Barbarian
Base Class: Barbarian

A Paladin of the Oath of Blood believes that violence is a great tool to achieve someone’s goals. They believe that a person that has taken a dark path cannot be redeemed so they take justice on their own hands, to smite those who are beyond salvation in their eyes. For a paladin to take the Oath of Blood they have to offer the lives of their defeated enemies to a god of war or those who take an even darker path, to a great demon or devil (for instance, an Orc Paladin of Gruumsh that would offer his own eye as the indication of his resolve, or a Minotaur that is serving Baphomet and has embraced his strength and brutality). In exchange, the paladin is granted the power to manipulate his lifeforce as well as his target’s and rend them weak and powerless. Although their existence is not welcomed by most of the civilizations, those in need of urgent help would not hesitate for assistance from a blood rusted armored paladin

Channel Divinity

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


• Blood Coated Weapon. You can use your Channel
Divinity to make your weapon thirst for blood. As a bonus action you touch one weapon or piece of ammunition and conjure a blood aura that surrounds it. For 1 minute, you add your Charisma modifier + half your
proficiency bonus rounded up to attack rolls made with that weapon or piece of ammunition (with a minimum bonus of +1)

• Blood Puppet Curse. You can use your Channel
Divinity to control the blood pressure of your enemies.  As an action, you can try to immobilize their nervous system, making them unable to move. The creature
must succeed on a Constitution saving throw or be stunned for 1 minute. While under the effect, the crea ture repeats the saving throw at the end of it’s turns.
On a success it takes back control over its body and the effect ends.

 

 

 

Bloodthirsty Aura

Starting at 6th level, you and every friendly creature within 10 feet of you, gain temporary hit points equal to double your Charisma modifier (minimum of 1) each time you reduce a creature to 0 hit point. At 18th level, the range of this aura increases to 30 feet.

Blood Ward

Starting at 10th level, when you are reduced to 0 hit points and are not killed outright, you drop to 1 hit point instead. Also, the next attack you make is made with advantage. Once you use this ability, you can’t use it again until you finish a long rest.

Avatar of Blood:

At 14th level, as an action you surround yourself with an aura of blood that lasts for 1 minute and gives you the following benefits:

• Whenever a creature damages you, it suffers 10 necrotic damage.

• At the start of each of your turns, you regain 10 hit points.

• When a creature hits you with a melee attack, you can intercept the blood in the aura between you and the creature and use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of 1). If the attack misses, the blood in the aura forms a spike that pierces the attacker causing it to suffer 4d6 necrotic damage. Once you use this feature, you can’t do so again until you finish a long rest.

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