Base Class: Paladin
For some, simply dedicating their souls to the gods is not enough. Pledging themselves fully they allow daemons to possess their bodies, becoming willing hosts to these immaterial creatures. To any who can see it, this appears as two souls occupying one body; as the daemon has its own defining personality, goals and voice in your character's head. In battle, this being comes to dominate your mind and body, hands turn into rending talons and jaws into slavering, fang-filled maws that are twisted beyond reason and reality.
Tenets of Daemons
Whilst there are no strict tenets for this oath, daemons will only choose to possess worthy hosts who prove themselves as powerful vessels who comply with their interests, so certain guidelines can be ascertained.
Manifest Strength. I must prove my strength in my actions.
Abjure Weakness. I must not show weakness, in my actions or my words.
Daemonic Rivalry. I hold animosity to other daemons, and will fight them should they oppose my goals.
Abyssal Ambition. I work to futher my daemon's desires.
Every daemon is different however, so the exact whims of your own should be decided between you and your dungeon master, but should one under the oath prove to be weak or defy the daemon's interests, the daemon may abandon their host and break their oath.
Additionally your possession may be forcibly removed by the break enchantment feature of dispel of evil or good.
Oath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | cause fear, inflict wounds |
| 5th | blur, mind spike |
| 9th | fear, vampiric touch |
| 13th | death ward, shadow of moil |
| 17th |
contagion, negative energy flood |
Fiendish Corruption
At 3rd level your Divine Smite no longer deals radiant damage, instead it deals necrotic damage. At 11th level this also applies to the extra damage granted by your Improved Divine Smite feature.
Channel Divinity: Daemonic Form
As an action, you can change into your daemonic form, allowing the daemon that possesses your body to temporarily reshape it; sprouting horns and long sharp claws, merging your armour with your flesh and your face warping into a fanged maw are among many common changes, lasting for 1 hour.
Whilst in your daemonic form any armour you are wearing is unable to be removed and you have advantage against being charmed, frightened and poisoned. You gain resistance to necrotic damage but become vulnerable to radiant damage, and your melee attacks treat immunity as resistance.
Channel Divinity: Ravenous Weapon
As an action, you can imbue one weapon that you are holding with ravenous energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1). Each time you hit with an attack using the imbued weapon you gain a number of temporary hit points equal to the total damage dealt by that attack. If the weapon 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 weapon, or if you fall unconscious, this effect ends.
Abyssal Hide
At 7th level you gain resistance to non-magical bludgeoning, piercing and slashing damage when using your daemonic form channel divinity.
At 18th level any time a creature within 5 feet of you deals damage to you with a melee attack your acidic blood sprays on them, dealing 2d4 acid damage.
Lesser Daemonic Gift
At 15th level you gain one improvement to the daemonic form channel divinity from the daemonic gifts list below.
| Daemonic Gift | Description |
|---|---|
| Bone-Metal Armour | You gain an additional +2 to your AC and any worn armour isn't considered metal. |
| Daemon's Eyes | You gain 30 feet of truesight. |
| Deadly Bite | You can use your bonus action to make a bite attack at a creature within 5 feet of you that deals 2d8 plus your strength modifier in necrotic damage on a hit. |
| Inhuman Growth | Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category, from Medium to Large, for example. You also have advantage on Strength checks. While you are enlarged, your melee attacks deal 1d6 extra damage. |
| Membranous Wings | You gain a flying speed of 45ft. |
| Rending Talons | Your unarmed strikes are finesse and light weapons that deal 1d8 slashing damage and are considered magical for the purposes of calculating resistance and immunity. |
| Tainted Breath | You can use your action to exhale hellish rot in a 15ft cone, each creature in the cone must make a Constitution saving throw against your spell save DC. They take 4d8 necrotic damage on a failed save and half as much on a successful one. |
| Unnatural Speed | You gain an extra 15 feet of movement speed and advantage on dexterity checks and saving throws. |
Greater Daemonic Gifts
At 20th level you gain two more improvements to the daemonic form channel divinity from the daemonic gifts list above.
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