Base Class: Paladin
You have sworn an oath to release all blood from its mortal coil. Only through pouring blood into the ground you walk on can one truly see what life's meaning is. You are a hero in your heart, but others see you as drawing a fine line between neutral and evil yet they all agree you are pure chaos on the battlefield.
Tenets of Blood:
-Harvest. Being slain will purify the blood from its cage. "Not until the last drop will this world be truly free."
-Donate. Use what is now free to free more. Taking the donations of another's blood to keep spilling blood will forever be justified. "The new temple is my body, the blood is the worshippers."
-Judge. The time to free another might not be now. Blood is sacred and must mature to understand its belonging. "Blood ages differently in all creatures. Purity will come in time, either by my hand or another's."
Channel Divinity
This feature could be affected by multiclassing. See the Multiclassing rules for more information.
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blood Syphon. As an action you can spend one of your Channel Divinity to imbue a weapon with extra necrotic damage for 1 minute. (3rd level is 1d4, 6th is 1d6, 8th is 1d8, 10th is 1d10, 12th is 1d12)
Each hit with this weapon will heal you for equal to the number rolled of extra damage.
Vow of Thirst. As a bonus action, you can choose one creature that you can see within 100ft.
Your movement speed increases by 30ft as long as you pursue only your target.
This lasts until you end the Channel Divinity or either you or the target is unconscious.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Bloodrite Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Carnage
When you reduce a creature to 0 hit points and are standing within 10ft of it when it is declared dead, you can syphon the blood from the corpse to heal yourself for 1d10 as a bonus action. This increases to 2d10 at 12th level and 3d10 at 16th level.
This ability must be done within an 30 minutes of the creatures death and can only be used once per short rest.
Blood Berserker
Starting at 15th level, you can sense a creature's demise. The smell of its blood gives you an irresistible urge to slay.
You gain advantage on any creature you are trying to make a melee attack against that is currently missing health.
If the creature reaches 0 hit points while you are within 10ft of it you gain a +2 to all melee attacks for 1 minute.
Child of Blood
At 20th level, you become a cyclone of red on the battlefield. You can use an action to assume a blood avatar state where your skin turns dark crimson and black veins pulse over your body. For the next 1 hour you gain the following benefits:
- You gain health equal to half the melee damage done to any enemy, any extra carries over into temporary health that goes away after the 1 hour.
- You generate a radius of pure fear around you. Any creature that starts its turn within 10ft of you must succeed a Wisdom saving throw or become frightened of you for 1 minute and reduce the creatures speed to 0.
- All of your weapon attacks have a +2 to attack rolls. (stacks with Blood Berserker.)
Once you use this feature, you cant again until you take a long rest.
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