When you choose the Oath of Silence as your Subclass option, you make an oath with the following tenets:
Discretion. A man who keeps a secret is wise, but not wiser than a man who has none.
Guard. Three may keep a secret, if two of them are dead. Cover your tracks and keep attention to detail.
Listen. Ears open, mouth shut. Let truth triumph where lies have not.
Occlusion. Delvers of secret have ruined the world far and wide. Containing a secret is a better ambition than trusting false hopes.
Silence. Lead by example, as actions speak louder than words. Speak only what is necessary, when it is necessary.
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 Silence Spells table as paladin spells.
You gain proficiency in the Stealth skill. Moreover, you don't have to provide the verbal component for the paladin spells you cast.
You can take the Magic action to cause one creature of your choice that you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the creature is silenced for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effects of this feature on a success.
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 can take the Magic action to touch one creature and cause it to make a Wisdom saving throw. On a failed save, the creature is charmed by you for 1 minute or until you or any friendly creature deals damage to it. While charmed by you through this feature, the creature is under the effects of the zone of truth spell.
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 have an aura (10 feet) that causes you and any friendly creature to have resistance to thunder damage, advantage on Dexterity (Stealth) checks, and any sound made within to be inaudible to any creature outside the aura. The aura increases by 10 feet as a level 10 (20 feet) and 18 (30 feet) paladin.
When you take the Attack action with a melee weapon and hit, you deal an additional 1d8 radiant damage, and if the attack roll was made with advantage and the lower of the two d20 would also hit, you deal an additional 1d8 psychic damage and the target becomes silenced and hindered until the start of your next turn.
You are imbued with the nondetection spell as a paladin spell. Moreover, your thoughts can't be read, magically or otherwise, and you are immune to the effects of any divination spell that would require you to speak the truth.
You can take the Magic action to gain the following benefits for 1 minute:
You can take an action to become your choice of incorporeal or invisible until you take the Attack or Magic action.
Your movement makes no sound and causes no vibrations.
You have advantage on Dexterity (Stealth) checks and you gain a bonus equal to half your paladin level on the check.
When you take the Attack action while hidden, you critically hit on a hit.
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.