Oath of Expurgation

Demon Hunter. Exorcist. Inquisitor. Scourge. Paladins who take the Oath of Expurgation have many names. Their aim is to purge the world of evil entities and their influences, driving these forces back from whence they came. These zealous warriors stop at nothing to see the total destruction of evil, whether mortal or immortal.

Tenets of Expurgation

Destroy Evil. Evil forces, especially fiends and undead, must be annihilated no matter the cost. Nothing shall be left of them or their influences.

Sanctify the Unholy. People dedicated to evil must be redeemed. Objects and places created for unholy things, such as artifacts or temples, must be destroyed.

Protect Purity. Good, pure, and right things should be cared for and tended. Good shall flourish as a result of your actions.

Discern Sorcery. Magic comes in many forms, but using it for evil can not be tolerated. Anyone or anything using magic for nefarious purposes shall be brought to justice.

Oath of Expurgation Features

Paladin Level Feature 3rd Oath Spells, Channel Divinity 7th Aura of Revelation (10 ft.) 15th Malleus Maleficarum 18th Aura of Revelation (30 ft.) 20th Unflinching Inquisitor

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Expurgation Spells table (below). You gain access to these spells at the levels specified, and once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Oath of Expurgation Spells Paladin Level Spells 3rd Bane, Protection from Evil and Good 7th Mind Spike (XGtE), Silence 15th Counterspell, Magic Circle 18th Banishment, Fire Shield 20th Hallow, Wall of Light

Channel Divinity

An Oath of Expurgation paladin of 3rd level or higher gains the following two Channel Divinity options.

Exorcism. You can use your Channel Divinity to drive out an evil spirit or corrupting affliction. As an action, you may lay a hand on a target creature and end the effects of possession. The possessing creature is expelled to the space nearest to the target where it will fit. The target is then immune to possession by the same creature for 24 hours.

Righteous Fury. You can use your Channel Divinity to focus your virtuous wrath into your weapon. As a bonus action, choose a damage type: fire, force, or radiant. For 1 minute, your weapon attacks deal your chosen damage type and an extra 1d4 damage on a hit.

Additionally, any damage done by Divine Smite, Improved Divine Smite, or any Smite spell may take on this damage type if you choose for it to do so.

Aura of Revelation

Starting at 7th level, an aura of truth and discernment emanates from you, to a radius of 10 feet. While a creature is in this aura, you can see its true form if it has changed its appearance, magically or otherwise. Additionally, if a creature is possessed and within your aura, you can see an image of the possessing creature over the face of the host.

This aura does not automatically see through or dispel illusions, unless the illusion is used to change the appearance of a real creature. For example, it could see through a Disguise Self spell, but not a Minor Illusion spell. This aura does not reveal creatures that may be hidden or invisible.

At 18th level, the range of this aura increases to 30 feet.

Malleus Maleficarum

At 15th level, your righteous zeal overflows against evil magics. When you successfully terminate a hostile creature's spell or magical effect, such as with the Counterspell or Dispel Magic spells or by breaking its concentration, it must make a Charisma saving throw against your Spell save DC or take psychic damage equal to your paladin level.

Unflinching Inquisitor

At 20th level, you have become a tireless hunter of corruption and wickedness. You may use your action to channel your fervor for 1 minute, gaining the following benefits.

You gain immunity to necrotic, poison, and fire damage.

You exude an aura of disruption to a radius of 30 feet. Creatures you choose in this aura have disadvatage on checks made to maintain concentration on spells.

You may use your Lay on Hands feature to deal damage to Evil-aligned creatures. You must use your action and touch the target creature, expending points from your pool as normal. You may deal up to half your pool's maximum as radiant damage to the target in this way.

These effects end if you are incapacitated. Once you use this feature, you can’t use it again until you finish a long rest.