TEXT:  
   
   
   
   
  Sacred Oath 
  Becoming a paladin involves taking vows that commit the 
  paladin to the cause of righteousness, an active path of 
  fighting wickedness. The final oath, taken when he or she 
  reaches 3rd level, is the culmination of all the paladin’s 
  training. Some characters with this class don’t consider 
  themselves true paladins until they have reached 3rd level 
  and made this oath. For others, the actual swearing of the 
  oath is a formality, an official stamp on what has always 
  been true in the paladin’s heart. 
  Oath of the Chalice 
  The Oath of the Chalice is a blood oath sworn on a gate to 
  our world from the farthest of planes. These paladins 
  recognize the threat posed by the Lower Planes, and see the 
  monstrous designs other outsiders have on our world. Their 
  intentions are simple: defend the world at all costs, destroy 
  any planar gate that is opened, and eviscerate any fiend 
  foolish enough to come through. 
  Tenets of the Chalice 
  Paladins of this oath swear a blood oath against all denizens 
  of the Lower Planes and all others that might infringe on 
  the Material Plane, and promise to live by the following 
  principles: 
       Fight the Scourge. Demons threaten the world, and are 
  infinite in number. There will always be more to kill. 
       Defend the Realm. The material world is constantly 
  threatened by denizens of other planes. Strive to help those 
  who are not equipped to help themselves. 
       Seek the Light. Celestials are powerful allies in the war 
  against evil, and often walk the Material to combat the 
  scourge. Seek out and assist them at any opportunity. 
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  detect magic, protection from evil and good 
  5th 
  blur, see invisibility 
  9th 
  protection from energy, slow 
  13th 
  banishment, stoneskin 
  17th 
  hallow, hold monster 
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
       Censure Fiends. As an action, you present your holy 
  symbol and speak a prayer censuring evil outsiders. Each 
  fiend 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 any 
  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. 
       Expel Influence. You can use your Channel Divinity as 
  an action to end all charm and possession effects within 30 
  feet of you.  For the next hour, no creature can be charmed 
  or possessed in this area. 
  Fiendslayer 
  Starting at 7th level, you and friendly creatures within 10 
  feet of you take no additional damage from critical hits. 
       Additionally, once per turn when you deal radiant 
  damage to a fiend, you can burn it with your holy light. It 
  must make Constitution saving throw or be stunned until 
  the beginning of your next turn. 
       At 18th level, the range of this aura increases to 30 feet. 
  Consecrated Casting 
  At 15th level, you have advantage on concentration checks, 
  and fiends are at disadvantage on saving throws against 
  spells you cast. 
  Crush the Unholy 
  Starting at 20th level, you can use your action to wreath 
  yourself in divine energy and trap your infernal foes. For 
  the next hour, creatures can’t teleport into the area or use 
  portals, such as those created by the gate spell, to enter the 
  area within 1 mile of you. This area is proofed against 
  planar travel, and therefore creatures cannot access it by 
  way of the Astral Plane, Ethereal Plane, Feywild, 
  Shadowfell, or the plane shift spell. 
       You are also surrounded with an aura of divine 
  retribution. When you are attacked by a creature within 5 
  feet, it takes 1d8 radiant damage. Additionally, when you 
  take the Attack action on your turn you can make one 
  additional attack. This additional attack has advantage if 
  the target is a fiend. 
       Once you use this ability, you must complete a long rest 
  before using it again. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Oath of the Chalice.pdf