Base Class: Paladin
The Oath of the Infernal calls to paladins who devote themselves to an Archdevil of the Nine Hells. Sometimes called hell knights, those who swear this oath gather into grim orders that serve Archdevils instead of meager gods.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Infernal Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Burning Hands, Hellish Rebuke |
| 5th | Scorching Ray, Aganazzar's Scorcher |
| 9th | Fireball, Summon Lesser Demons |
| 13th | Wall of Fire, Summon Greater Demon |
| 17th | Flame Strike, 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.
Hellish Nightmares. You can use your Channel Divinity to exude a terrifying presence, sending effected creatures into a vision full of Hellish Nightmares. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Infernal Weapon. As an action, you can imbue one weapon that you are holding with infernal energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
Aura of Infernal Fire
Starting at 7th level, you constantly emanate an infernal aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If an enemy starts their turn within the aura, that creature takes fire damage equal to half your paladin level.
At 18th level, the range of this aura increases to 30 feet.
Hells Punishment
Starting at 15th level, those who dare to strike you are punished for their audacity. Whenever a creature hits you with an attack, that creature must succeed on a Wisdom saving throw or Grovel at your feet, as described by the command spell.
Champion of the Nine Hells
At 20th level, you gain the ability to master the infernal powers of an Archdevil. As an action, you can magically become a Champion of the Nine Hells, gaining the following benefits for 1 minute:
- You become immune to fire damage.
- When you deal fire damage, you bypass all immunities and resistances.
- Your melee weapon attacks deal an additional 1d8 fire damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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