Daily Punch 7-8-19 Order of Hell’s Gates Paladin Sacred Oath for DnD 5e

Well DnD is going to fight some Devils, so lets make some characters that can do just that!  I always think paladins first, so here we go.

 

Oath of Hell’s Gates

The Oath of Hell’s Gates is an order dedicated to keeping the fiends of hell where they belong-on the prison that is hell by forming the literal Gate that holds them in.  Champions of this order form a bulwark to save any and all who fall afoul of devils by creating the walls that hold the horrors back.

Many who swear this oath are devoted to good gods regardless of law or chaos law focusing on the good they can do and the lives they can save.  Order is important to these champions but order at the cost of rightness is the way of the devils.  Seeing as they see themselves at the walls holding hell back they incorporate images of flaming gates  into their helmets or coats of arms.

Tenets of Devotion

Unlike other orders, these nights hold only two things sacred-help the helpless and stop the fiend.  All other goals are secondary allowing for a large amount of variability among their ranks as paladins of trickster gods mix with true knights of law and order.  All are bound by the cause of helping and defending, so disagreements among them, while often, are short lived.

Oath Spells

You gain oath spells at the paladin levels listed.

Table: Oath of Hell’s Gate Spells
Level Spells
3rd protection from evil and good, sanctuary
5th protection from poison, aid
9th remove curse, protection from energy
13th banishment, guardian of faith
17th dispel evil and good, hallow

Channel Divinity

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

Divine Shield: As a bonus action, you can imbue one shield with divine power.  This shield now floats freely near you and can move up to  up to 30 feet away.  This shield becomes a +1 magic shield if not already magical.  Each turn as a free action, you can choose one target within range and the shield will move to that target providing its bonus to AC as well as the same bonus to Dexterity saves to that target.  At level 7, your shield becomes a +2 magic shield, and at level 15 your shield becomes a +3 magic shield.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.  While this is in effect, you are still considered to be wielding the shield for all abilities and effects requiring you to be wielding a shield.

Exorcise. As an action, you present your holy symbol and speak a prayer censuring fiends, using your Channel Divinity. Each fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.  This includes are targets that are currently possessing another creature in range.  Manifesting this power in this way causes the possessing creature to leave, but the possessed creature is freed from the possession.

An exorcised creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Protection

Starting at 7th level, you and friendly creatures within 10 feet of you gain the AC and Dexterity saving throws granted by your Divine Shield channel divinity power.

At 18th level, the range of this aura increases to 30 feet.

Shield the Weak

Beginning at 15th level, as a free action you can voluntarily take all damage a target under your Aura of Protection or Divine Shield would take.  You may not reduce this damage in any way if you choose to take this damage.

Wall for the Gods

At 20th level, as a bonus action, you manifest the true will of heaven to protect your people.  You become a sunburst of divine energy for as long as you can muster it.  All allies and yourself under the effect of your Aura of Protection become immune to damage, have advantage on all attacks, saves, and checks while enemies in the aura have disadvantage on all attacks, saves, and checks.  At the start of each turn, you take 30 radiant damage that can not be reduced, redirected, or prevented due to you manifesting pure divine energy in your mortal frame.  You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Daily Punch 7-5-19 Forged In Fire feat for DnD 5e

Let’s keep making material to fight us some devils! Now some love for the dwarves!

Forged In Fire

Prerequisite: Dwarf

The dwarves dig deep and while hell isn’t under their feet, the forge glows hot regardless of the plane. You’ve grown up fighting flames in the forge and fires from monsters found in the deep dark. You gain damage resistance to fire damage.

Thoughts?

Daily Punch 7-4-19 Path of the Fallen Barbarian primal path for DnD 5e

How about a barbarian that fights demons?

 

 

Path of the Fallen

Just because your tribe lived in the wild does not mean your tribe was free from the evils of devils.  The devils just chose different ways to stalk your family.  You and your ilk learned to fight these monsters wherever they are from the planes of your home to the gates of hell itself!

Learn from your Enemy

Starting when you choose this path at 3rd level, you gain the resistances of your foes when you rage.  While raging you gain resistance to cold, fire, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered.

Frightful Aura

Beginning at 6th level, your rage frightens those are are not used to it.  Any creature you choose that starts it turn or enters within 30 feet of you while you are raging must make a Wisdom saving throw.  On a failure, On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to your fear aura for the next 24 hours..

Magic Resistance

Beginning at 10th level, your rage flows into your weapons and your very soul.  You gain advantage on all saving throws against magical effects and spells while raging.  Your weapon counts as a +1 version of itself while you are raging.  If your weapon has a better enchantment that +1, use that instead.

Diabolical Apotheosis

Starting at 14th level, when you rage, you take on the visage of a devil.  You gain immunity to all nonmagical weapons, immunity to poison and fire damage and the poisoned condition, giant bat wings that grant you a fly speed of 60 feet per round, and truesight out to 60 feet while raging.

 

Thoughts?

Daily Punch 7-2-19 Cone of Cold spell for Torg Eternity

Fantasy game with out a cone of cold!  NOPE!  Here ya go Torg Eternity

 

 

Cone of Cold

  • Axiom Level: 15
  • Skill: Conjuration 16
  • Casting Time: 1 action
  • DN: Target’s dodge or Dexterity
  • Range: 60 meters
  • Duration: Instant

Cone of Cold conjures a 60 degree cone of freezing arctic storm . The caster finishes the incantation and thrusts this open palm at the targets where it slams into all targets within 60 feet of the caster for for 14 cold damage and stymied. There is no penalty for Range, cover, or concealment and as this is a single burst, no Multi-Targeting is available.

  • Success Levels:
    • Good: Damage +1BD.
    • Outstanding: Damage +1BD + very stymied.

Daily Punch 7-1-19 Icicle spell for Torg Eternity

How about some Torg Eternity? I want more spells!

 

Icicle

  • Axiom Level: 9
  • Skill: Conjuration 14
  • Casting Time: 1 action
  • DN: Target’s dodge or Dexterity
  • Range: 100 meters
  • Duration: Instant

This spell a jagged shard of pure ice that drives itself into a target for 10 damage and causes the target to be stymied till the start of your next turn. The magician creates this ice from pure thoughts and does not require water. The conjuration total must exceed the Dexterity or dodge of the target character in order to hit. There is no penalty for Range, but all other modifiers (and options such as Multi-Targeting) for attacks are figured normally.

  • Success Levels:
    • Good: Damage +1BD.
    • Outstanding: Damage +1BD and target is very stymied.