Base Class: Paladin
Oath of Damnation
Paladins of the Damned Orders are corrupted to the core, having adopted the powers of the Hells for one reason or another. Yet where their powers are dark, their minds need not be - many Kruvarians have sworn fealty to the Hosts of the Hells to protect what remains of civilisation, whereas others simply sook power and found themselves bound by the oath. For this oath is no mere set of ideals. It is an infernal pact tied into the paladin's very soul.
Tenets of Damnation
Acceptance. Accept that you are doomed. Your soul is forfeit. Focus on the here and now.
Resolve. Whatever happens, do not give in to despair. Remain strong and never falter in your mission.
Order. Your mission is to fight Chaos. Uphold Order, whatever the cost.
Conviction. Suffer not the demon to live. Stomp out the rot of the Abyss and any who have been infected by it.
Sobriety. Remain true to the cause. Do not indulge yourself in meaningless pleasures. Deny any distractions.
Level 3: Oath of Damnation Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Damnation Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | burning hands, hellish rebuke |
| 5 | darkness, zone of truth |
| 9 | magic circle, fear |
| 13 | banishment, wall of fire |
| 17 | planar ally, flame strike |
Level 3: Infernal Brand
As a reaction, when a creature you can see fails a saving throw against one of your spells, you can expend one use of your channel divinity to add [roll]2d8[/roll] fire or necrotic damage (your choice) on your attacks against this creature for 1 minute or until it drops to 0 hitpoints. The additional damage may only be triggered once per turn.
If the creature drops to 0 HP before the Brand fades, you can transfer the brand to a different creature within 30 ft. (no action required)
Cull the Weak
As an action, you raise your sword towards your foes, censuring demons, daemons and celestials, using your Channel Divinity. Each such creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is frightened for 1 minute or until it takes damage. A creature frightened by this feature has disadvantage on saving throws against your spells until the condition ends.
Level 7: Impending Doom
Starting at 7th level, creatures of your choice that are in your Aura of Protection have disadvantage on wisdom saving throws while you are conscious.
Level 15: Devil's Tongue
Beginning at 15th level, you gain proficiency in deception and intimidation if you were not already. If you already were proficient in one or both of these skills, you instead gain expertise. Furthermore, you cannot be magically compelled to tell the truth, nor can it be detected if you do not.
Level 20: Infernal Incarnation
Beginning at 20th level, as a bonus action, you gain the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Fiendish Blessing. You have immunity to fire damage and your melee weapon attacks deal an additional 2d8 fire damage.
Infernal Sight. you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Flight. You sprout hellish wings on your back, have a Fly Speed of 60 feet, and can hover.
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