Base Class: Paladin
The Oath of Martyrdom is a vow to sacrifice oneself for the good of others. Those who swear to it believe in the power of shedding their own blood for what is right, and this faith imbues their blood with divine power. Paladins of any alignment might follow this oath and its tenets.
Oath of Martyrdom Tenets
Though many chide them as being too self-sacrificial to achieve anything in the long-term, those who follow the Oath of Martyrdom still swear to these tenets.
Sacrifice Yourself First. Martyrdom is the greatest path that you can walk. Your sacrifice will reward others.
An Eye for An Eye. Those who cause undue pain are due the same pain in return. You must deliver this pain.
Inspiration from Pain. Your pain has a purpose. You must not ask "why does this happen to me?" but instead use your pain as inspiration and ask "who else hurts like this and needs the assistance of one who understands?"
Wear Scars as Badges. There is glory in blood. Your scars are not blemishes, but signs of the blood you have spilled for others. Wear them proudly. Your capacity to withstand pain in all its forms will inspire your allies.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Martyrdom Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Martyrdom Spells
Paladin Level | Spells |
---|---|
3rd | compelled duel*, hellish rebuke |
5th | infuse blood (new), warding bond |
9th | beacon of hope, life transference* |
13th | aura of life*, vengeful smite (new) |
17th | destructive wave*, grim terror (new) |
D&D Beyond Note: New homebrew spells and spells marked with an asterisk must be selected manually in the character builder. Homebrew spells must first be added to your collection.
Channel Divinity
At 3rd level, you gain two Channel Divinity abilities, Judge by Blood and Martyr's Glory:
Judge by Blood. When you take damage that isn't poison or psychic damage, you can use your reaction to inflict your pain upon your foes with the divine power inside your blood. Each creature of your choice within 10 feet of you takes psychic damage equal to 1d10 + half your paladin level.
Martyr's Glory. As an action, you taunt your foes into attacking only you. Each creature of your choice within 20 feet of you must succeed on a Wisdom saving throw or else suffer disadvantage on attack rolls made against any target other than you for 1 minute. Each affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Fiends and undead have disadvantage on the saving throw.
Aura of Inspiration
Starting at 7th level, when you take damage while you are conscious, you can choose to grant other creatures of your choice within 10 feet of you temporary hit points equal to your proficiency bonus.
These temporary hit points last until the end of your next turn, and you cannot grant the temporary hit points again until the start of your next turn.
At level 18, the radius of this feature increases to 30 feet.
What Doesn't Kill Me
Also at 7th level, when your blood is spilt, it inspires the divine power lurking in you and empowers your body.
While you have no more than half of your hit points remaining, you have advantage on Strength checks and saving throws.
Blood Rites
Starting at 15th level, you can channel magic past your limits by releasing the divine power in your own blood.
As a bonus action, you can spill your blood and spend up to 5 of your remaining hit dice, but you do not regain hit points. Instead, you take 1d8 necrotic damage that ignores resistance and immunity per hit die expended.
The next paladin spell you cast on this turn is also a Blood spell in addition to its other schools and does not require a spell slot if it would normally expend a spell slot of a level equal to or less than the number of hit dice you expended. If the casting time is 1 bonus action, you can cast the spell as part of using this feature.
However, the spell can't restore a dead creature to life. Also, unless it is a necromancy spell, it can't cause any creature to regain hit points; instead of restoring hit points, it grants temporary hit points equal to half as many hit points as it would have restored.
You cannot use this feature to cast a spell at a level higher than you have spell slots for (expended or otherwise), and you can't expend more hit dice using this feature than one-third of your paladin level before finishing a long rest.
Sacrificial Rebirth
At 20th level you gain the ability to make the ultimate sacrifice as a martyr, knowing that you will return.
When you are reduced to 0 hit points, you can choose to sacrifice yourself in order to inspire and protect your allies. You instantly die, but you are not removed from the initiative order and your magic items stay attuned.
At the start of your next turn, you return to life with your body restored and half of your hit points remaining, along with 100 temporary hit points. Each creature of your choice within 120 feet of you that can see or hear you gains 50 temporary hit points that last for 1 minute. Other creatures with these temporary hit points can't be charmed or frightened within your Aura of Inspiration.
Once you use this feature, you can't use it again until you finish a long rest.

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