Paladin
Base Class: Paladin

A follower of Asmodeus who has taken up an Oath of Conquest. As such, ass Radiant damage becomes Necrotic.

Asmodeus's Blessings

A Paladin which is devoted to The Lord of The Nine Hells will be granted these spells when his lord has deemed him worhty.

Paladin Level Spells
3rd hellish rebuke, command
5th hold person, darkness
9th animate dead, bestow curse
13th blight, stoneskin
17th cloudkill, dominate person

Channel Damnation

An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.

Guided Strike - You can use your Channel Damnation to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw (DC {{savedc:cha}}). On a failed save, a creature becomes  frightened of you for 1 minute. The  frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

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

Asmodeus's Boon of Protection

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Baron of Hell

At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.

After activating the aura, the paladin can’t do so again until he or she finishes a long rest.

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