Paladin
Base Class: Paladin

Paladins that take up the Oath of the Sanguine serve their Blood Queen relentlessly, serving as advisors, protectors and reinforcements for the Vellgarden military.  Most often called Blood Knights, these paladins wield powers that allow them to bolster alies and seesaw with their own vitality to take down the mightiest of foes.

Tenents:

Bloodbound: Your very blood is bound in servitude of the Blood Queen; from henceforth, Her will be done by your hands, your mind and your blood.

Discipline: Her authority over you is not just control over your actions, but your mind aswell. You will serve strictly, blindly and most of all; loyally. You do not obey because you must, you obey because it is your right.

For the Realm: Your country has endured for countless ages for its Protectors stand defiant in the face of any adversary. You lay down your life for the realm and it's people with calmness and ease in your mind.

No Price too High:  To serve your Queen no sacrifice is too great, no deal too dirty, no power unreachable so long as it serves your Queen and Realm. You care not who shall pay the price, but it is not your Queen.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Wisdom Inside. You can use your Channel Divinity to gain knowledge from an opponent you've fought. As a bonus action, you draw information from an opponents blood, whether from a vial, your weapon or necrotic damage you've dealt to the target. You can choose to either learn all of its resistances or gain +10 bonus to a Nature, Investigation, Medicine or Arcana check you make regarding the target. 

Crimson Rite. You can use your Channel Divinity to sacrifice your vitality to replenish your mental prowess. As a bonus action, you can restore spent spell slots by taking damage equal to your hit die times the spell level you wish to restore. This damage cannot be reduced by any means, but should you take enough damage to fall unconscious you instead remain at 1 hit point. Additionally, Crimson Rite allows you to convert the damage your paladin spells deal to necrotic should you choose so.

Aura of the Sanguine

Starting at 7th level, you constantly emanate a virulent aura while you’re not incapacitated and enemies remain within 100 feet. The aura extends 10 feet from you in every direction, but not through total cover.

If an ally begins their turn inside this aura, they restore health equal to your proficiency while not incapacitated.

At 18th level, the range of this aura increases to 30 feet.

Hungering Strikes

Starting at 15th level, your hunger for vitality draws life essence from your foes. Whenever you hit with an attack or deal necrotic spell damage, you are healed equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. 

Gift of the Matriarch

At 20th level, you gain the ability to harness the strength of yourself and others. As a bonus action, you can manipulate vitality for one of the following effects:

  • You drain the life essence of others, dealing 2d10 necrotic damage to a target within 15 feet and heal yourself for the same amount.
  • You grant others your life essence, taking 2d10 damage to heal a creature within 15 feet to heal them for the twice the amount.

Previous Versions

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2/12/2020 2:19:35 PM
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