Paladin
Base Class: Paladin

Unlike most paladins the Oath of the Pact paladins have made a deal with a morally ambiguous devil or fiend. These paladins are able to harness a more destructive force than others, at a price of course.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Infernal Vigor- As an action you begin to glow in hellish light enhancing your strength and resilience. For the next 10 minutes you gain temporary hit points equal to 5 times your proficiency bonus and you have advantage on Constitution and Strength saving throws.

Hellish Countenance- As an action you unleash a scream as your visage shifts to a hellish figure, the unholy magic that fuels you emanates in a wave of fear. Each creature of your choice within 30ft, must make a Wisdom saving throw (DC {{savedc:cha}}) or become Frightened of you for the next 10 minutes, if the target is Fey, Fiend or Celestial they are instead Turned, until they take damage. Frightened creatures can repeat thier saving throws at the end of each of their turns however if they can still see you they make the check at disadvantage.

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.

Oath Spells

You gain oath spells at the paladin levels listed.

Aura of Hellfire

Starting at 7th level, the paladin, as well any friendly creatures within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

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

Fiendish Persona

You are always under the effects of a protection from evil and good spell and you gain resistance to bludgeoning, piercing, and slashing damage.

Hellish Nimbus

At 20th level, as a bonus action, you can emanate nimbus of brimstone flames. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the brimstone flame, the creature takes 10 fire damage, this damage ignores immunity or resistance.

In addition, for the duration, you have advntage on saving throws against spells cast by demons, fey, celestial or undead.

In addition when you hit a creature with a melee attack, you may force it to make a Wisdom saving throw, if it fails you banish it to a random layer of hell until the start of your next turn. As long as the target is not fiendish it takes 5d10 fire damage upon its return. If it is fiendish it does not return.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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