3: Holy Magic, Channel Divinity
7: Aura of the Champion
15: Divine Protection
20: Champion of Legend
Lead by Example. Strive to embody the principles of your deity, and inspire others to do the same.
Life In Service. When your deity calls, you answer, and all you do is in dedication to them.
Quick of Mind. Steel yourself against psychic attacks that may sway you from service.
Strong of Body. Peak physical condition must be maintained, in order to serve to the best of your abilities.
Add the good and radiant schools of magic to your list of oathbound spells
Channel Divinity
At 3rd level when you choose this archetype, you learn how to reach into the river of divine power that fuels the bridge between the Inner Planes and the Outer Planes, able to employ it to astounding effect. You gain the following two Channel Divinity options.
Negative Energy Flood. As an action, you can use your Channel Divinity to unleash a flood of negative energy on your foes. Hostile creatures within 30 feet of you make a Composure saving throw. On a failed save, a hostile creature takes (1+1/2 your proficiency bonus)d8 necrotic damage and is pushed back 5 feet, or on a success it takes half damage and is not pushed back.
Positive Energy Flood. As a bonus action, you can use your Channel Divinity to send out a flood of positive energy to heal your allies. Friendly creatures (including yourself) within 30 feet regain hit points equal to your your proficiency bonus + your Charisma modifier.
Beginning at 7th level, you gain a third aura that is active alongside your Sacred Aura and has the same range. You can only have one aura of the champion active at a time. You can swap your active aura of the champion upon finishing a long rest.
Aura of Darkness. After initiative is rolled, when a hostile creature starts its turn in your aura or first enters into it on a turn, it makes a Courage saving throw or becomes frightened of you for 1 minute. Once a creature has been frightened by this aura, it is immune to the aura’s effects for 24 hours.
Aura of Light. An unconscious ally with 0 hit points that starts its turn in your aura automatically succeeds on one death saving throw each turn.
Starting at 15th level, you have performed enough deeds in service of your deity that they’ve found you worthy of their divine protection. When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead . Then, until you are no longer bloodied, if you are bloodied at the end of your turn, you regain hit points equal to half your oathbound level + your Charisma modifier. Once you use this ability, you can't use it again until you finish a long rest.
At 20th level, the legends of your deeds have achieved great renown for both you and the deity you serve. Whether out of awe or intimidation, people hang on your every word and action, granting you one of the following benefits.
Emissary of Light. You gain the Good alignment trait. You can use an action to call upon your deity and emit an aura of sunlight. For 1 minute you shine bright light in a 30-foot radius, and dim light for an additional 30 feet. When a hostile creature starts its turn in your aura or first enters into your aura on a turn, it takes radiant damage equal to 10 + your Charisma modifier. When another friendly bloodied creature starts its turn in your aura or first enters into your aura on a turn, it regains hit points equal to 10 + your Charisma modifier.
Emissary of Darkness. You gain the Evil alignment trait. You can use an action to call upon your deity and emit an aura of magical darkness. For 1 minute, magical darkness fills the area around you in a 30-foot radius. You and a number of creatures equal to your Charisma modifier can see in this darkness as if it were dim light. When a hostile creature starts its turn in your aura or first enters into your aura on a turn, it takes necrotic damage equal to 10 + your Charisma modifier.