Base Class: Paladin
Each time a devil signs a contract that pledges a mortal’s soul to the Nine Hells, that devil receives credit for the achievement. A stronger soul, such as a mighty warrior who leaves mortality behind to become an ice devil, is worth more than a simple peasant likely to be consigned to existence as a lemure. Additionally, some devils take the most satisfaction from corrupting ostensibly "pure" souls, such as paladins, clerics, or priests. As both a mighty warrior and a paladin, you were considered to be an exceptionally valuable catch, and some devil or another put great effort into ensuring your fall to darkness. You quickly proved your value as an asset in the Blood War, and found yourself leading a Sword or Shield Legion against the teeming hordes of the Abyss... until something called you back to the Material Plane. Perhaps a fellow adventurer's "Wish" didn't quite go as expected, perhaps you responded to a summoning spell that bound you to your own corpse, or perhaps a god saw fit to give you a chance at redemption. Regardless, taking this oath reflects that you intend to continue your service, in some form or another.
Tenets of the Infernal Legion:
Cosmic Burden. You and your comrades are the only thing standing between the Material Plane and the bottomless hunger of the Abyss.
Victory at Any Cost. If evil is necessary to stem the tide of chaos, then so be it. If the line can be held by sacrificing an entire legion, then may they fight well in their final moments.
Absolute Order. While some devils may seek to improve their status by abusing the letter of the law at the expense of its intent, the battlefield is not the place to argue semantics and technicalities. In your experience, soldiers who disobey orders only present more weaknesses to the enemy, and a devil who directly violates a law or contract is no better than a demon.
Channel Divinity
When your mortal form reaches 3rd level, you gain the following two Channel Divinity options.
Devilish Charm. As an action, you attempt to bend a creature to your will, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being charmed. Fiends have advantage on this saving throw.
On a failed save, the creature is charmed for 1 minute or until it takes any damage. While charmed, any attack roll against the creature is treated as a critical hit.
On a successful save, the creature regards you as hostile and is immune to being charmed by you for the next 24 hours.
Invoke Authority. As an action, you can call upon a member of your legion who still recognizes your authority, using your Channel Divinity. The types of devil that will answer your call are based on your Paladin level, but the summoning requires an appropriate sacrifice (in the form of your own hit points). The devil serves you faithfully for one hour, unless you take hostile action towards it, it dies, or you dismiss it early. In combat, the devil follows your orders to the best of its ability, but has its own initiative roll and the capacity to act independently.
|
Paladin Level |
Devil Available |
HP Sacrificed |
|
1st |
5 |
|
|
2nd |
10 |
|
|
5th |
20 |
|
|
9th |
30 |
|
|
13th |
50 |
|
|
17th |
80 |
|
|
20th |
90 |
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Infernal Legion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Infernal Tactics
Your time as a leader in the Blood War resulted in a keen eye for seizing a tactical advantage. Starting at 7th level, immediately after rolling initiative, you can choose yourself and up to three willing allies you can see if you aren't incapacitated. You can swap the initiative results of the chosen creatures as you see fit. Starting at 18th level, each of the creatures you choose may add a d4 to their initiative roll before you swap their results.
Infernal Legatus
Starting at 15th level, your subordinates from the Nine Hells accept that you are the same entity that led them into battle against the demons of the Abyss, despite your current mortal form, and are eager to fight alongside you once more. When you use your Channel Divinity: Invoke Authority action, you can choose to summon one additional devil of lower challenge rating than the first, or an additional 1d4 Imps, without sacrificing any additional hit points.
Archdevil
At 20th level, you can temporarily assume the form of a Duke or Duchess of the Nine Hells. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- Wings sprout from your back and grant you a flying speed of 60 feet.
- Horns sprout from your head.
- As a bonus action, you can make an Charisma (Intimidation) check against one creature within 30 feet of you. The creature must succeed on a Wisdom saving throw with a DC equal to your Intimidation roll or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
- You have advantage on saving throws against spells and other magical effects.
- You can cast Fireball (at 3rd level) using a 1st or 2nd level spell slot.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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6/8/2021 1:15:56 AM
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19
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1
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Coming Soon
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12/30/2021 5:59:50 AM
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59
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4
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1.1
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Coming Soon
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