Base Class: Paladin
Followers of the Oath of Bloodlust are masters of blood. Gaining additional offensive and defensive powers against bloody foes.
Oath of Bloodlust Spells
| Paladin Level | Spells |
|---|---|
| 3rd | hellish rebuke, marked for blood |
| 5th | darkness, blood bath |
| 9th | haste, vampiric touch |
| 13th | blight, confusion |
| 17th | contagion, shadow of moil |
Channel Divinity
An Oath of Bloodlust paladin of 3rd level or higher gains the following two Channel Divinity options.
Ritualistic Recovery. Once per day, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your paladin level (rounded up) to a maximum of 4.
Dreadful Aspect. As an action, each creature of your choice that can see you within 30 ft. must make a WIS saving throw (DC {{savedc:cha}}). On failure, the target is frightened of you for 1 minute. If it moves more than 30 ft. from you, it can attempt another saving throw.
Aura of Blood
7th-level Oath of Bloodlust feature
The paladin and any friendly creatures within 10 ft, gain a +1 bonus to attack rolls.
At 18th level, the range of this aura increases to 30 feet.
Blood Hunt
15th-level Oath of Bloodlust feature
Your bloodlust grows so powerful that you can spread it to others and gain resilience from them joining your hunt.
As an action you can choose a number of other willing creatures you can see within 30 ft of you equal to your Charisma modifier (minimum of one creature). You gain 2 temporary hit points for each creature that accepts this feature. The frenzy lasts 1 minute. For the duration, targets of your chosen allies' attacks suffer the effects of the Marked for Blood spell upon a successful hit. The bonus damage is applied to the initial strike.
Marked for Blood does not require concentration when it is applied by an ally in this manner.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Lord of Crimson
20th-level Oath of Bloodlust feature
The paladin can, as an action, surround themself with a 30-ft radius crimson aura that lasts for 1 minute. Whenever a creature that is affected by Marked for Blood starts its turn in the aura, it takes 4d10 necrotic damage. Additionally, creatures affected by Blood Hunt deal an additional 2d10 necrotic damage.
Creatures that are Marked for Blood are no longer resistant to necrotic damage while they remain inside the aura radius.
While under the effect of Lord of Crimson, you can hold 1 additional Blood Charge. If you are holding 4 charges when this effect falls off, the 4th charge is lost.
After activating the aura, the paladin can’t do so again until they finish a long rest.
Previous Versions
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9/14/2023 3:45:56 PM
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9/14/2023 4:40:22 PM
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9/14/2023 4:48:06 PM
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9/14/2023 9:16:40 PM
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9/16/2023 12:09:08 AM
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9/16/2023 12:17:04 AM
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