Base Class: Paladin
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blood for Blood. As an action, you can cover your weapon with your own blood to increase its striking ability for one minute, using your Channel Divinity. You suffer the attack type of your current weapon (magical or otherwise) to coat your weapon with your blood. You can add your Charisma modifier to attack rolls made with this weapon (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration.
- You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Abjure Enemy. As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw. Creatures with blood have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Sanguine Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Blood
Aura of Blood:
Starting at 7th level you, as well any creatures with blood within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Hardened Blood
Starting at 15th level, your shed blood starts to mend your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
Blood Bulwark
At 20th level, you manifest a your blood in your defense. As a bonus action, you gain the following benefits for 1 minute:
- You gain truesight with a range of 120 feet.
- You have advantage on attack rolls against any creature with blood.
- Whenever you are hit with a melee attack, the attacker must make a dexterity saving throw or suffer 4d6 piercing damage as hardened blood spikes from your body in retaliation. (half as much on a success)
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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