Paladin
Base Class: Paladin

Paladins who swear the Oath of the Bloodbound are willing to sacrifice their own life force to protect the innocent and vanquish evil. They believe in the power of blood, and that through pain and sacrifice, true strength and purity are achieved.

Channel Divinity

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

Blood For Power. As an action, you can imbue one weapon that you are holding with essence of your life force, using your Channel Divinity. As a bonus action you can sacrifice a number of hit points up to twice your paladin level. For the next minute, your weapon attacks deal additional damage equal to the sacrificed hit points.

Blood Ward. As an action, you can use your Channel Divinity and sacrifice a number of hit points up to twice your paladin level. Multiply the number of health sacrificed by 2, the sacrificed health creates a pool of hit points that any allies within 30 feet of you may pull from to take damage from, in their steed.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Bloodbound Spells

Aura of Sacrifice

Starting at 7th level, you and friendly creatures within 20 feet of you can sacrifice their own hit points to reduce damage dealt to another creature within the aura. Whenever a creature within the aura takes damage, another creature within the aura can use its reaction to sacrifice a number of hit points up to your paladin level to reduce the damage by the same amount.

At 18th level, the range of this aura increases to 40 feet.

Bloodbound Strike

Starting at 15th level, when you hit a creature with a melee weapon attack, you can sacrifice hit points up to your paladin level to deal additional necrotic damage equal to the sacrificed hit points.

Bloodforged Champion

At 20th level, as an action, you can assume the form of a Bloodforged Champion for 1 minute. During this time, you gain the following benefits:

  • You have resistance to all damage.
  • Your melee weapon attacks deal an additional 1d10 necrotic damage.
  • Whenever you deal necrotic damage to a creature, you can force the target to make a Constitution saving throw against your spell save DC. On a failed save, the target's speed is reduced to 0 until the end of its next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

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