Base Class: Paladin
Those who follow the Oath of Crimson see the violence in the world as wholly unnecessary. Often known as Bloodlords, these Paladins value the sanctity of life, but understand that those who do not understand the gift of life can only be dealt with through righteous fury.
Tenets of Crimson
Violence only as a Necessity. Blood is the very life essence of beings and should be respected as such. There are many solutions to a problem, and while some require the spilling of blood, violence is always a last resort - never the result of an emotional whim.
Let None Stand In Your Way. Those who do not respect the sacredness of blood and the life it embodies are undeserving. For those who stand in your way or harm another without need, drain them of their life-giving ichor and use it to further your cause - protecting those who truly cherish the gift of blood.
Dignified and Resolute. Never allow yourself to indulge in the base savageries, act not on impulse, but rather on careful deliberation. Focus your mind and steady your resolve, a clear mind and a balanced spirit will allow you to act without the burdens of emotions or desires.
Crimson Spells
You gain additional spells from your Oath, represented in the Crimson Spells table below. See the Oath Spells class feature for how Oath Spells work.
Crimson Spells
| Paladin Level | Spells Known |
| 3rd | Charm Person, Sleep |
| 5th | Hold Person, Misty Step |
| 9th | Vampiric Touch, Fly |
| 13th | Compulsion, Confusion |
| 17th | Dominate Person, Geas |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Crimson Smite. As a bonus action, after you reduce a creature to 0 hit points, your weapon becomes wreathed in the blood of your fallen victims. The next time you hit a creature within one minute with a weapon attack, the attack deals an extra 1d8 necrotic damage, plus an additional 1d8 necrotic damage for each creature you have reduced to 0 hit points within the last minute, up to a maximum of 5d8.
Sanguine Offering. When an attacker that you can see hits you with an attack, you can use your reaction to attempt to Charm the attacking creature. The target must make a Wisdom saving throw. On a failure, the creature is Charmed, and must instead attack a creature of your choice within 10 ft. of you. After making this attack, the creature is no longer Charmed.
Aura of Sacrifice
Starting at 7th level, whenever a creature that you can see is reduced to 0 hit points, you and allies within 10 ft. of you regain hit points equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 ft., and the hit points regained increase to twice your Charisma modifier.
Eminence
At 15th level, creatures you can see have disadvantage on saving throws against being Charmed by you.
As well, you have advantage on Charisma (Persuasion) checks.
Imperial Bloodlord
At 20th level, you can use your action to unleash your life's essence, as well as that of your countless victims to clad yourself in crimson armor. For the next minute, you gain the following benefits.
- When you take the attack action on your turn, you can make one additional attack as part of that action.
- You can use your Crimson Smite Channel Divinity option without consuming a usage of your Channel Divinity.
- When you damage a creature, you regain a number of hit points equal to half the damage dealt by your attack.
Once you use this feature, you cannot use it again until you finish a long rest.
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