Base Class: Paladin
Life’s very essence courses through the bodies of fools and hero’s just the same. You’ve sworn an oath to cut free rot and waste from these people- no matter the cost.
Healing isn’t always a clean matter. Make sure it’s an effective one.
Tenets of Bloodletting
Though the exact words and strictures of the Oath of Bloodletting vary, paladins of this oath share these tenet's.
Health. To help others, you need to be as healthy as possible. To save others, you need to be willing to sacrifice whatever you can. An empty glass cannot be drank from.
Sacrifice. This path is a difficult one- and one that must be chosen by only the strongest. You must give all you have to save another.
Vengeance. Show no mercy. Give no quarter. Those that harm you are merely rot to be cleansed.
Balance. To heal, one must harm. To give, you must take. Do not be afraid to take what you need to follow your oath- as there are many who are undeserving of your gifts.
Eliminate the Rot. Corruption lingers beneath skin. Beneath blood. You must stand true against its influence. You must not hesitate to strike when the opportunity comes.
Blood. Blood is sacred. Sustenance and soul in one. Sometimes it must be wasted- but it’s nothing to celebrate.
Oath Spells
You gain oath spells at the paladin levels listed.
| Oath of Bloodletting Spells | |
|---|---|
| Paladin Level | Spells |
| 3rd | False Life, Hex |
| 5th | Wither and Bloom, Enthrall |
| 9th | Vampiric Touch, Life Transference |
| 13th | Compulsion, Dominate Beast |
| 17th | Dominate Person, Enervation |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Bloodthirst. As an action, you can imbue one weapon that you are holding, or your own unarmed strikes with power. Whenever you attack an opponent that has been reduced to 1/2 health or less with this weapon, you make the attack with advantage. In addition, whenever you kill a creature, you can use your reaction to heal half of the damage the killing blow dealt.
At the end of your turn, if you fail to hit a creature with the weapon, take damage as though you had been hit by the same weapon.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Alluring Presence. As an action, you can gain advantage on all Charisma checks for 10 minutes. As a bonus action while this ability is active, you can add +5 to any Charisma check of you choice in exchange for taking necrotic damage equal to half your hit-dice, rolled.
Lay on Hands Alternative
Blood calls to you, and sings of its impurities. With a little help, it could cleanse itself.
As an action, you can draw blood from a creature to rid it of it’s impurities, curing one disease or neutralizing one poison for every 10 points of damage dealt.
If the target is willing, then you can work in exact increments of 10. If not, then treat this feature as an additional option after an attack that dealt more then 10 points of damage.
Aura of Incisions
Starting at 7th level, the song of blood has begun to draw the weapons of you and your allies directly to its source. You and friendly creatures within 10ft can choose to add your half of your Charisma modifier (rounded down) to all melee attacks.
At 18th level, the range of this aura extends to 30ft, and you instead add your Charisma modifier to the attack rolls.
Lethal Vessel
Starting at 15th level, you are always under the effects of the Primal Savagery spell as though it were cast by a first level caster. The damage dealt by this effect is necrotic instead of acid.
In addition, whenever you use this feature to make an attack considered a ‘bite’, you gain hit points equal to the amount of damage dealt.
Macabre Virtue
At 20th level, the song of blood has worked it’s way into your very soul. On your turn, you can take any of the following options.
Charm. As an action, you target one humanoid you can see within 30 feet. If the target can see the you, the target must succeed on a Wisdom saving throw against your spell save DC or be charmed. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under the your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your Alternative Lay on Hands Feature, and the ‘bite’ option of your Lethal Vessel Feature.
Each time the you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you are killed, on a different plane of existence than the target, or take a bonus action to end the effect.
Sanguine Gift. As an action, you can directly transfer your life force to another creature. As though using the Lay on Hands feature, grant another creature as many hit points as you choose, then take damage equal to the amount healed. This damage cannot be reduced or transferred in any way.
Crimson calling. As an action, you can draw the blood of a willing creature to imbue their weapons with the same effects as your Bloodthirst channel divinity feature. These weapons do not suffer the same drawbacks.
Oath Spells
Oath Spells
You gain oath spells at the paladin levels listed.
| Oath of Bloodletting Spells | |
|---|---|
| Paladin Level | Spells |
| 3rd | False Life, Hex |
| 5th | Wither and Bloom, Enthrall |
| 9th | Vampiric Touch, Life Transference |
| 13th | Compulsion, Dominate Beast |
| 17th | Dominate Person, Enervation |
Channel Divinity
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Bloodthirst. As an action, you can imbue one weapon that you are holding, or your own unarmed strikes with power. Whenever you attack an opponent that has been reduced to 1/2 health or less with this weapon, you make the attack with advantage. In addition, whenever you kill a creature, you can use your reaction to heal half of the damage the killing blow dealt.
At the end of your turn, if you fail to hit a creature with the weapon, take damage as though you had been hit by the same weapon.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Alluring Presence. As an action, you can gain advantage on all Charisma checks for 10 minutes. As a bonus action while this ability is active, you can add +5 to any Charisma check of you choice in exchange for taking necrotic damage equal to half your hit-dice, rolled.
Lay on Hands Alternative
Lay on Hands Alternative
Blood calls to you, and sings of its impurities. With a little help, it could cleanse itself.
As an action, you can draw blood from a creature to rid it of it’s impurities, curing one disease or neutralizing one poison for every 10 points of damage dealt.
If the target is willing, then you can work in exact increments of 10. If not, then treat this feature as an additional option after an attack that dealt more then 10 points of damage.
Aura of Incisions
Aura of Incisions
Starting at 7th level, the song of blood has begun to draw the weapons of you and your allies directly to its source. You and friendly creatures within 10ft can choose to add your half of your Charisma modifier (rounded down) to all melee attacks.
At 18th level, the range of this aura extends to 30ft, and you instead add your Charisma modifier to the attack rolls.
Lethal Vessal
Lethal Vessel
Starting at 15th level, you are always under the effects of the Primal Savagery spell as though it were cast by a first level caster. The damage dealt by this effect is necrotic instead of acid.
In addition, whenever you use this feature to make an attack considered a ‘bite’, you gain hit points equal to the amount of damage dealt.
Macabre Virtue
Macabre Virtue
At 20th level, the song of blood has worked it’s way into your very soul. On your turn, you can take any of the following options.
Charm. As an action, you target one humanoid you can see within 30 feet. If the target can see the you, the target must succeed on a Wisdom saving throw against your spell save DC or be charmed. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under the your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your Alternative Lay on Hands Feature, and the ‘bite’ option of your Lethal Vessel Feature.
Each time the you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you are killed, on a different plane of existence than the target, or take a bonus action to end the effect.
Sanguine Gift. As an action, you can directly transfer your life force to another creature. As though using the Lay on Hands feature, grant another creature as many hit points as you choose, then take damage equal to the amount healed. This damage cannot be reduced or transferred in any way.
Crimson calling. As an action, you can draw the blood of a willing creature to imbue their weapons with the same effects as your Bloodthirst channel divinity feature. These weapons do not suffer the same drawbacks.
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