Paladin
Base Class: Paladin

blood paladins use there control over blood to decimate and control the battlefield. weather it be sealing creatures in a unbreakable cross or summoning a blood cross shield to protect them and others or even sending blood powers thru there specialized silver knuckles to knock the fangs out of those pesky vamps.

TENNETS OF THE BLOOD WAR

Code of the wall. the live by a code to never give up even when the fight seems hopeless they will never give up.

code of bonds by blood. when some one betrays them they will not give up on there friend so easily.

code of war. they never say no to a fight the cant it against there nature.

code of faith. they can never trust a creature of the dark.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

weapons of the light. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. 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.

turn the dead away. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

blood manipulation

blood rate: manipulation of the heart beat can cause current feeling to be exaggerated and made more pronounced after a successful medicine check. the dc is determined by the emotion you are trying to influence. if attempting to use this ability while avoiding notice a slight of hand check maybe required

blood transfusion: the user absorbs blood from a dead body giving the user new life revitalizing the user giving them one level 1 spell slot {can only be used once per long rest}

blood sacrifice: the user can sacrifice their health in increments of 10, 20, 30, 40 to heal a friend for half the sacrificed amount can only be used once per long rest 

blood tracks: the user can taste blood of creature that has died within the past 24hrs and then roll a d6 the higher the role the more detail you can get from the vision a 1 tells you how long they have been dead a 2 tells you what type of damage they have died from 3 will tell you the weapon a 4 will tell you did they know they see the thing that killed them get a vague concept of what it was a 5 tells you if the creature knew the thing that killed it 6 will tell you all of the above

blood crossed shield: as a reaction to an attack on you or the friend you cast a shield which cost 2 hp the shield grant the shielded +2 ac until the shield successfully hit or start of next turn

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of blood war Spells

perfect holy containment

envelope you're arm in your own blood turning your arm in to a sword of blood stabbing the creature in the heart when they are below 5% health will cause the creature to be sealed i n a silver cross with a red skull on it permanently at the cost of a lot of your health

world ending cross

 

at 20th level do 15d8 B dmg and 5d10 fire damage sacrifice 99% remaining health

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