Base Class: Paladin
An oath made under the crimson night sky, the Oath of the Blood Moon is made in grief, often succeeding a tragedy. Sworn to prevent such tragedy from repeating itself, Blood Moon paladins ensure their triumph over evil by any means necessary. They will accomplish any goal they set for themselves, regardless of challenge or opposition, even using their own lifeblood if necessary. With stalwart resolve, they carry out their duty to protect innocent life and banish corruption, wherever it may be.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Blood Moon Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Blood Moon Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
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|
9th |
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|
13th |
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|
17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Vital Safeguard. As an action, you sacrifice your own health to bolster an ally's fortitude as well as your own. You take self-inflicted damage, up to a fourth of your maximum hit points (rounded up), and heal a creature of your choice within 30 feet of you. The creature regains hit points equal to the amount of hit points sacrificed, and until the end of it's next turn, both you and the creature gain a bonus +2 AC. This feature has no effect on undead or constructs.
Moonlit Whirlwind. As a bonus action, you channel the energy of the moon to amplify your melee weapon attacks. This turn, when you hit a creature with a melee weapon attack, the creature must succeed on a Strength saving throw against your spell save DC or be knocked prone. You cannot attempt to knock the same creature prone this way twice.
Aura of Effulgence
Starting at 7th level, your presence disorients nearby creatures. While you are conscious, enemy creatures within 10 feet of you receive a penalty to their attack rolls equal to your Charisma modifier (with a minimum penalty of -1).
At 18th level, the range of this aura increases to 30 feet.
Bloody Waltz
Starting at 15th level, when you react to use Protection, you can retaliate and attack the creature you imposed disadvantage on, having advantage on that attack roll.
Crimson Night
At 20th level, you learn to channel the energy of the moon to briefly enhance your prowess. As an action, you embrace this lunar energy to gain the following benefits for 1 minute:
- Your melee weapon attacks cause you to regain hit points equal to half the amount of damage dealt. This feature cannot be triggered by attacking undead or constructs.
- You can cast Fear as a bonus action.
- You can use your Channel Divinity feature without expending one of the feature’s uses.
- You have advantage on attack rolls against Frightened creatures.
Once you use this feature, you can’t use it again until you finish a long rest.