You gain oath spells at the Paladin levels listed in the following table. See the Sacred Oath class feature for how oath spells work.

Repel the Unnatural. As an action, you can strengthen the veil of reality in the area around you, making it anathema to creatures that should not exist. Any aberration or monstrosity within the are must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes 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.

Glimpse Beyond. As an action you can force an enemy to briefly view the horror of the eldritch chaos between the stars. Choose an enemy that you can see within 30ft. That enemy must make a intelligence saving throw. On failure, it is frightened for 1 minute and takes 1d4 psychic damage every time it takes an action, making a new save to end the effect at the end of each of its turns.

Starting at 7th level, the secret knowledge you have gathered begins to seep from you in nearly silent whispers that describe the truth of reality. You and allies within 10 feet of you have advantage on Intelligence ability checks, and on saving throws against illusions while you are conscious.

Fragility of Mind

Starting at 15th level, you can touch a creature as an action to pull aside the veil of reality and submerge it in the mad truth that lies behind. This disconnects it from the woes of its body and mind, suppressing the effect of Blinded, Charmed, Frightened, Paralyzed, Stunned, and all levels of Exhaustion for 1 hour. These conditions resume after this time if their duration has not expired in the meantime.

If the target has none of these conditions, it lacks the anchor of suffering to hold its perceptions on this plane and must succeed on an intelligence saving throw or become Stunned for the same period or until it is touched by any creature or takes damage.

You may perform this action once, and may do so again after a long rest.