Base Class: Paladin
Oath of the Blood War
In the eternal conflict between the realms of the infernal and the abyssal, where demons and devils wage ceaseless war, a select few paladins have emerged as champions on a singular quest: to bring an end to the Blood War itself. These stalwart warriors have sworn the Oath of the Blood War, binding themselves not only to the cause of law and order but to the strategic alliance with devils against their mutual foes, the chaotic hordes of the abyss.
Chosen by Asmodeus himself, these paladins are granted infernal powers and insights into the intricacies of the Nine Hells. Their mission is fraught with peril and moral ambiguity, yet their resolve remains unyielding. They stride fearlessly into battle, wielding hellforged weapons and commanding diabolical magics, all in the name of a greater harmony within the planes.
Driven by a zealous determination to tip the cosmic scales in favor of order, those who undertake the Oath of the Blood War are bound by duty to uphold their infernal pact. Will they succeed in their audacious quest to quell the chaos that threatens to consume all existence? Only time will tell if these infernal champions are saviors or unwitting pawns in a grander infernal scheme.
Tenets of the Blood War
Order's Vanguard: Stand as a bastion of order against the chaotic onslaught of demons, using infernal power to maintain balance and protect realms from abyssal corruption.
Infernal Alliance: Forge strategic alliances with devils and infernal beings to gain knowledge, power, and leverage in the eternal conflict, advancing towards the ultimate goal of ending the Blood War.
Defender of the Planes: Stand as a bulwark against demonic incursions into the mortal realms and beyond. Protect innocent lives from the ravages of abyssal forces.
Infernal Vigilance: Remain vigilant against the insidious influence of demonic corruption. Root out chaos wherever it threatens to destabilize the cosmic order.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Infernal Weapon. As an action, you can imbue one weapon that you are holding with negative energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Infernal Allies. As an action, you can request help from an infernal being. Choose a creature from the following list with CR less than one third of your paladin level (rounded down) to appear before you. The creature remains for 1 minute or until it is reduced to 0 hit points. Creature follows you commands to best of its abilities.
CR Devil
1 Imp
2 Spined Devil
3 Bearded Devil
4 Merregon
5 Barbed Devil
6 White Abishai
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Infernal Defense
Starting at 7th level, the infernal powers you command radiate from you, bolstering your allies and striking fear into your enemies. You and friendly creatures within 10 are immune to poisoned condition, and poison damage.
At 18th level, the range of this aura increases to 30 feet.
Infernal Pact
Starting at 15th level, you have the ability to forge pacts with powerful devils to bolster your ranks. By making deals with these infernal entities, you gain the ability to summon devils to aid you in battle.
As an action, you can use your Infernal Pact feature to summon a devil with a Challenge Rating (CR) up to half your paladin level rounded down. The devil appears in an unoccupied space within 60 feet of you that you can see. The devil remains for 8 hour, until it drops to 0 hit points, or until you dismiss it as a bonus action.
You can ignore the CR limit by finding and making a pact with stronger devils. Devils with CR higher than half of your paladin level accepts the pact with their own condition.
Once you use this feature, you can't use it again until you finish a long rest.
Infernal Ascendance
At 20th level, your connection to infernal power reaches its pinnacle. You can call upon Asmodeus himself to grant you a surge of infernal might. Once per long rest, you can enter an Ascended State for 1 minute.
While in this Ascended State, you gain the following benefits:
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Infernal Empowerment: Your melee weapon attacks deal an extra 2d10 fire damage. Demons cannot resist any fire damage you deal.
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Hellish Presence: You exude an aura of dread and authority. Creatures within 30 feet of you have negative bonus to their saving throws agains your spells and abilities equal to your proficiency bonus (-6), this bonus is doubled against Demons.
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Devil's Resilience: You have resistance to all damage except radiant damage.
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Asmodeus' Blessing: You can cast the gate spell without expending a spell slot, but you can only use it to summon a devil.
Once your Ascended State ends, you suffer two levels of exhaustion.
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