Oath of the Fiend

The Oath of the Fiend is rarely seen. Not many wish to have dealings with Devils, but their are those that do. Whether the recipient is insane or only wishes for power, it matters not to an Archdevil just as long as the price for this power is paid in full.

Tenets of Devotion

Though the arragnement by which a paladin is given his fiendish abilities may differ from Devil to Devil, the tenets that the paladin must abide by are almost always the same.

Deal. A fair deal is always struck between the Demon Lord and the recipiant of its power. The Paladin ask and recieves without question and the Archdevil expects that same courtesy when it is time for it to collect what it is owed.

Obedience. Archdevils's demand obideience from its paladins. No matter what task it gives, A Devil expects that task to be completed without any question. There are always harsh consequences for those that attempt to cross their lord.

Destruction Of Chaos.

Worship. An Archdevil expects some form of worship from it's Paladin. Whether it be a small shrine in its name or an entire temple it matters not, there just must be some form of praise.

Paladin Level Spells 3rd Protection from Good and Evil, Hellish Rebuke 5th Scorching Ray, Hold Person 9th Fear, Bestow Curse 13th Wall of Fire, Fire Shield 17th Flame Strike, Polymorph

Oath Spell Restrictions Keep in mind that all of the Oath of the Fiend oath spells must be explained using a fiendish flavor. Example: When using haste spell the paladin might explain that as he activates the spell his eyes glow a devilish red and steam rises off of his flesh as he taps deeper into the fiendish power that was granted to him. Flaming Strike can only use fire and necrotic damage. Instead of beast, an Oath of the Fiend Paladins polymorph only allows you to turn creatures into fiends with a max CR rating of 8

Channel Divinity

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

Burning Soul. As a bonus action, you present your fiends mark and call its name, using your Channel Divinity. The Archdevil that you serve mark is placed upon a target that you can see with in 60 feet for 1 minute. The target must succeed on a Wisdom saving throw or take fire damage equal to you charisma modifier + your paladin level when you hit it with a weapon or spell attack. At level 15 fire resistance is ignored.

Devils Husk. As an action, you present your fiends mark and call its name, using your Channel Divinity. For 1 minute your human body becomes more closer to that of a fiend. Your flesh turns red, horns protrude from various places, and your skin becomes as hard as stone. You gain resistance to cold, fire, lighting, poison, bludgeoning, piercing and slashing damage from nonmagical weapons. This changes to magical weapons at level 11.

Aura of Devils

Starting at 7th level, friendly creatures within 10 feet of you gain resistance to fire, cold, and lighting damage. Also hostile creatures that start their turn in your aura take 1d4 fire damage and you may expend a 2nd level spell slot to have all of your allies in your aura healed for the total damage done by your aura.

At 13th level, the range increases to 20 feet and the fire damage increases to 1d6, and 30 feet and 1d8 at 18th level.

The Devils Reach

Beginning at level 15 you may use a bonus action on your turn to allow you and any equipment you're wearing to teleport up to 120 feet in any direction to an unoccuppied space. Immediately after reappearing you may attempt to grapple a creature. Once you use this feature, you must finish a short or long rest before you can use it again.

Demon Lord

At 20th level, as an action, you become a lessor devil fully taking on the appeareance of a fiend. You gain the following features for 1 minute.