Base Class: Paladin
A hard-line response to the threat posed by Demonic invasions, those who take up the Oath of the Demonslayer vow to strike down and slay demons wherever they may be found, driven by a belief that the threat they bring can only be ended when no demon draws breath. Willing to go to any lengths to end the threat, Demonslayers will hesitate neither at risk to themselves, nor at cost to others in the pursuit of their goal. Devils who take up this oath are not uncommon in the armies of the Nine Hells, and because of their devotion to a genocidal goal the alignment of Demonslayers is typically Lawful Evil. The typical tenets of the Oath are as follows;
Suffer Not the Demon to Live - Whenever the presence of a Demon becomes known, they must be sought out and destroyed. No mercy can be shown, neither can the Paladin become lax in their duty, for Demons never rest in their drive to corrupt and destroy, nor are they themselves capable of mercy.
Suffer Not the Taint to Spread - The blood of Demons is tainted, and must not be allowed to contaminate those of mortal race. Fey'ri, Tanarruk, Wisplings - all must be put to the sword, for what can the spawn of a Demon be but a Demon itself?
Suffer Not Thy Doubts to Command - A Demonslayer must be steadfast in all things, resolute in their devotion, unwavering in their pursuit. To do any less, to allow deviation from the mission, is to allow the Demons a taste of victory.
Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Abjure the Demonic. As an action, you present your weapons and utter a pronouncement of doom, using your Channel Divinity. Choose one Demon or Demon-related Planetouched creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Demons have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Slayer's Armament. As an action, you can imbue one weapon that you are holding with destructive power, 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 cannot end this effect by your own choice. If you are no longer holding or carrying the weapon, or if you become unconscious, the effect ends. If you become unconscious or your weapon is destroyed, a burst of uncontrolled energy will emit from the weapon, dealing 3d6 Radiant damage to all creatures other than yourself in a 20 foot sphere.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Demonslayer 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 |
Merciless Slayer
By 7th level, your bloodthirst helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
Hateful Pursuit
Starting at 15th level, the malice with which you speak your Abjuration of the Demonic becomes all-consuming. When you use Abjur the Demonic, you gain 5 charges. Each time you strike the chosen creature, expend one charge as 1d8 bonus Radiant damage on the attack. If you kill the targeted creature with one of these charged attacks, you regain a use of Channel Divinity. If you move in a way that takes you further from the targeted creature while you still possess charges, you take all remaining charges as 1d8 Psychic damage each.
Scourge of the Abyss
At 20th level, as a bonus action, you can harness your hatred to gain enhanced destructive power. For one minute, you gain the following benefits:
All of your attacks are empowered by Hellfire, dealing an additional 1d12 Fire damage. This damage ignores elemental resistances and immunities.
You have advantage on all attacks made against Demons and Demon-related Planetouched.
You have resistance to all damage dealt by Demons and Demon-related Planetouched (their attacks, spells, and other effects).
Once you have activated this power, you cannot use it again until you have completed a Long Rest.
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