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Sacred Oath

Becoming a paladin involves taking vows that commit the


paladin to the cause of righteousness, an active path of
fighting wickedness. The final oath, taken when he or she
reaches 3rd level, is the culmination of all the paladin’s
training. Some characters with this class don’t consider
themselves true paladins until they have reached 3rd level
and made this oath. For others, the actual swearing of the
oath is a formality, an official stamp on what has always
been true in the paladin’s heart.

Oath of the Illrigger


Illriggers are an ancient order of paladins that swear their
allegiance to one of the Lords of the Nine, the archdukes of
hell. In supplication to their infernal masters, they carry
their lords' command and lead their armies into battle to
beat back the demonic horde. Such paladins hold their
oaths with a fierce conviction, for they believe that, without
people like them, demons would overwhelm the forces of
hell and spill out into the other planes of existence,
decimating every world like a plague.
Oftentimes, an archduke will recruit soldiers and
mercenaries from the Material Plane to join the ranks of the
Illriggers, targeting individuals who have strong bonds with
their brothers-in-arms. This way, should the archduke ever
need supplemental forces for the armies of hell, they can
call upon their loyal Illrigger, who in turn recruits their
ardent allies to fight alongside them through hell and back.

Tenets of the Illrigger


The tenets of the Illriggers are kept secret, and used as a
kind of passphrase between Illriggers so that they know
they can speak freely, one infernal paladin to another.
Hold the Line. Wherever demons are met, they must be
eradicated. Their chaos must not be allowed to infect the Unwavering Loyalty. Never forget who you swore
Multiverse and tip the scales of the Blood War in their fealty to. Be vigilant and maintain constant adherence to
favor. their will, for their vengeance shall be swift at even the
Consolidate Power. Mortals on the Material Plane mere thought of disobedience or treachery.
squabble for power, blind to the true threats of the
multiverse. You've seen beyond the mortal veil, and choose
Oath Spells
You gain oath spells at the paladin levels listed.
to seek out and amass power in tribute to your archduke.
Such conquest is among the most important tasks you have Paladin Level Spells
on the Material Plane. 3rd hellish rebuke, witch bolt
Judge, Jury, and Executioner. You swear to be the 5th shadow blade, suggestion
embodiment of your archduke's will wherever you are. You 9th bestow curse, life transference
are beholden to no law or master before them. If you see a 13th elemental bane, fire shield
course of action that would further your archduke's goals, 17th enervation, immolation
you will take it, consequences be damned.
Channel Divinity Devilish Aura
When you take this oath at 3rd level, you gain the Starting at 7th level, you emanate an aura of infernal might.
following two Channel Divinity options. See the Sacred The aura extends 10 feet from you in every direction, but
Oath class feature for how Channel Divinity works. not through total cover. Creatures within the aura feel its
Infernal Implement. You can use your Channel effects, but you yourself do not gain its benefits:
Divinity to call to your hand a weapon from the arsenal of
• Demons within your aura are placed under the effects
the archduke you swore your oath to. As a bonus action,
of the bane spell.
you present your holy symbol and invoke their terrible
• Friendly creatures deal an additional 1d6 fire damage
name. In a flash of fire and brimstone, the weapon appears
when they hit with a weapon attack. Good-aligned
in your hand. This weapon can be any simple or martial
creatures gain no benefit from this aura.
weapon, and you gain a bonus equal to half your
proficiency bonus (rounded down), to attack and damage At 18th level, the range of this aura increases to 30 feet.
rolls you make with this magic weapon. When you hit a
hostile creature with this weapon, your weapon places a
Infernal Seal
Starting at 15th level, when you hit a creature with an
minor curse upon the creature. Until the beginning of your
attack, you can place an infernal seal on them as a bonus
next turn, the creature subtracts 1d4 from attack rolls which
action. On any subsequent turn you can consume the seal as
target creatures other than you. Additionally, when you use
an action. Until the seal is consumed, the creature takes an
your Divine Smite feature while wielding this weapon, you
additional 1d6 fire damage when you hit them with a
can cause those features to deal fire or necrotic damage
weapon attack. When you use your action to consume the
instead of radiant. Your Infernal Implement persists until
seal, the target must make a Constitution saving throw
you take a short or long rest, at which point it melts into
against your paladin spell save DC or take 6d8 fire
smoke and dissipates.
damage, taking half as much damage on a success. A
Invoke Authority. As an action using your Channel
creature who is slain while under the effects of your
Divinity, you can present your holy symbol and speak the
infernal seal has their soul condemned to the hells. Their
terrible name of your archduke, forcing a devil that you can
soul is no longer free to return should a creature try to
see within 30 feet of you to make a Wisdom saving throw.
resurrect them by any means short of a wish spell.
A devil with a challenge rating greater than half your
You can use this feature a number of times equal to your
paladin level (rounded down) automatically succeeds on
Charisma modifier. You regain all expended uses when you
this saving throw. On a failed save, the devil
complete a long rest.
is bound to your will, as if a dominate
monster spell had been cast upon them. Legionnaire from Hell
This effect lasts for 1 minute, as long as At 20th level, you become completely consumed by the
you are on the same plane of existence infernal powers of your Oath, which grants you the
as the devil. It ends early if the devil following benefits:
drops to 0 hit points.
• You are immune to fire damage, and your native plane
becomes the layer of hell that your archduke rules over.
• As a bonus action on your turn, you can cause hostile
creatures within 30 feet of you to take 1d10 force
damage.
• When you reduce a creature to 0 hit points with your
Infernal Implement, you regain 2d10 + 10 hit points.

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