Base Class: Paladin
The Paladin of Infernal Flames, stands against everything that they take as unlawful.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Infernal Weapon
As an action, you can wreathe a weapon that you are holding with the fires of hell, using your channel divinity. For 1 day, you add your charisma modifier in fire damage dealt by an attack from that weapon (minimum bonus of +1). the weapon also emits bright light in a 10 ft radius and dim light 10 ft beyond that. If the weapon is not already magical it becomes magical for the duration.
When you first use this channel divinity or as an action later on, you may immediately end this effect by slamming your weapon into the ground, unleashing a line of hellfire 30 ft long and 5 ft wide in the direction you are facing. Each creature in the line must make a Dexterity saving throw against your spell DC. A creature takes 4d6 fire damage on a failed save, or half on a successful save. This action can't be used for next three turns as the flames needs to reignite.
At 9th level this damage increases to 6d6 at 17th level the damage increases to 8d6.
You may end this effect with no action on your turn. If you are no longer holding the weapon, or if you fall unconscious, the effect ends.
Fuel the Fire.
You can use your Channel Divinity to burn your foes with the strength of your flames. As an action, you can make a single creature that you can see within 30 feet of you becomes vulnerable against your flames for 1 minute. The creature will suffer an additional 1d6 fire damage from any melee attack or spell that deals fire damage.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 |
Firebolt of Infernall Flame
As an action, the Infernall Paladin channels their infernal ember and focuses them into a burst of Crimson Firebolt. As an action, you hurl a magical ball of fire that explodes at a point you can see within 120 feet of you. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 8d6 fire damage.
Dameges and limit of uses increses at level 7, 9, 17 and 20.
Hellgate
At 7th level, your connection to hell grants you and allies within 10 ft radius fire resistance. You may also activate the hellgate aura that causes 1d8 fire damage to any enemy within the same radius for 1 minute. Requires a short rest to activate again.
At 18th level, the distances listed in this ability increase to 30 feet.
From The Ashes
Starting at 15th level, if you would fail a death save you may instead choose to be reborn at full health. Creatures within a 60ft radius of you must make a DEX saving throw of 19 or take 2d8 fire damage and 2d8 radiant damage and be launched 30ft of you. You may only activate this feature once per year.
Infernal Spirit
At 20th level, you can coat yourself in the infernal flame. Flames will lick at your body, and with every breath you take the embers breathe with you. As an action you gain the following benefits for 1 minute:
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All fire damage heals you instead of damaging you.
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Any creature that lands a melee attack against you will take 15 points of fire damage.
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As an action you can cause an explosion of fire to emanate from you in a 10 foot radius. All enemy creatures must make a Dexterity saving throw, on a failure they take 8d6 fire damage and half on a success. This action can't be done two rounds in a row as the embers need to reignite.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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11/6/2022 4:48:35 PM
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11/6/2022 4:52:58 PM
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11/6/2022 4:55:20 PM
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11/6/2022 5:13:41 PM
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11/6/2022 5:17:42 PM
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4/8/2023 10:42:38 AM
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