Base Class: Paladin
The Sanguine Lord has whispered to you after a great tragedy. The path to redemption is before you, if you can sacrifice enough to actualize it. The Oath of Blood is a Paladin Subclass that focuses on the tenets of sacrifice and redemption. An ideal to give parts of yourself over to save others, and defeat the monsters of this world.
Sacrifice - True redemption can only be found through personal sacrifice.
Redemption - Even the most profane may be made clean.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hematic Vengeance: As an action, you can imbue one weapon that you are holding with necrotic energy, using your Channel Divinity. For 1 minute, your attacks deal 1d4 additional necrotic or radiant damage. Your weapon becomes magical for the duration. You can end this effect on your turn (No action required). If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Starting at level 15 the damage increases to 2d4.
Death Grip: As an action, you grab a creature which is one size smaller or taller than you within 60 feet to telekinetically and pull it in a free space before you. The target must succeed a Strength Saving Throw to resist this effect. You can also move the creature upward, but not further than the maximum range of the spell (60 feet). A lifted creature is suspended in mid-air for one minute as long as the caster is concentrating. While in the air the creature is considered grappled and can make a constitution saving throw as an action to break free from it.
Sanguine Strikes
Your connection to blood has twisted and changed your divine powers.
Your divine smite now deals necrotic damage instead of radiant. Your lay on hands can be used to heal yourself as normal, when healing others you take half the amount healed as necrotic damage, but it gains the ability deal necrotic damage on a melee spell attack equal to the amount that you choose from what you have available.
While bloodied (at half of your HP) you add 1d4 (2d4 at 11th level) necrotic damage to all melee weapon attacks.
While critical (fourth of your HP) you may use your bonus action to make another melee attack against a target.
Blood Tap
Starting at 7th level, when a creature within 10 feet (20 ft at 15th level) of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
Heart Strike
At 15th level, when hitting a creature with a melee weapon attack, you can deal additional necrotic damage equal to your charisma modifier to the target and adjacent creatures within 10 feet. You then gain that necrotic damage from this feature as temporary HP. Creatures that take damage from this ability must make a wisdom saving throw against your class saving throw or be frightened for one minute repeat save at the end of their turn. This ability recharges at the end of a short rest.
Sanguine Saviour
Beginning at 20th level, you don't fall unconscious when you are reduced to 0 hit points and not outright killed, but continue to fight on as normal, making death saving throws at the beginning of your turn.
Also whenever you deal necrotic damage to a creature, you gain temporary hit points equal to the necrotic damage dealt.
Comments