Paladin: Oath of Hellsworn

Paladins of the Hellish Spire are a rarity in the mortal realm, the Material Plane and mostly encountered in Arakhor. They date their beginnings to the Second Age, Godswar, when many mortals would serve the Archdevils in their conquest. There are 7 Orders of the Hell Knights, each for an Archdevil and the Lord of Hell himself, Cerrinf Nulgrimsota. An Order would lose all of its paladins, once an Archdevil stops being an Archdevil. Of course, the famous Oathbreaker paladins do not serve Devils, as they are seen as too unlawful to them.

Paladin: Oath of Hellsworn


Hit Points

Hit Dice: d10 per Paladin: Oath of Hellsworn level
Hit Points at first Level: Same as Paladin
Hit Points at Higher Levels: Same as Paladin

Proficiences

Armor: Same as Paladin
Weapons: Same as Paladin
Tools: Same as Paladin
Saving Throws: Same as Paladin
Skills: Same as Paladin

Subclass Options

Tenets of the Hellsworn

Contracts forged between a fiend of great power and a future hellknight often contain no end of complicated, legally-binding language and fine print that attempts to confuse and obfuscate its true purpose. It is highly recommended that you work with your DM to draft a personalized contract for your hellknight, using the following tenets as guidelines for what your contractholder would expect of you.   Contracts are Contracts. The terms of this oath dictate that the under-sworn helllknight complete or endeavor to fulfill all contracts they willingly enter into to the best of their ability The hellknight will also respect the contracts of others, and will not attempt to break signatories from their contractual services unless doing so is required by one of the hellknight's contracts.
Tempt. The under-sworn must seek affiliates as necessary, and tempt them into closer alliance through word and deed. Appealing to the baser desires of these affiliates is not mandated, but is nevertheless looked upon favourably. Any alliance rendered to the hellknight will further the might of Hell by proxy.
Serve. Each year and a day, the contract-holder of the under-sworn may make a single request of the hellknight. Unless this request conflicts with a prior contract belonging to the hellknight, the hellknight must complete this task to the best of their ability. Failure to do so places the under-sworn in breach of contract, with all the penalties this implies.
Raise Hell. The under-sworn should not spread general chaos, nor should they act contrary to the interests of Hell. Rather, the under-sworn should seek to (overtly or subtly) aid the fiends of Hell when encountered, as long as such aid does not conflict with prior contractual arrangements.  

Oath Spells

You gain the oath spells at the paladin levels listed.
Paladin Level Spells
3rd charm person, hellish rebuke
5th calm emotions, darkvision
9th fear, fireball
13th blight, dimension door
17th dominate person, hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Hellfire Weapon. As an action, you can wreathe a weapon that you are holding with the fires of hell, using your Channel Divinity. For 1 minute, you add your Charisma modifier in fire damage to the damage dealt by an attack from that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 10-foot radius and dim light 10 feet beyond that. If the weapon is not already magical, it becomes magical fer the duration   When you first use this Channel Divinity or as an action on a later turn, you may immediately end this effect by slamming your weapon into the ground, unleashing a line of hellfire 30 feet long and 5 feet wide in the direction you are facing. Each creature in the line must make a Dexterity saving throw against your spell save DC. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At 9th level this damage increases to 6d6, and at 17th level the damage increases to 8d6.   You may otherwise end this effect with no action on your turn. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.   Turn Adversary. As an action, you present a holy symbol of your contract-holder and speak an indictment of the enemies of Hell, using your Channel Divinity. Each aberration, celestial, elemental, or chaotic fiend that ear see or hear you within 30 feet of you must make a Wisdom saving throw. If 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.  

Fiendish Smite

At 3rd level, your Divine Smite no longer deals radiant damage and instead deals your choice of either fire or necrotic damage. You may choose which damage type to use each time you use your Divine Smite feature.  

Hellgate

Beginning at 7th level, you can use your connection to your contract to pull you and your allies through Hell itself, reappearing in a more tactically advantageous location. As a bonus action, you may teleport any willing, friendly creatures within a 10 foot radius of you (including yourself) to another location within 10 feet of your original position. Participants may occasionally find this experience disturbing. Once you use this feature, you can't use it again until you make a short or long rest.  

Brimstone Blessing

Starting at 15th level, you can channel the power of your contract to imbue you with an unnatural vitality. As a bonus action on your turn, you can gain an amount of temporary hit points equal to your Charisma modifier (minimum 1).   Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.  

Infernal Inheritor

At 20th level, your contract nears completion, and you can assume the mantle of your contract-holder, fully commanding an aspect of their power. This immense power partially transforms you, toughens your skin, and causes you to grow a foot or two taller and sprout horns and claws, making you perceptibly reminiscent of your contract-holder.   You may transform using an action on your turn. If you do, you gain the following benefits for 1 minute:
  • Darkvision out to 120 feet, or increase any existing Darkvision you have by 120 feet. You are also able to use this vision to see through magical darkness.
  • Large, bony, bat-like wings sprout from your back, if your armor is made to accommodate them. You gain a flying speed of 60 feet
  • Whenever you deal damage from an attack, you deal an additional 2d6 fire damage
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that are not silver.
Once you use this feature, you cannot use it again until you finish a long rest.

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