Base Class: Paladin
More of the thing.
Eye's of the Abyss
Starting at 3nd level, your gaze burns creatures in your presence. You use your reaction on your turn to deal 1d4 fire damage to one creature you can see within 15 feet of you. You can use this feature a number of times equal to your proficiency modifier. You regain all uses of this ability on a short/long rest.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Invoke Torment. As an Action, you can use your Channel Divinity to sear the internal organs or soul of a target that you can see within 30 feet of you. The target must make a Constitution Saving Throw against your spell save DC or suffer Fire damage equal to your Paladin level, and become stunned until the start of your next turn. On a successful save, the target takes half damage and is not stunned.
Infuse Hellfire. As an Action, you can use your Channel Divinity to infuse your veins with the flames of Hell. For 1 minute, your attacks, class features, and spells ignore resistance to Fire damage, and you gain advantage on Intimidation checks.
paladin, it can attempt another Wisdom saving throw to end the effect on it.
Aura of Death
Starting at 7th level, the paladin, as well any friendly creatures within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Supernatural Resistance
At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Demon Lord
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.