Oath of Purity

The Oath of Purity is a Sacred Oath available to the Paladin class.

Traditionally, the Oath is taken by members of the Void Knights, an Order centered in Vallia and dedicated to the extermination of pagan magic. Pagan magic however, is largely subjective. The Void Knights themselves use magic, but only magic approved by the Church of Aanath.

Tenets of Purity
'''Purity. '''Don't use pagan magics. They corrupt the soul and make one greedy for power. (Pagan magic is defined as any spells not in the Paladin or Purity Oath spell lists. )

'''Commitment. '''Follow through on your promises, your word is your life.

'''Focus. '''Neither the past nor the future exist. Do not let others manipulate you with either.

'''Study. '''Your mind is your shield against the evils of pagan magic. Temper it with knowledge.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

'''Sense Impurity. '''As an action, you can channel divinity to sense magic, poison, and disease within a 30ft range of you. If you sense magic, you can determine if the source of magic is an object, spell, or creature. Additionally, you can make one Wisdom(Insight) check with advantage.

'''Prayer of Silence. '''As an action, you present your holy symbol and speak a prayer of inquisition, using your Channel Divinity. Choose one creature within 60ft that you can see. That creature must make a Wisdom saving throw. Fiends and Undead have disadvantage on this saving throw. On a failed throw, the creature is silenced for 1 minute or until it falls unconscious or reaches 0 hit points. The creature may repeat the saving throw at the end of each of their turns, ending the effect on a successful saving throw.

Tempered Mind
Starting at 7th level, you have advantage on Intelligence and Wisdom Saving throws against magical sources.

Warden
Starting at 15th level, as a bonus action or reaction you can place a magical ward on a willing target within 15 feet of you. Choose Fire, Cold, Necrotic, Lightning, or Thunder. The target gains resistance to the chosen damage type for 1 minute, or until they fall unconscious or reach 0 hit points. You can use this feature a number times equal to your Charism Modifier (minimum 1). You regain all expended charges on a completed long rest.

Antimagic Aura
Starting at 20th level, you may cast the Antimagic Field spell for no cost. However, the radius of the spell increases to 15ft and you may still cast spells within it. The center of the antimagic field is you, and moves with you. Once you use this feature, you cannot use it again until you have completed a long rest.