An old long forgotten Ritual found and reinvented by the Illdaris Clan can grant the power of the fel plane, the plane of fiends, and the power of the celestial plane, the plane of light.

But you must undergo horrible pain, agonizing torture and you have to pay a high price in order to become what you hunt to kill what you hate. To fulfill this ritual you need a holy man with connection to the celestial plane and the supplies to summon the Fel.

But what do you have to do follow the traitors footsteps? Your ancestors will show you this way if you are truely worthy. And then Hate will be your guidance, vengeance will be your weapon and power will be endless and your bane.

Rite of the Traitor

When you join this order at 3rd level, you learn the esoteric rite Rite of the Traitor (detailed below).

Rite of the Traitor. Your rite damage is radiant and fire. The damage you suffer from activating this rite is only applied once for all weapons.

If you hit an undead or fiend creature with your Rite of the Traitor, it suffers additional radiant and fire damage both equal to your Wisdom modifier.

But with every damage dealing hit you do, reduce the current hitpoints of an ally or yourself by one. Role a die to determine who will get the damage or choose to take the damage by yourself.

Upon reaching 11th level, any creature you hit with your Rite of the Traitor suffers this additional radiant and fire damage.

Soul Devourer

Beginning at 7th level, your blood curses become honed to the fabric of a creature’s essence. Your blood curses can now affect any creature, regardless of their form or lack of blood.

In addition, when you amplify a use of your Blood Maledict feature, after rolling the amplify damage you would sustain, you may choose to reroll the die and must use the new roll.

Holy Abomination

Upon reaching 11th level, you’ve learned to briefly step into a fiendish devine form enabling a fierce and deadly strike. When you use the Attack action on your turn, you can expend a use of this feature to attack three times, instead of twice, and you temporarily become a large creature of a fiendish devine nature. Until the end of your next turn, you can move through other creatures and objects as if they weren't difficult terrain, shoving them 5 ft. away or destroying objects and thin walls. You may expend an use of this feature as a bonus action instead of making an attack.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Sight of the Hidden

At 15th level, you can see through magical darkness up to 30 feet, as well as see invisible creatures and objects up to 30 feet. Your eyes are also capable of seeing fiends in any form even if they are disguised.

Demonic Angel/Devine Demon

Upon reaching 18th level, you learn to  transform in a Demonic Angel or a Devine Demon as a bonus action. When you do so you can choose which of both forms you are going to transform. Beeing transformed grants you the benefit of taking no damage from your Crimson Rites.

Demonic Angel:

Wings and Horns begin to grow, your legs became those of a goat and your tatoos expand on your body shining with a bright green demonic light. You gain the ability to fly and your movement increases by 20ft. per round. Your flying speed equals your land speed. Also through fast reflexes and a high agility and dexterity you gain one additional extra attack. The radiant devine light and the green demonic flames surrounds your weapons, cuts free souls from your Enemy which you devourer and regain hit points equal to half your damage.

Devine Demon:

Horns grow from your forehead, thick demonic spikes out of metal hard bones poke out of your back. Your hole form changes into a demon with thick hard stony and leathery skin. And your weapons getting absorbed and becoming your claws. You grow to a large creature. All this grants you resistance to bludgening, piercing and slashing damage from non magical weapons as well as immunity to fire and radiant damage. As a bonus action you can shove a creature 30 ft. away or hit it prone if it fails an opposing Strength Saving Throw on which you have advantage.

 

Order Of Devine Fel Image

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