The First Circle: Fiend Hunters (5e Subclass)

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The First Circle: Fiend Hunter[edit]

Paladin Subclass

The First Circle is a section of a paladin order known as "The Circles". The founder of the order, Huntmaster Golmdring, formed The First Circle not only as a stand against whatever crawls from the Hells or the Abyss, but also as repository of information on all things having to do with Devils, Demons, Yugoloths, and whatever in between. Paladins of The Circles are typically recognized by long, flowing coats of leather and large, wide-brimmed hats, sometimes coupled with scarves pulled over the face. The attire of The First Circle is generally colored deep reds to dull golds, decorated with hellish insignias such as phrases in Infernal or Abyssal, or pentagrams. To become a paladin of The Circles, one must usually meet with Huntmaster Golmdring and will likely be sent on a minor job to prove their worthiness and, should they show promise, be granted a right to the following tenents:
Slay All Fiendish Intruders

Wherever and whenever fiends intrude upon our world, we will send them back.

Rebuke Their Foul Worship

Those who foolishly sympathize with fiends are no better then them, and will be treated as such.

Knowledge Is The Truest Of Power

Any information that can be gathered about fiends is valuable, and just as important as their defeat.

Live With Cautious Wisdom

We face a smart and ruthless foe, who will stupe to any level. Remember this, and never be fooled.

Occasionally, Golmdring may learn of a special individual who would make a fine addition to the order, and may send his conscience to them. They will experience a dream where he will give them directions to the headquarters of The Circles, and will offer them a meeting with him to discuss possible membership.
Oath Spells

You will gain the following spells at 3rd level:

First Circle Spells
Paladin Level Spells
3rd zephyr strike, ensnaring strike
5th vortex warp, see invisibility
9th thunder step, blink
13th gravity sinkhole, freedom of movement
17th far step, steel wind strike
Channel Divinity

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

Silverfire Revolver
...I forged a weapon of devils bane...

The Silverfire Revolver is the calling card of the First Circle; an oversized pistol made of pure silver. During your characters first sleep after taking this oath, they will experience a dream about forging their own Silverfire. Once they awaken, they will be able to use their Channel Divinity to summon their Silverfire Revolver as an action. It has the following properties:

Martial Ranged Weapon
Weapon Damage Weight Properties
Silverfire Revolver 1d4 Radiant 6 lb. finesse, ammunition (range 100), light, special

Silverfire Revolvers often have blades mounted somewhere on their barrels, allowing them to function as short swords in close range, the blade causing equal damage as the bullets. If the target of an attack from a Silverfire Revolver is a Fiend or a Fiend cultist, the damage will be increased to 2d8 radiant. Unlike most ranged weapons, you may use Divine Smite with the Silverfires ranged attack. The pistol holds six bullets, and while the pistol cannot be re-loaded, it will regain all ammo after a short rest.

The Silverfire Revolver will remain summoned for 12 hours or can be de-summoned as a bonus action, either case will cause it to vanish back into your soul. Most fiend hunters start their day with summoning their revolver.

Knowledge of The First Circle
...I studied their weaknesses, learning how to strike...

The Order of Circles keeps vast amounts of knowledge on their foes, knowledge they are more than happy to share. Upon using this Channel Divinity as an action, you will enter a trance-like state and connect your mind to the Orders archives. You may ask the archives up to five questions concerning fiends, and you will receive answers based on what is recorded in the archives. Most fiend hunters use this on their off days.

Heavy Weapons
...As they gained strength, I forged horrors of war...

At 7th level you will gain a connection with the First Circle's armory. As an action, you can summon a heavy weapon from the armory provided you have two free hands. The heavy weapon will function as a Martial Ranged weapon with the two-handed property. When you summon the weapon you may make an attack with it, and you can use an action to make an attack with it on subsequent turns. When you attack with this weapon, it will target 20 feet worth of space within 200 feet of you that you can see, provided that the squares of that space are all connected. A creature in an area targeted by the weapon must make a Dexterity saving throw (DC equal to 10 + Dex + proficiency), taking 1d10 radiant damage on a failed save or half on a success. Should a target be a fiend or fiend cultist, the damage will be increased to 5d10. If you release your grip on the heavy weapon or it is forced from your hand, all effects of the ability will fade, as the weapon is teleported back to its warehouse. Feel free to personalize the look of your heavy weapon however you choose, the armory has all sorts of big and strange weapons. The weapon will vanish after being used 10 times. Once you use this feature, you must take a long rest before using it again.

Veil Of Silverpowder
...My body became a bulwark against wickedness...

At 15th level you will exude a minor aura of protection, as well as enhance the chamber of your Silverfire Revolver. You and any ally within 10 feet of you will reduce any damage from a fiend or fiend cultist by 3. At 18th level the aura will increase to 30 feet. Additionally, once per long rest, you may use an emergency reload, causing your Silverfire Revolver to regain all its bullets as a bonus action.

Cloak of the First Hunter
...I would become the terror of all evil...

At 20th level, you may don a cloak of the Huntmaster Golmdring. When you use this ability, you will gain the Channel Divinity weapons from both The Second Circle: Undead Destroyers, and The Third Circle: Eldritch Slayers for an hour. During this time, all special abilitys that deal extra damage to feinds will also deal extra damage to undead, abberations, and cultist of either. You regain use of this ability after a long rest.

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