Base Class: Paladin
The Oath of Devilry calls to paladins who desire raw, untamed power. Only the most selfish of paladins follow this path, as it goes hand in hand with allegiance to an Archduke of Hell, or perhaps even, Asmodeus himself. You will most often find these paladins enforcing devil contracts, and punishing those who do not abide by them, all while serving as an instrument of destruction against demons of the Abyss. Some who take this oath do so out of desperation, swearing themselves to the Nine Hells in exchange for the power to shape their own destinies, and break the chains that bind them. Others may even desire to fight fire with fire, evil with evil, using their unholy prowess to fight the very fiends that empowered them in the first place, taking the tenant to ascend the hierarchy quite literally. Regardless of motive, the Oath of Devilry is indeed a sinister calling, however, paramount among this Oath's tenants is keeping true to one's agreements. Afterall, what is a devil without their due?
TENETS OF DEVILRY
A paladin who takes this oath has the tenets of devilry seared on their body in Infernal. Paladins who break the tenets of this oath must enter into a devil's contract to retake it.
Collect What Is Due. Contracts are to be upheld exactly as written. Never give your word, always have it in writing. Show no mercy to those who break their end of a deal.
Ascend the Hierarchy. Know your betters and supplant them if the opportunity presents itself. Reach as high as you can in service to the Nine Hells.
Thwart the Demons. Spawn of the Abyss are not to be bargained or treated with. Eliminate any you find with impunity.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Devilry Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Devilry Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Comprehend Languages, Disguise Self |
| 5th | Heat Metal, Hold Person |
| 9th | Fear, Tongues |
| 13th | Shadow of Moil, Wall of Fire |
| 17th | Contact Other Plane, Infernal Calling |
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 or suffer Fire damage equal to your Paladin level, and become stunned until the end of your next turn. On a successful save, the target takes half damage and is not stunned. Constructs are immune to this feature.
Infuse Hellfire. As an Action, you can use your Channel Divinity to infuse your veins with the flames of Avernus. For 1 minute, your attacks, class features, and spells ignore resistance to Fire damage, and you gain advantage on Intimidation checks.
Infernal Smite
Upon taking this Oath at 3rd level, your Divine Smite and Improved Divine Smite features deal Fire damage instead of Radiant, and deal 1d8 additional damage to Demons and Celestials, instead of Fiends and Undead.
Aura of Ruination
Starting at 7th level, you may choose to constantly emanate a blistering aura that heats the air and boils liquids while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
You and any number of creatures of your choice within the aura gain Resistance to Fire and Cold damage. All other creatures within your aura who start their turns there must make a Constitution Saving Throw against your spell save DC, or suffer Fire damage equal to your Paladin level. Once a creature succeeds this saving throw, they become immune to the effect for 24 hours.
At 18th level, the range of this aura increases to 30 feet.
Gaze of Asmodeus
Starting at 15th level, your devilish exploits have caught the attention of Asmodeus. You gain truesight out to a range of 30 feet, and Asmodeus can see through your eyes if he so chooses.
Perdition
At 20th level, you gain the ability to call upon a small portion of Asmodeus' power, taking on a hellish form of your choice. For example, your skin could become covered in red scales, you could grow demonic horns as your veins blacken, or your body could become engulfed in flames inside your armor, leaving only a burning skeleton within.
As an Action, you can magically become an avatar of the Nine Hells, gaining the following benefits for 1 minute:
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Immunity to Fire damage.
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You may reroll 1's and 2's during the damage calculation of any Fire damage you deal, and any creature reduced to 0 hit points by your Fire damage is instantly reduced to ash.
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Whenever you slay a creature, you may use your Reaction to inhale its soul, allowing you to regain an expended spell slot with a level equal to the creature's CR (Minimum 1st, maximum 5th).
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Oct 5, 2023Spells don't work!