Base Class: Paladin
The Oath of the Damned is a secretive and pained path to follow. Those who make the oath have likely visited The Infernal or have traded their souls, or the soul of another, for the ability. Many of these people have had a god of sorts in front of them and are therefore struck by profound respect or fear for or of their Patron. However, it is a common misconception that those who follow Infernal gods are evil. There are many Underworld gods that do not seek destruction and chaos but simply desire to keep a structure for death. Many infernal creatures will go against these gods. Your job could be anything between keeping the peace and letting those die only when their time comes, or killing mercilessly for the enjoyment of a sadistic god.
Channel Divinity
At 3 level, you can summon and control ghostly spirits of damned souls to reap havoc on your opponents.
Possession: As an action you can choose one Humanoid that you can see within 5 ft. of you to possess. They must succeed on a Charisma saving throw or be possessed, and if they fail, once again at the end of their next turn or continue to be possessed. The target is Incapacitated and loses control of its body. At the beginning of the turn the target makes an Intelligence saving throw. If they fail, you can choose their action for them. If they succeed, they simply lose their action. While controlling the body you do not deprive the target of awareness. The Possession can be ended with a Bonus Action.
Sacred 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 dims light in a 20-foot radius. 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.
Oath Spells
You gain oath spells at the paladin levels listed.
|
Paladin Level |
Spells |
|
3rd |
Protection from Evil and Good, Hellish Rebuke |
|
5th |
Flame Blade, Fireball |
|
9th |
Animated Dead, Vampiric Touch |
|
13th |
Blight, Death Ward |
|
17th |
Commune, Flame Strike |
Infernal Aura
Beginning at 7 level, infernal magic lies so heavily upon you that it forms a cloud of infernal energy. You and friendly creatures within 30 feet of you have resistance to damage from radiant and necrotic spells.
At 18th level, the range of this aura increases to 120 feet.
Soul of Vengeance
Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
Fallen Angel
At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- Wings sprout from your back and grant you a flying speed of 60 feet.
- You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can’t use it again until you finish a long rest.
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