Paladin
Base Class: Paladin

The Cerberus Paladin is a subclass based on a Vow to maintain the Balance. To Protekt the Hells and the Forgotten Realms. To Keep the Forgotten Realms save from Forces of the Hells and to keep chaos to the Hells.

If someone refuses to honor his Pakt with a devil will be brought there by force, if "forces" of the Hells trying there games with Mortals without the necessary Paperwork.... they will be thrown back to hell.

The Cerberus Paladin is some one who vows to protekt the Gates/Borders of the nine Hells.

Channel Divinity

Rebuke the Fiends:

As an action, you present your holy symbol and speak a prayer, one Fiend, Demon, or Humanoid who can see you have to make an Charisma saveing throw. If the Creature fails the save he is under the Effekt of the Hold Person Spell vor 5 rounds (in Comabt) or 3 hours (out of Combat). The Creature get adantage for saves against this feature for 24 Hours after it is released.

 

Flame Aura: 

As an action, you can imbue one Armor, weapon or shield that you are holding or wearing with Infernal energy, using your Channel Divinity. For 1 minute, Every Creature who attacks you (or gehts attacked by your infused Weapon) will suffer Fire Damage as much as your Charismamodifier, of that armor, weapon or shield (with a minimum bonus of 1). The armor, weapon or shield also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the armor or shield is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this armor, Weapon or shield, or if you fall unconscious, this effect ends.

Flame Aura: 

As an action, you can imbue one Armor, weapon or shield that you are holding or wearing with Infernal energy, using your Channel Divinity. For 1 minute, Every Creature who attacks you (or gehts attacked by your infused Weapon) will suffer Fire Damage as much as your Charismamodifier, of that armor, weapon or shield (with a minimum bonus of 1). The armor, weapon or shield also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the armor or shield is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this armor, Weapon or shield, or if you fall unconscious, this effect ends.

Rebuke the Fiends:

As an action, you present your holy symbol and speak a prayer, one Fiend, Demon, or Humanoid who can see you have to make an Charisma saveing throw. If the Creature fails the save he is under the Effekt of the Hold Person Spell vor 5 rounds (in Comabt) or 3 hours (out of Combat). The Creature get adantage for saves against this feature for 24 Hours after it is released.

Burn Them

Starting at 3rd level you gain the Firebolt cantrip. 

When you use this cantrip you can choose to use one of your hit dice to Damage that Creature or Charakter more.  You may use as many hit dice at a time equal to your charisma modifier.

Example: 1d10(Firebolt)+2d10(Hit dice) = 3d10 Damage 

If you already spend all Hitdice you cant use this Feat.

Aura of the Damned

Starting at 7th level, you can recite an infernal Mantra. While reciting it you and your allies in a 30ft radius get 1d6 on there Damage rolls in Fire Damage. This Effect lasts for 6 Rounds and is Replenished after a long rest. On top nof that: The Aura of the Damn sets Fear in your enemies, Every Creature in 30Ft. radius has to make an Wisdom save, if Failed the Creature has Disadvantage on Attacks Vs. you and allies in 30ft. radius.

You get Advantage on Attackrolls.

 

 

Infernal Nature

Beginning at 15th level, your Essence is Bonding with the essence of the Hells.
You are Immun to Fire Damage but  vulnerable to Cold damage.
You don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

Improved Aura of the Damned

Starting at 20th level, you can recite an infernal Mantra. While reciting it you and your allies in a 30ft radius get 4d6 on there Damage rolls in Fire Damage. This Effect lasts for 10 Rounds and is Replenished after a long rest. On top nof that: The Aura of the Damn sets Fear in your enemies, Every Creature in 30Ft. radius has to make an Wisdom save, if Failed the Creature has Disadvantage on Attacks Vs. you and allies in 30ft. radius.

You get Advantage on Attackrolls.

 

Meele Attacks get 10Ft. distance and Ranged weapon attacks distance is Doubled

Previous Versions

Name Date Modified Views Adds Version Actions
8/18/2023 4:15:44 PM
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Cerberus Paladin Image

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