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

Oath of the Damned

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Damned table. See the Sacred Oath class feature for how oath spells work.
Oath Of The Damned Spells
Paladin Level  Spells
3rd  armor of Agathys, hellish rebuke
5th  crown of madness, misty step
9th  fear, fireball
13th  fire shield, wall of fire
17th  dominate person, hold monster

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Relentless Hatred. As a reaction to taking damage, you can use your Channel Divinity to imbue yourself with fiendish resilience. Until the end of your next turn, you gain resistance to all damage.   Turn the Unworthy. As an action, you present your holy symbol and speak fiendish words, painful for celestials and fiends to hear, using your Channel Divinity. Each celestial or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. 1f the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Infernal Smite

Beginning at 3rd level, your oath changes the nature of your smite. Replace the Divine Smite feature with this one. When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal fire damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a celestial.

Aura of Damnation

At 7th level, you capture the life force of foes who fall within your aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.   Whenever a creature within your aura dies, you gain temporary hit points equal to your Charisma modifier + half your paladin level (minimum of 1).   At 18th level, the range of this aura increases to 30 feet.

Improved Infernal Smite

By 11th level, you are so suffused with hellish power that all your melee weapon strikes carry infernal power with them. Replace the Improved Divine Smite Feature with this one. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 fire damage. If you also use your Infernal Smite with an attack, you add this damage to the extra damage of your Infernal Smite.

Devil's Eye

At 15th level, you gain darkvision of 120 feet, and magical darkness doesn't impede your darkvision.   Additionally, you gain proficiency in the Insight and Deception skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Avatar of the Nine Hells

At 20th level, you can become an avatar of the nine hells. Using your action, you undergo a transformation. For 10 minutes, you gain the following benefits:
  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons that aren't silvered.
  • You are immune to fire and poison damage.
  • You have advantage on saving throws against spells and other magical effects.
Once you use this feature, you can't use it again until you finish a long rest.

Comments

Please Login in order to comment!