Base Class: Paladin
During times of great suffering, many of the less fortunate try to appease the heavens above so that they may be granted reprieve from the cruelties of the world. Such attempts often involve things as minor as humble prayers and small offerings, however desperation is an eternally wretched force, it’s influence sometimes bringing even the most stable of minds into the depths of blind madness and carnal revelry. This collapse into lunacy leads to those whose minds twisted by agony to let go of any form of self preservation, them shedding any form of sanctuary so that they may receive their bloody reprieve.
Tenents of The Oath:
Atone for the Many: Suffer your self imposed brutality so that the sins of all peoples can be redeemed.
Reject Sanctuary: Your blood and sinew are your offerings to the heavens above, reject all things that would interfere with your offerings, whether it be a simple roof over your head to a set of mail and shield.
Embrace the End: Injury and depravity are your tools to bring salvation, embrace all that would spill your blood with open arms.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Maddening Wave. As an action, you can use your channel divinity to force all creatures within a 30 foot radius of yourself to make a wisdom saving throw (with the DC being your Spell Save DC), on a failed save all creatures within the radius suffer 3d6 psionic damage and for 1d6 rounds they have disadvantage on all attack rolls and they must move their full movement and in 1d4 directions at the start of each of their turns.
Prolong Suffering. As an action. you can use your channel divinity to heal a creature that you can touch to their maximum hp and also remove all conditions from them, however they then will take 10 necrotic damage starting at the beginning of each of their turns for 1 minute.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of The Flagellant Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Blood of The Martyr
By 7th level your devotion towards self sacrifice has granted your very blood and soul great resistance and power. Once per long rest, upon hitting zero hit points, you heal all allied creatures (except yourself) within a 30 foot radius of yourself by 4d8 + 20.
In addition you stay conscious when rolling death saves, which you have advantage on.
At 18th level the healing increases to 8d8 +20 and the range increases to a 60 foot radius.
Sanguine Soul
Starting at 15th level you gain resistance to all damage and when you strike a creature with a melee attack, they must make a constitution saving throw (the dc is your spell dc), one a failure they take an extra 3d10 necrotic damage, on a success the damage is halved.
Crimson Purifier
At 20th level you can utilize the true might of all those who have suffered in the name of purification. As an action you can engulf all enemies within a 60 foot radius of yourself in a crimson haze of retribution and strife for a minute, during which all creatures who oppose you must roll a constitution saving throw on the beginning of each of their turn, on a failure they take 5d10 necrotic and 4d10 psychic damage and they are stunned until their next turn, on a success the damage they take is halfed and they are not stunned.
Once you use this feature, you cannot use it again until you finish a long rest.
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