Identity
The Devoted are the oldest of the paladin orders — older than the Federation, older than most of the noble houses, sworn to a code that predates the political circumstances of any current era. The oath has seven clauses, sometimes recited at length, sometimes summarized as: do not lie, do not flee, do not abandon, do not strike from concealment, do not break trust, do not bow to tyrants, do not refuse mercy when it is offered honestly. Devoted paladins are not the most flexible knights in the galaxy. They are usually the most reliable.
Features
- L3 Oath of Devotion
**Oath Channels.** You always have the following channels prepared, and they do not count against the number of channels you can prepare each day: • Paladin level 3: **Spark** (cantrip), **Sun's Touch** (1st) • Paladin level 5: **Searing Light** (2nd), **Counter** (2nd) • Paladin level 9: **Dispel** (3rd), **Solar Burst** (3rd) • Paladin level 13: **Banish** (4th) • Paladin level 17: **Cleansing Inferno** (5th) **Channel Divinity: Sacred Weapon.** As an action, you imbue your weapon with the oath. For 1 minute (or until you drop the weapon or use this feature again), the weapon gains the following properties: • You add your Charisma modifier (minimum +1) to attack rolls made with it. • It sheds bright light in a 20-ft radius and dim light for an additional 20 ft; this counts as sunlight. • It is considered consecrated for the purpose of overcoming resistance to non-Rifted weapons and against effects that ward against unholy or unjust weapons. **Channel Divinity: Turn the Unholy.** As an action, you raise your oath-token. Each fiend, undead, or Rift-aberrant within 30 ft of you that can see or hear you must make a Wisdom save against your channel save DC. On a failure, the creature is **Turned** for 1 minute — it must spend its turns trying to move as far from you as it can, cannot willingly move within 30 ft of you, and cannot take reactions. It can take only the Dash action or attempt to escape from an effect that prevents movement. The effect ends if the creature takes damage.
- L7 Aura of Devotion
You and each ally within 10 ft of you that can see or hear you are **immune** to being Charmed. If a creature in your aura is already Charmed when this feature is gained or when they enter the aura, the condition is suspended for as long as they remain in the aura. At paladin level 18, the aura's range increases to 30 ft.
- L11 Purity of Spirit
Your oath holds visibly in the Rift. You are permanently warded as follows: • You are detected as Good and Lawful (or whatever your culture's equivalent virtue-tags are) by any **Detect Evil and Good** or equivalent Rift-sense effect, and this signature cannot be falsified or suppressed against your will — you cannot disguise your alignment. • Aberrations, fiends, and undead have disadvantage on attack rolls against you. • You are immune to disease, to charm, and to possession. • You have advantage on saving throws against being put to magical sleep, paralyzed, or compelled by channel effects.
- L15 Spirit of Justice
Your discipline against deception and compulsion is now reflexive. You have **advantage** on all saving throws against effects that would charm you, frighten you, or compel your actions (including possession, suggestion, or dominate effects). Additionally, whenever you succeed on a saving throw against such an effect, you may use your reaction to grant one ally within 30 ft of you advantage on their next saving throw against a similar effect (made within the next minute). You cannot be lied to about facts of which you have first-hand knowledge — when someone speaks such a falsehood in your hearing, you become aware that the statement contradicts something you yourself have witnessed (you do not learn the truth, only that the speaker is contradicting your direct experience).
- L18 Holy Nimbus
Once per long rest, as a bonus action, you manifest a **Holy Nimbus** of bright light around your head and shoulders for 1 minute. While the nimbus is active: • You shed bright light in a 30-ft radius and dim light for an additional 30 ft; this counts as sunlight. • Each enemy that starts its turn within 30 ft of you and can see you takes 10 radiant damage (no save). • Each ally that starts its turn within 30 ft of you regains HP equal to your Charisma modifier (minimum 1). • You have advantage on saving throws against channels cast by fiends, undead, or aberrations. • You have resistance to necrotic and radiant damage. The form ends early if you fall unconscious, dismiss it as a free action, or are reduced to 0 HP.