BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Hellfire Warden

Hellfire Warden

The Oath of the Hellfire Warden is sworn by those who take on the harrowing duty of overseeing the balance between life, death, and damnation. As enforcers of the underworld’s laws, these paladins act as the jailers and guardians of Jigoku, the realm of torment for unrepentant souls. They embody ruthless discipline and fiery resolve, meting out punishment to those who defy the natural order.   Hellfire Wardens are unyielding in their authority, feared by both mortal and immortal alike for their unwavering commitment to justice. Through infernal chains and searing flames, they ensure that the guilty face their rightful judgment. Yet, this path is not one of cruelty—it is one of grim necessity, as the Warden knows that unchecked chaos in the underworld would spill over into the mortal realm.   To walk the path of the Hellfire Warden is to embrace the fire that purifies, the chains that bind, and the authority that commands. These paladins are both feared and respected, as they wield their infernal power to maintain order in realms both mortal and divine. They are the eternal sentinels, the last bastion of justice in the face of chaos and sin.  

Hellfire Warden Spells

  • 3rd Hellish Rebuke, Burning Hands
  • 5th Flaming Sphere, Zone of Truth
  • 9th Fireball, Counterspell
  • 13th Wall of Fire, Banishment
  • 17th Flame Strike, Immolate
  •  

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options:
  • Infernal Chains: As an action, you summon fiery chains to bind a creature you can see within 30 feet. The creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become restrained for 1 minute. While restrained, the creature takes 2d8 fire damage at the start of each of its turns. The creature can repeat the saving throw at the end of its turns to end the effect.
  • Warden’s Glare: As a bonus action, you unleash the overwhelming authority of the underworld, forcing all creatures of your choice within 10 feet to make a Wisdom saving throw. On a failed save, they are frightened of you for 1 minute. While frightened in this way, creatures take fire damage equal to your Charisma modifier if they start their turn within 10 feet of you. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  •  

    Aura of Hellfire

    Starting at 7th level, your presence burns with infernal heat.
  • You and friendly creatures within 10 feet of you gain resistance to fire damage.
  • Any hostile creature that starts its turn within the aura takes fire damage equal to your Charisma modifier.
  • At 18th level, the radius of this aura increases to 30 feet.  

    Infernal Smite

    At 15th level, your smites carry the purging flames of hell.
  • When you hit a creature with a melee weapon attack and expend a spell slot to deal smite damage, you can choose to convert that damage into fire damage. If you do, the target must make a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn.
  •   Creatures that are resistant to fire damage take normal damage from your smites, and creatures immune to fire take half damage.  

    Warden of Jigoku

    At 20th level, you can assume the form of a relentless enforcer of the damned, cloaked in hellfire and imbued with the unyielding will of Jigoku. As an action, you can transform for 1 minute, gaining the following benefits:
  • You emit a 30-foot-radius aura of searing heat. Hostile creatures in this radius take 10 fire damage at the start of their turns.
  • You gain resistance to all damage except radiant and psychic.
  • When you hit a creature with a melee weapon attack, you can force it to make a Charisma saving throw. On a failed save, the creature is banished to Jigoku (or another appropriate hellish plane) until the end of your next turn.
  •   Once you use this feature, you can’t use it again until you finish a long rest.

    Remove these ads. Join the Worldbuilders Guild

    Comments

    Please Login in order to comment!