Oath of Hellfire (5e Subclass)

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Oath of Hellfire[edit]

A Paladin Subclass The temptation of evil, a paladin who forsakes his god and embraces the hatred and despair of the world to burn their flesh to ignite hellfire. A Ritual must be performed to undergo the transformation into the hellfire oath. the paladin must forsake his ties to any higher beings and ignite their body on fire. As the fire burns all that remains is your skeleton and a blue/green ghostly fire remaining in your eyes.

(This is an Oath made for Non-Player characters, use it at your own risk)



Flame of Righteousness : the evil deeds you have witnessed make your heart burn with anger. You stand for the weak and oppressed and use their emotions to fuel your ghostly blue flames of righteousness

Flame of Malice : there is a joy like no other in taking the evil path. No deeds to unpleasant and no unspeakable crimes you won’t commit. Your very being craves to do evil and the poor souls in your ghostly green flame fuel it to burn even brighter.

Flame of Repentance :you have turned away from your days of war and only wish to find peace. Your eyes burn dim as you feel the sorry and regret of the people you meet. The ghostly purple flame dances as you watch the sunken faces of both good and evil, two side of the same coin

Oath Spells

Paladin Level Spells
3rd Find steed, Elemental weapon
5th Fireball, Elemental bane
9th Haste, Fear
13th Find Greater Steed, Freedom of Movement
17th Hallow, Immolation

Flame of Hell[edit]

When you choose this subclass at 3rd level, you have effectively became an alive skeleton. You lose any race traits you have and gain the following traits:

Darkvision: thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.

Restore limbs: You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.

Skeletal Nature: You are immune to disease, being poisoned and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. This also applies to your steed.

False Appearance: You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are prone and your speed is 0. If you have armour equipped you have a disadvantage when enemies look for you. If you have no equipment you must spend an action to equip your armour and weapons once reassembled.

Channel Divinity[edit]

When you take this Oath at 3rd level, you gain access to the following Channel Divinity Options

Summon Steed. You summon your faithfull steed to your side; it appears within 5 feet of you. It uses the warhorse statistics with the following changes. It has an AC of 16. Its intelligence is 6. It speaks Abyssal but can communicate with its rider even if they do not share a language. The horse refuses to act in combat unless it is being ridden. It can move and stand still on water and leaves small hoofprints of fire. (Non harmful). The horse gains 1 extra hit dice for each level in this class after 3rd.

Fiery Beast: You can use your channel divinity to allow your horse to engage in combat for one minute. As a bonus action. Your horse acts on your turn for one minute and is able to use all its attacks like normal, but the damage type of these attacks changes to fire damage

Aura of the Hell Horse[edit]

Starting at level 7 you and friendly creatures that start their turn within 10 feet of you gain + 10 ft extra walking speed and are immune to the Restrained Condition while within the aura. At 18th level, the range of this aura increases to 30 feet.

Everlasting Rider[edit]

At 15th level you gain the ability to move faster then the opponent can react when you are on a mount. If you have moved at least 10 feet on a mount, you don't provoke opportunity attacks. You also don't need to sleep, drink or eat in addition to not aging.


Starting at 20th level as an action, you can ignite your whole body on fire. Gaining the following benefits for 1 minute.

  • Your first attack each turn does extra fire damage for 10ft moved you get a 1D8 with a limit of 5D8

Once you use this feature, you can't use it again until you finish a long rest.

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