Infernal Oath (Antipaladin)

The Abyss echoes with the sound of broken promises. From this cacophonous song of revocation and failure, the demons of that fiery place wrote the unholiest of oaths. Antipaladins who bind themselves to the demon lords become willing servants in the nefarious plots of the cloven patrons. These knights of the Abyss excel at crushing the hopes and dreams of Good-aligned beings. They are not simple cogs in a smoking machine, but rather free and terrible agents of damnation and incineration. They come to the battlefield wrapped in flames and can break friendships and alliances with their corrupting laughter. At the pinnacle of their power, they are like a river of fel-fire, flowing over their enemies, sending their charred spirits into the maws of the Abyss.

Infernal Oath Spells

Paladin Level Spells
3rd hellish rebuke, divine favor (fire instead of radiant)
5th heat metal, shatter
9th fireball, slow
13th fire shield, wall of fire
17th geas, antilife shell

Channel Divinity

When you take this oath at 3rd level, you gain the following two channel divinity options.

Abyssal Fires. You use your action to summon green flames under up to three creatures' feet. The creatures must make a successful Dexterity saving throw or take 1d8 fire damage multiplied by your Charisma modifier (minimum of 1). Creatures that fail this save are also charmed by you for 1 minute. A charmed creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. You gain a bonus to attack rolls, ability checks, and saving throws equal to the number of creatures currently charmed by your abyssal fires ability.

Sow Doubt. You use your action to recite a memorized passage from an Abyssal treaty on the weakness of mortal hearts. Choose one creature within 30 feet that can hear you. That creature must make a successful Wisdom saving throw or question the intentions of its allies. Creatures that fail the saving throw are unable to use abilities, cast spells, or take actions that assist their allies. This includes but is not limited to: healing, the help action, spells such as guidance and bless, bardic inspiration, etc. They can continue to attack or use abilities and spells that target you normally. The GM has the final word whether an action is assisting in nature. This effect lasts for a number of rounds equal to your Charisma modifier (minimum of 1).

Fed by Flame

Upon reaching 5th level, the antipaladin becomes immune to fire damage. Additionally, you gain temporary hit points equal to half the amount of fire damage dealt to you, up to a maximum of 10 hit points.

Empowered Abyssal Fires

At 7th level, your Abyssal fires ability targets up to five creatures.

Friend to Foe in Fire

At 15th level, your sow doubt ability allows you to choose up to three creatures. In addition to the effects of the sow doubt ability, half of all damage dealt to you by affected creatures is divided equally, then done to the affected creatures instead, as fire damage.

Flowing Fire Form

At 20th level, you can use your action to be consumed by a 50-foot column of green, Abyssal fire. Creatures within 5 feet of you when this occurs must make a successful Strength saving throw or be pushed 20 feet away from you and deafened for 1 minute. The column of flame lasts for a number of rounds equal to your Charisma modifier (minimum of 1). Creatures that move to within 5 feet of you or start their turn within that distance must make a successful Constitution save or take 1d10 fire damage multiplied by your Charisma modifier (minimum of 1). At any time during the column’s existence, you can choose to have it topple over (no action required), dousing an area around you with a 20-foot radius in molten lava. Creatures in this area must make a successful Dexterity saving throw or take 22 (4d10) fire damage and be grappled by the lava (escape DC 15). The lava disappears and returns to the Abyss at the end of your next turn.

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