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 the Elder Sign 
  Keepers encounter the Elder Sign in a multitude of ways. 
  Some find it in the derelict pages of an antediluvian tome, 
  yet others see its shape in their very dreams. All who gaze 
  upon it know its authority, as instinctively as animals know 
  to fear fire; it is an icon of power originating from beyond 
  the veil of reality, one that no men were meant to know. 
  You have sworn to hold the sign as its Keeper, and vowed 
  to protect the mortal realm from the forces beyond, or 
  vowed to tear reality asunder, and let the Elder Evils 
  henceforth seep through. 
  Tenets of the Elder Sign 
  The principles held by the Keepers of the Elder sign are as 
  esoteric as their ancient order. Dedicated to the secrets of 
  the universe and the keeping them mercifully hidden from 
  the world, the Keepers are a clandestine and influential 
  organization. 
       Keep the Sign. The Elder Sign is a tool of immense 
  power, and must be kept safe. You can scarcely understand 
  the source of power contained in this mere piece of 
  geometry, but you know it can never be allowed to fall into 
  the wrong hands. 
       Seek Knowledge. Whenever possible, you should seek 
  out and acquire hidden, esoteric knowledge. You are drawn 
  to such secrets, like the Elder Sign, and perhaps can turn 
  them against your foes. 
       Go Unseen. It is imperative the struggles you face are 
  kept secret. The forces are work here are barely 
  comprehensible, and their reveal can drive men to the brink 
  of madness. 
       Defend the Gates. It is your job to stand vanguard at 
  the gates that form where our world intersects the Far 
  Realm. You may be protecting it from those who would 
  seek to close it, or you may wish to stem the tide of 
  creatures coming through. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  arms of Hadar, protection from evil and good 
  5th 
  detect thoughts, zone of truth 
  9th 
  major image, speak with dead 
  13th 
  greater invisibility, locate creature 
  17th 
  mislead, scrying 
   
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.  
       Invoke Elder Sign. As an action, you can fleetingly 
  create the form of the Elder Sign, a powerful symbol which 
  can strengthen or wear thin the walls of reality. Choose a 
  space adjacent to you, which is where the sign burns 
  brightly for 1 minute in a 20-foot radius sphere. No 
  darkness, magical or otherwise, can obscure this area. Each 
  creature friendly to you in this area gains a +1 bonus on 
  attack and damage rolls and gains a +1 bonus to armor 
  class. No outsider, an aberration, celestial, elemental, fey, 
  or fiend, can enter or teleport within this area or use portals, 
  such as those created by the gate spell, to enter the area. 
  Those that are already in this area are shunted to the nearest 
  space available. As such, Elder Signs are often placed in 
  front of gates to the Far Realm, to close leaks into that 
  reality.  
       Alternatively, when you use this ability, you can choose 
  to Invert the Elder Sign. Doing so casts hunger of hadar for 
  one minute centered on the sign. You take no damage from 
  this spell on the round it is cast. 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       Glimpse the Unspeakable. As an action, choose one 
  creature you can see within 30 feet. This creature must 
  make a Wisdom saving throw. On a failed save, the 
  creature sees a glimpse of the Far Realm, and is stunned 
  with horror until the beginning of your next turn. 
  Aura of Mental Fortitude 
  Beginning at 7th level, you and allies within 10 feet of you 
  have immunity to psychic damage. At 18th level, the range 
  of this aura increases to 30 feet. 
  Word of Revelation 
  By 15th level, your research in musty, forbidden tomes has 
  proven fruitful. As an action, you can utter a word used in 
  the creation of the universe. All magic effects within 15 
  feet of you are targeted by dispel magic. After using this 
  ability, you cannot use it again until you complete a long 
  rest. 
  Sunder Reality 
  At 20th level, you can call upon the Elder Sign to tear the 
  very fabric of reality, creating a one-way rift to or from the 
  Far Realm for 1 minute. Choose an unoccupied 5-foot 
  radius sphere that you can see and whether this portal 
  should lead to, or come from the Far Realm. Creatures that 
  end their turn within 30' of the sphere are inexplicably 
  moved 5 feet toward it, as if pulled by an unseen force. If 
  the portal leads to the Far Realm, creatures that enter it are 
  flung to the far reaches of space, taking 8d10 psychic 
  damage from the horrors they witness and are ejected from 
  the far side of the portal 1 round later. If the portal leads 
  from the Far Realm, creatures adjacent to it are restrained 
  by tentacles, claws, or other monstrous appendages that 
  reach through it. Creatures so restrained can break free as 
  an action by making a Strength saving throw. After using 
  this ability, you cannot use it again until you complete a 
  long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Oath of the Elder Sign.pdf