Paladin
Base Class: Paladin

The Oath of the Crimson Judge was made to keep back the night, including the creatures born of it. Such as undead, Fiends, and others in which are similar. The creatures of raw evil. Paladins who swear to this oath have no deity or any form of extra steps. You use Sangromancy to modify, increase durability, and aid your allies in the fight. Your blood boils .with conviction

Crimson Order Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Crimson Order Spells table, you thereafter always have the listed spells prepared. These spells do not count against the number of spells you can have prepared.

Paladin Level   |                Spells
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   3rd                  |.  Blood Rush, Bloodbane Rune
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   5th                  |.  Chain of Conviction, Sanguine Secrets
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   9th                  |.  Mote of Hell, Crimson Harvest
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   13h                 |.  Shared Judgement, Circle of Scarlet
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   17th                |.  Mortality, Infernal Calling
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Level 3: Crimson Court

You harness the power of the Crimson Sun, bringing its energy into the battles you fight. As a Bonus Action, you can expend one use of your Channel Divinity to enter a state of raw power. In addition, when you roll initiative, you may activate this feature instead of using a bonus action. You gain the following benefits while this feature is Active.

Crimson Shackle: Once on your turn, when you cast a spell, you may sacrifice a number of hit points equal to 2 times the spells level. Then you may target one creature who was the target of the spell, if the spell required a save they must've failed it, or if the spell required an attack you must've hit them. You then attempt to bind them with chains of Crimson Judgement. Chains made from the blood you sacrificed rise from the ground and chain the creature. The creature must succeed on a Strength saving throw against your Paladin Save DC or have their speed reduced to 0 until the end of their next turn. If a creature fails this saving throw, you are given back the Hit Points lost. This repayment does not count as healing or regaining Hit points for the purposes for classfeats and other effects.

Mental Judgement: As a Bonus Action on your turn, if you currently have an active target of an ongoing spell that requires a saving throw and the effected creature's creature type is undead, fiend, or its alignment is evil, you can spend 1 Hit Die from your Paladin class and roll it. You force Judgement on the creature. The creature must succeed on a wisdom saving throw against your Paladin Save DC or take 2 time the number you rolled in damage. You can only use this feature twice per Crimson Court.

Duration: This feature lasts for 1 minute or until you become incapacitated. 

At level 18 gain the following upgrades:

Crimson Shackle. When you use this feature, the target takes 2d6 necrotic damage on a failure. And they take half as much on a success.

Mental Judgement. Now deals  your hit die times 3 psychic damage instead of times 2. And they now take half damage on a success instead of none.

Level 7: Judgement Unprotected

At level 7, if you or any ally within your aura of protection is not Healthy, their blood seems to trickle out and cover their weapon. Any Melee weapon they hold deals an additional 1d8 damage. This damage is either; Fire, Radiant, or Necrotic. As their blood burns the enemies. If the creature becomes Critical, this damage becomes 2d8.

Blood of the Crimson Judgement

Your blood burns hotter, hotter than it should. Protection from your strikes does nothing. Now, if a creature you hit with an attack roll has temporary hit points, you begin to burn them away. That shield crumbles in the face of Judgment. You can cause the creature to take damage equal to your proficiency Bonus whenever you hit them with an attack roll using a Melee Weapon. 

Additionally, add half your Charisma modifier (rounded down) to the damage of your attacks now. This extra damage is the same as your weapon.

Crimson Overlord

At 20th level, your aspect as a Crimson Warlord takes form. Though only for a limited time.
As a Bonus Action on your turn you can cause your blood to boil, taking damage equal to your level. But while your blood boils you gain the following benefits for 1 hour.

Warlords Culling: Creatures within your aura of protection feel your power, as they feel like a animal about to be slaughtered. You have advantage on all Charisma (Intimidation) checks against creatures within your aura of Protection.

Crimson Spotlight: Once on your turn, whenever you take the attack action, you may make one additional attack. This attack is made at advantage. If you hit a creature with this attack, the creature is surrounded by a Halo of Blood. Every Crimson Spotlight attack you hit on a creature with a halo, you deal additional damage equal to half your Paladin level. The halo fades when you miss a Crimson Spotlight attack roll.

Vile Overseer: You have Resistance to damage caused by creatures with an Evil Alignment. Additionally, you're unable to be fooled or have your sight hindered by magic caused to stop you from seeing Evil Creatures.

Once you use this Bonus action, you cannot use it again until you complete a long rest. Unless you spend a 5th-level spell slot to use it again.

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