TEXT:  
  Sacred Oaths 
  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 Heresy 
  You have seen the truth. The great prophets of history are 
  false, and their clerics have been deceived; the gods are not 
  what we thought they were. Your great revelation was a 
  crystallizing moment, fulfilled by your oath. You will 
  spread the truth with your voice to whoever has ears to 
  listen, and where that does not dispel the lies, your sword 
  might dispense its own truth. 
  Tenets of Heresy 
  Heretics are forged in fire and live by different creeds, but 
  they universally share the following beliefs. 
       The gods are a lie. Your revelation has shown you this 
  that the gods as people know them do not exist, and you 
  may never again accept a religion founded upon them. 
       Their prophets are false. Prophets of false gods, 
  including their clerics, paladins, and priests, shall be shown 
  the truth. If they continue to spread their lies, they shall be 
  put to death and their temples destroyed. 
       Steal from the gods. You can siphon off the power of 
  the gods, using it to cast your own 'divine' magic, 
  weakening the gods in the process. 
       Reveal the Truth. Your message will never accepted 
  easily, for people hold strongly to their beliefs. You must 
  make them see the truth. 
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  command, hex 
  5th 
  enthrall, hold person 
  9th 
  fear, vampiric touch 
  13th 
  compulsion, dominate beast 
  17th 
  dominate person, hold monster 
   
   
   
   
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
       Blaspheme. You speak words of heresy, profound 
  statements which shake the room. Each unfriendly creature 
  within 30 feet must make a Charisma saving throw. On a 
  failed save, the creature is unable to magically regain hit 
  points for 24 hours.  
       Burn Effigy. You can immolate your foes as an effigy 
  of the gods. Choose a humanoid that you can see within 30 
  feet. The target must succeed on a Wisdom saving throw or 
  be paralyzed while you maintain concentration on this 
  effect, to a duration of 1 minute, and take 2d6 fire damage. 
  At the end of each of its turns, the target can make another 
  Wisdom saving throw. On a success, the effect ends for the 
  target. On a failure, the creature takes an additional 1d6 fire 
  damage. 
  Aura of Unbelief 
  At 7th level, your iconoclasm disempowers the servants of 
  the gods. You and all friendly creatures within 10 feet of 
  you have advantage on saves against divine spells, those 
  cast by clerics, paladins, druids, rangers, and other sources 
  the DM deems appropriate. 
       At 18th level, the range of this aura increases to 30 feet. 
  Ur Strike 
  Beginning at 15th level, you not only steal divine power 
  from the gods, you can leech it from mere mortals as well. 
  Once on each of your turns when you hit a creature with a 
  weapon attack, you can cause the attack to deal an extra 
  1d6 necrotic damage to the target and you regain hit points 
  equal to the amount of necrotic damage dealt. 
  Apostate 
  At 20th level, fully divorced from the will of the gods, you 
  can assume a form empowered by the influence of your 
  blasphemy, a minor apotheosis. You can transform into a 
  figure composed of dark, whirling energy as an action, 
  which lasts for 1 minute. While you are transformed, you 
  gain the following effects: 
  • You are immune to all divine spells and effects. 
  • When you make an attack, the creature you target 
  gains no bonus to armor class from its armor. 
  • Your Ur Strikes are empowered. Your Ur Strike deals 
  4d6 necrotic damage, and you regain hit points equal 
  to half the amount of necrotic damage dealt. 
   
   
  Nature of the gods 
  It is largely up to DM discretion as to the nature 
  of the truth you have learned about the gods. 
  Perhaps, they are merely powerful ascended 
  mortals, or perhaps they do not truly exist at all. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Oath of Heresy.pdf