura with holy power, granting the following benefits for 1 minute or until you end them as a Bonus Action:
Holy Ward: You have ADV on any Save you are forced to make by a Fiend or an Undead.
Radiant Damage: Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your CHA + PB.
Sunlight: The aura is filled with 💡Bright Light that is sunlight.
Once you use this feature, you can’t use it again until you finish a long rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).