Base Class: Paladin
The Oath of the Sanguine Lord is sworn by paladins who have entirely abandoned the concept of martyrdom, viewing the battlefield instead as a grand banquet. They do not sacrifice their own vitality to protect the weak; they actively harvest the life force of their enemies to fuel their own dark crusades. To these warlords, blood is the purest form of magic and the ultimate currency of power. By mastering hemomancy and channeling corrupted divine energy, they gorge themselves on the spilled lifeblood of their foes, rendering themselves nearly invincible. A Sanguine Lord is a terrifying, self-sustaining juggernaut—a predator clad in heavy armor who believes that the strong are inherently entitled to consume the weak.
Oath Spells
You gain oath spells at the paladin levels listed. Once you gain access to an oath spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
-
3rd: Inflict Wounds, Armor of Agathys
-
5th: Blindness/Deafness, Ray of Enfeeblement
-
9th: Vampiric Touch, Fear
-
13th: Blight, Shadow of Moil
-
17th: Enervation, Contagion
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Siphoning Strike: When you hit a creature with a melee weapon attack and use your Divine Smite feature, you can use your Channel Divinity to violently rip the vitality from your foe. The target must make a Constitution saving throw. On a failure, you regain hit points equal to half the total radiant or necrotic damage dealt by the attack.
Blood Hex: As a bonus action, you can use your Channel Divinity to curse the blood of a creature you can see within 30 feet of you. For 1 minute, your melee weapon attacks against the cursed creature deal extra necrotic damage equal to your Charisma modifier (minimum of 1).
Aura of Coagulation
Starting at 7th level, the scent of spilled blood drives you into a predatory frenzy while suffocating the life from your prey. Hostile creatures within 10 feet of you that are below their hit point maximum have their movement speed reduced by 10 feet. Additionally, you have advantage on melee weapon attacks against any creature in this aura that is missing hit points.
At 18th level, the range of this aura increases to 30 feet.
Glutton for Punishment
Starting at 15th level, your cursed physiology reflexively feeds on those who try to harm you. When you are hit by a melee attack from a creature within 5 feet of you, you can use your reaction to make a single melee weapon attack against the attacker. If your attack hits, you regain hit points equal to the necrotic or radiant damage dealt by the attack.
Blood-fiend Avatar
At 20th level, you can physically manifest the apex of your gluttony, transforming into an unstoppable engine of consumption. As an action, you radiate an aura of boiling, blackened blood for 1 minute, gaining the following benefits:
-
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
-
Once per turn, when you hit a creature with a melee weapon attack, you can drain its life force. You regain hit points equal to half the damage dealt by the attack.
-
When a creature within 30 feet of you drops to 0 hit points, you can use your reaction to instantly absorb their remaining essence, gaining temporary hit points equal to 2d10 + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments