Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
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.
If you willfully break one or more of these tenets, you lose all your paladin levels and gain an equivalent number of fighter levels.
If you willfully violate these tenets and show no sign of repentance, your Subclass option is replaced with the Oathbreaker option.
You inherit the spells at each indicated paladin level in the Oath of Devotion Spells table as paladin spells.
You can take the Magic action and touch one weapon you have equipped. For 1 minute, the weapon becomes magical, you can add your Charisma modifier to any attack roll you make with the weapon, and it gains an aura of bright light (20-foot) and dim light (+20 feet).
Once you use this feature, you can't use it again until you finish a long rest, unless you expend one use of your Channel Divinity feature.
While holding your holy symbol, you can take the Magic action and cause any fiend or undead that can hear or see you within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, a creature is turned for 1 minute or until it takes damage.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend one use of your Channel Divinity feature.
You gain an aura (10 feet) that grants you and any friendly creature immunity to the charmed condition, provided you are not unconscious.
The aura increases by 10 feet as a level 10 (20 feet) and 18 (30 feet) paladin.
When you take the Attack action on your turn and hit, you can deal an additional 1d8 radiant damage and gain advantage on the next ability check or saving throw you make against an effect that would cause you to become restrained or stunned by the target.
You are imbued with the protection from evil and good spell as a paladin spell.
You can take the Magic action to gain an aura (30 feet) of bright light and dim light (+30 feet) for 1 minute that causes any hostile creature that starts its turn within the aura to take 10 radiant damage and any friendly creature to gain advantage on saving throws against spells cast by fiends or undead creatures.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend one use of your Channel Divinity feature.