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 Seraph 
  Paladins who take the Oath of the Seraph are known for 
  making grand destinies for themselves. Their deeds are 
  known far and wide, and every paladin who takes this Oath 
  has the goal of eventually assuming the mantle of divinity. 
  Tenets of the Seraph 
  The tenets of the Oath of the Seraph are held by those 
  paladins who seek to make the world a better place. They 
  hold a universal hatred of evil, and seek personal perfection 
  as a path to divinity. These paladins justify their quest for 
  personal ascension by claiming that they will renew the 
  world, eliminating evil. 
       Illumination. I will bring the light of the heavens to the 
  mortals of the world, and they shall come to know the gods 
  through me. 
       Elimination. I am a warrior, and I dedicate my life to 
  the divine celestials; I will fell their foes like trees in a 
  forest. 
       Perfection. I will hone myself, bringing glory to the 
  gods by becoming a perfect being. Those around me will be 
  struck with awe and wonder by my similarity to the gods. 
       Ascension. I dedicate my life to one day joining the 
  gods. To this end, I shall do all things in my power to 
  ensure that my life is measured in great deeds, that if I die, 
  it is in a blaze of heroism worthy of the gods. This is my 
  solemn Oath, my Vow of Ascension. 
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  command, shield of faith 
  5th 
  continual flame, moonbeam 
  9th 
  daylight, spirit guardians 
  13th 
  death ward, freedom of movement 
  17th 
  flame strike, hold monster 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
       Seraph Sword. As a bonus action, you present a melee 
  weapon to the heavens and charge the weapon with the 
  power of your soul. Your weapon is transmuted by the 
  power of the divines, and it deals 2d8 radiant damage for 1 
  minute, instead of its normal damage. 
       Holier Than Thou. You can present your holy symbol 
  as a bonus action to gain divine insight into the words of 
  other creatures. Creatures within 30 feet of you must make 
  a Charisma saving throw. On a failed save, a creature who 
  attempts to lie to you has disadvantage on all Charisma 
  (Deception) checks that they attempt to do so. This effect 
  lasts for 10 minutes, and requires your concentration as if 
  you were concentrating on a spell. Creatures who are 
  immune to the charmed condition are immune to this effect. 
  Aura of Immunization 
  Starting at 7th level, you generate an aura of divine health. 
  You and your allies within 10 feet of you are immune to the 
  poisoned condition, and have advantage on saving throws 
  made against spells and other magical effects that deal 
  poison damage. 
       At 18th level, the range of this aura increases to 30 feet. 
   
  
   
  Celestial Senses 
  Starting at 15th level, you are always under the effects of 
  your Divine Sense. You can also present your holy symbol 
  as an action and grant yourself truesight within a 30-foot 
  radius for 1 minute. Once you use this ability, you can't use 
  this ability again until you finish a long rest. 
       In addition, you gain the following Channel Divinity 
  option. 
       Divine Revelation. As an action, you can present your 
  holy symbol. Any creature within 120 feet of you that is 
  shapechanged reverts to its true form. 
  Seraph’s Ascent 
  At 20th level, you can use your action to awaken the divine 
  energy within your soul. For 1 minute, you become godlike 
  in power, gaining the following benefits: 
  • Your weapon is transmuted into your Seraph Sword 
  without expending your Channel Divinity.  
  • Attacks you make with your Seraph Sword have 
  advantage. 
  • Hostile creatures within 30 feet of you take radiant 
  damage equal to your Charisma modifier whenever you 
  make a melee attack. 
  Once you use this feature, you can't use it again until you 
  finish a long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Oath of the Seraph.pdf