D&D 5E Oath of the Infernal

Yunru

Banned
Banned
Not sure on what to do for the final form...

Oath of the Infernal:


A Paladin of the Oath of the Infernal draws their power from a pact with an infernal being. Each being may have its own oath and conditions for those who wish to use its power.


Infernal Spells:
3rd: Burning Hands, False Life
5th: Scorching Ray, Flame Blade
9th: Animate Dead, Fireball
13th: Fire Shield, Wall of Fire
17th: Immolation, Dominate Person


Channel Divinity:
When you take this oath at 3rdlevel, you gain the following two Channel Divinity options.
Hellflame. As a bonus action, you can conjure hellish fire that wreaths itself around your weapons. The fire lasts for up to one minute, and during that time attacks made with the weapons deal an extra 1d6 fire damage.
Infernal Support. As an action, you can request help from an infernal being. You DM chooses an appropriate creature with CR no higher than one third your level (rounded down) to appear before you. The creature follows your commands exactly for one minute, before it returns to whence it came.


Aura of Flames:
Beginning at 7th level, dark flames flicker around your form. These fires are only perceivable to those you deem hostile. Whenever a hostile creature within 10 feet of you takes fire damage, they take additional fire damage equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.


No Flames Hotter:
Starting at 15th level, you have immunity to fire damage. Additionally your fire damage ignores fire resistance and deals half damage to creatures with fire immunity.


Infernal Channel:
At 20th level, you gain the ability to temporarily channel more power from your oath. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
• You have resistance to all damage.
• You have advantage on saving throws against spells and other magical effects.
• When you take the Attack action on your turn, you can make one additional attack as part of that action.
Once you use this feature, you can't use it again until you finish a long rest.
 
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Nice start. It has a nice feel to it.

No 20th level ability? Maybe growing wings (fly speed) and being surrounded by a swarm of imps/miniflying demons (use insect plague as a baseline)

I like infernal support, but it isn't really consistent with the rebuke/turn/abjure abilities that the rest of the paladins get. Abjuration hasn't been used much, and luring someone closer will be helpful when you hit 7th level....lure of greed? Temptation?
 


Thank you for the suggestion. Ripped off the Conquest's lvl 20 feature and changed it slightly. It was mostly fitting already given the long list of resistances and immunities devils possess.
 

I'm not a huge fan of overcoming fire immunity, since it's hard for me to fathom damaging a fire elemental with fire. I might instead say that your fire damage is converted to psychic (or perhaps necrotic) damage against a creature with fire immunity. But that's not really a balance issue, if it doesn't bother you then it's fine.
 

I'm not a huge fan of overcoming fire immunity, since it's hard for me to fathom damaging a fire elemental with fire. I might instead say that your fire damage is converted to psychic (or perhaps necrotic) damage against a creature with fire immunity. But that's not really a balance issue, if it doesn't bother you then it's fine.

I really like it converting to psychic damage.
 

Not a huge fan of giving them fireball. Ranged attacks are one of those weak spots for a paladin, and this just hands them a spell the designers intentionally made better than it should. Animate dead is another spell I wouldn't want in their hands, as it breaks the action economy. I don't typically associate skeletons and zombies with the 9 Hells either. I would replace them with Cause Fear and Summon Lesser Demons from Xanathar's Guide (replacing them with devils).

You should also do a writeup of their actual Oath, to show how it differs from Conquest or Vengeance. Or Tyranny if that's still a thing.
 

Not a huge fan of giving them fireball. Ranged attacks are one of those weak spots for a paladin, and this just hands them a spell the designers intentionally made better than it should. Animate dead is another spell I wouldn't want in their hands, as it breaks the action economy. I don't typically associate skeletons and zombies with the 9 Hells either. I would replace them with Cause Fear and Summon Lesser Demons from Xanathar's Guide (replacing them with devils).
Its a good point, and I like your suggestion better. But it's not too big a deal, by the time the paladin gets it (at level 9), the damage from fireball is not anything gamebreaking. And it's not very friendly with his aura of flames, at least not until level 18 when you get a little distance for it.
 

Its a good point, and I like your suggestion better. But it's not too big a deal, by the time the paladin gets it (at level 9), the damage from fireball is not anything gamebreaking. And it's not very friendly with his aura of flames, at least not until level 18 when you get a little distance for it.

It's still a lot of damage vs hordes, which should be a weak spot for paladins. Given the lack of high level decent monsters, you fight more groups as you go up in level and this gives them too much to deal with, particularly since they can dump the fireball point blank and be immune.
 

It's still a lot of damage vs hordes, which should be a weak spot for paladins. Given the lack of high level decent monsters, you fight more groups as you go up in level and this gives them too much to deal with, particularly since they can dump the fireball point blank and be immune.
Only at level 15, and you still take half damage. That's quite late game to be complaining about the thing that a Warlock's been spamming for 8 levels.
 

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