Oath of Devotion
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. 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 Magic
At 3rd level, you gain the following spells. They do not count against your spells prepared, and count as paladin spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.
1st Level: Protection from Evil and Good, Sanctuary
2nd Level: Lesser Restoration, Zone of Truth
3rd Level: Beacon of Hope, Dispel Magic
4th Level: Freedom of Movement, Guardian of Faith
5th Level: Commune, Flame Strike
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). You can choose to make attacks with the weapon do radiant damage instead of it's normal type. 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.
Soothing Radiance
At 7th level, whenever you use your divine smite ability or use a smite spell, soothing flames leap from your weapon to you and your allies within your aura. Allied creatures of your choice within your aura gain hit points equal to your charisma modifier + the level of the spell slot spent.
Soothing Aura
At 15th level, your aura of regeneration now restores 2 + your charisma modifier hit points instead of 2.
Holy Nimbus
At 20th level, as a bonus action, you can imbue your aura of protection with the power of an angel, granting the following benefits for 1 minute:
Holy Ward. You have advantage on saving throws.
Burning Radiance. Whenever an enemy starts their turn within your aura, they suffer radiant damage equal to your charisma modifier + your proficiency bonus.
Holy Light. The aura is filled with bright light that is sunlight, and can illuminate even magical darkness.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.